PROJECT CASE STUDY

Luna Dark

festival.

Project: Luna Dark Festival
Role: Experience Design / Engineering
Client: Luna Park Melbourne
Event Duration: 6 to 8 nights annually
Visitors: Thousands per event
Skills: spatial design, electronics, fabrication, VR previs

Luna Dark is Luna Park Melbourne’s annual Halloween takeover, transforming the historic amusement park into a series of immersive horror experiences. Each year the event introduces new haunted attractions, themed environments, and interactive scare experiences designed to move thousands of guests through the park over multiple nights.

I work as part of the creative team and as technical team lead, responsible for designing and building several of these attractions. My role focuses on the spatial design, technical systems, and physical fabrication that bring the experiences to life, from planning maze layouts and environmental storytelling through to developing custom hardware, lighting effects, and interactive scare mechanisms. The goal is to create environments that are both atmospheric and robust enough to operate reliably under the pressures of a live public event.

Luna Dark is an event that proudly celebrates and showcases human made art, having chosen to not use AI generation tools in any of the pre-production or production work.

Luna Dark 2024 event poster by Ash Newman
The Poster for Luna Dark 2024 by the incredible Ash Newman. See her work at ashnewman.art

Designing the Haunted Houses

The design of each haunted house begins as a series of hand-drawn layouts that map the overall structure of the experience. At this stage the focus is on guest flow, sightlines, and the placement of key scare moments. Corridors, turns, and small rooms are arranged to control how guests move through the space, ensuring that groups progress at a steady pace while maintaining the feeling of uncertainty and tension that makes the experience effective.

Once the initial concept is established, the haunted house is rebuilt as a VR previs environment. This allows the layout to be tested at full scale before construction begins. By walking through the haunted house in virtual reality, it becomes possible to evaluate how spaces feel, how quickly guests move through them, and whether sightlines reveal too much or too little. This stage also allows the team to test the timing and spacing of scare moments, ensuring that actors and effects have the right opportunities to surprise guests without interrupting the overall flow.

After the experience design is validated, the layout is digitally refined to ensure the structure can be built efficiently and safely on site. Wall systems, access points, and performer positions are checked to make sure the haunted house operates smoothly during the event, including safe pathways for actors and crew working inside the structure.

Once these stages are complete, the haunted house is constructed inside the park using modular wall sections, props, lighting, and practical effects. The final installation translates the planned experience into a physical environment that can operate reliably across multiple nights of the festival while maintaining the pacing, atmosphere, and story beats established during the design process.

The very rough early layout ideas for a haunted house.
The very rough early layout, exploring ideas and flow for a haunted house.
A performer in a room where you would be scolded for "having walked into the wrong place". This was the scariest room.
A performer in a room where you would be scolded for “having walked into the wrong place”. This was the scariest room.
A door in the 2024 haunt that allowed the haunt to be reconfigured and give different layouts during the day and evening
A door in the 2024 haunt that allowed the haunt to be reconfigured and give different layouts during the day and evening.
A higher up view of patrons early of an evening, showing the decorative lighting around the event stage in 2024
A higher up view of patrons early of an evening, showing the decorative lighting around the event stage in 2024.
Plans I drew up for the "Fortune Teller Machine" prop used in the carnival scene of the 2025 Haunted House
Plans I drew up for the “Fortune Teller Machine” prop used in the carnival scene of the 2025 Haunted House.
A digital sculpt of the mask to be made for the performer in the "Fortune Teller Machine", was designed to hark back to the Victorian Mysticism that led to these machines whilst avoiding the racial profiling that came from that period
A digital sculpt of the mask to be made for the performer in the “Fortune Teller Machine”, was designed to hark back to the Victorian Mysticism that led to these machines whilst avoiding the racial profiling that came from that period.
The robot fortune teller masks after I had made and painted them. Extras were made in case of accidental damage.
The robot fortune teller masks after I had made and painted them. Extras were made in case of accidental damage.
The fortune teller machine with performer lit and inside, ready to lunge through the "broken glass" at unsuspecting passers by
The fortune teller machine with performer lit and inside, ready to lunge through the “broken glass” at unsuspecting passers by.

Engineering the Effects

Beyond the spatial design of the haunted house, a significant part of the work involves engineering the technical systems that allow the experience to operate reliably during a live public event. These systems control lighting effects, sound cues, mechanical elements, and performer triggers throughout the attraction, ensuring that the environment behaves consistently while still allowing actors to respond dynamically to guests moving through the space.

To achieve this, I design and build custom control hardware to manage many of the effects used within the haunted houses. These purpose-built control boards coordinate lighting, sound, and mechanical triggers across the installation, allowing multiple effects to be synchronised or operated independently by performers and technical staff. Custom firmware is developed to manage these systems, ensuring they remain stable and responsive across long operating hours during the event.

Operational safety is also a major consideration in the design. The haunted houses include a communication and monitoring system that allows performers, technical crew, and management to remain connected while the attraction is running. This system supports performer safety inside the structure while also enabling real-time coordination with line management outside the attraction. A queue timing and tracking system helps staff monitor throughput and adjust pacing so that guests move smoothly through the experience without overcrowding the internal spaces.

The engineering of the haunted house also includes the mechanical and structural requirements needed to build a temporary installation within a working amusement park. Modular wall systems, concealed performer access points, structural supports, and service pathways are all designed to ensure the attraction can be constructed efficiently, operate safely during the event, and be removed again after the festival concludes. These considerations allow the haunted house to function as both an immersive environment for guests and a robust installation that meets the operational requirements of a large public activation.

Fog machines are strategically placed in the haunted house, with a hidden fan network distributing the smog. This fog machine was placed to look like an ash try was constantly smoking under a "no smoking" sign.
Fog machines are strategically placed in the haunted house, with a hidden fan network distributing the smog. This fog machine was placed to look like an ash try was constantly smoking under a “no smoking” sign.
The back of house safety and seurity systems I assemble each year to allow the haunt house to be monitored and controlled at all times
The back of house safety and seurity systems I assemble each year to allow the haunt house to be monitored and controlled at all times.
Comparing different sizes of control board made to run effects for both haunted houses and a ghost train
Revisions one and two of the control boards made to run effects. They can run on a timer, be activated by a performer, or triggered by digital trip wires, running lights, motion, and sound in a self contained package.
An early photo taken during the set up of the 2023 haunt, showing some empty rooms
An early photo taken during the set up of the 2023 haunt, showing some empty rooms, before everything is affixed to the ground and each other.
Custom made pumpkins around the park with a 'carved' face resembling the front of Luna Park as part of general theming
Custom made “Luna Park” themed Jack-o-Lantern pumpkins to be placed around the park for general decoration. With a custom designed shell and electronics, I designed them to run in all weather with power that lasted the duration of the event.
Edward with a large spider after painting
A large spider prop made for the haunted house. Props these size need to be able to withstand the onslaught of thousands of frightened patrons (who are stronger than you can imagine), mount safely, and store compactly. All props require serious engineering, even if static.
A giant "actor-matronic" puppet designed by Suedy Dauod, which integrated to a jump scare light and sound system of my design that could relight a room on a performer's cue for the ultimate scare.
A giant “actor-matronic” puppet designed by Suedy Dauod, which integrated to a jump scare light and sound system of my design that could relight a room on a performer’s cue for the ultimate scare.
A set of three old CRT televisions stacked on top of each other showing various security footage clips
All show pieces in the haunted house have various safety requirements. These old televisions had their non-functional internals removed and updated, then assembled to look poorly balanced on a weak table, with a series of hidden fixtures to ensure the piece was rock solid and safe.

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