Project Record 07 · Immersive public experience

Army National Guard Disasterville

An immersive natural-disaster experience that brought emergency scenarios into American high school gyms; technology, space, and story worked together to make preparedness tangible.

Client / OrganizationArmy National Guard
RoleInteractive software engineering
ContextExperiential engagement
OutcomeA serious subject became an interactive experience students could enter, explore, and remember.
Personal OwnershipInteractive software engineering

The role statement defines my contribution boundary for this record. Client leaders, product partners, designers, artists, quality specialists, operators, and other engineers retain credit for their respective work; a project is described as independently built only when the supplied operating record supports that claim.

01 · Challenge

What The System Had To Solve

  • Translate large-scale natural-disaster scenarios into an experience appropriate for a school environment.
  • Coordinate software, physical space, media, and live operations as one coherent visitor journey.
  • Balance spectacle with clarity so the technology served the message instead of overpowering it.
02 · Approach

How I Approached It

  • Designed around the complete audience journey; entry, orientation, interaction, and reflection mattered as much as any single effect.
  • Treated the gym as an adaptable runtime environment with real operational constraints.
  • Used immersive media to make abstract risk easier to understand without turning preparedness into entertainment alone.
Students participating in an immersive gym-scale disaster preparedness experience
Editorial Visualization · Learning Through ExperienceSpectacle Serves Comprehension.

Students move from an immersive preparedness scenario into reflection; the emotional moment remains connected to what they should learn and remember.

03 · Results

What Changed

  • The campaign brought natural-disaster scenarios directly into United States high school gyms.
  • The work demonstrated how interactive technology can support public communication and experiential learning.
  • A public campaign record is available through Little Black Book.

Outcome language is drawn from my project record. Where a number is not independently published, the wording identifies it as a portfolio-reported result.

04 · Decision Lens

What The Project Taught Me

Key Decision

Let the physical environment carry part of the interface so the experience felt immediate without becoming confusing.

Durable Lesson

Immersion is most useful when it gives consequence a shape people can understand.

Where It Applies

Useful for public education, experiential campaigns, simulation, museums, and location-based technology.

05 · Capabilities

What This Work Demonstrates

  • Immersive media
  • Interactive systems
  • Spatial experience
  • Live installation
06 · Public Links

Review The Public Work

Next ProjectSolana Toolbelt for Unity

A Relevant Problem?

Let's Compare Notes.

If this project resembles a system your team is trying to build, stabilize, or scale, I would be glad to hear the constraints.