SASU’S

MYSTICAL QUEST

Royal Caribbean

main

Explore the depth of the abyss in a vibrant game, passing through enchanted scenarios and creating bonds with incredible creatures.

Explore the depth of the abyss in a vibrant game, passing through enchanted scenarios and creating bonds with incredible creatures.

Explore the depth of the abyss in a vibrant game, passing through enchanted scenarios and creating bonds with incredible creatures.

Explore the depth of the abyss in a vibrant game, passing through enchanted scenarios and creating bonds with incredible creatures.

Explore the depth of the abyss in a vibrant game, passing through enchanted scenarios and creating bonds with incredible creatures.

Sasu's Mystical Quest is a one-of-a-kind underwater adventure game, controllable through custom-designed controllers based on body movements. As the little shaman Sasu, players navigate through four underwater worlds and unravel its secrets with the help of mystical friendly animals while collecting gems.
Guests can control Sasu via a custom-built LED balance board by shifting their weight left and right, by jumping and shaking or, in the case of people with disabilities, by using an external USB-connected device.

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The focus was on designing a unique and culturally open narrative.
While creating the different levels, the intention was to have an environment that bordered on surreal - something that felt native and familiar, yet inciting wonder and enchantment. We grounded the custom world with realistic environmental elements to allow our users a quick understanding of how the world works, and then brought in fantastical colours and enhancements that brought the game to life. The scenarios were then enriched by some interface elements to guide the users in the gameplay, particularly in the phase of the special power-up collection and the interaction with animals.

The focus was on designing a unique and culturally open narrative.
While creating the different levels, the intention was to have an environment that bordered on surreal - something that felt native and familiar, yet inciting wonder and enchantment. We grounded the custom world with realistic environmental elements to allow our users a quick understanding of how the world works, and then brought in fantastical colours and enhancements that brought the game to life. The scenarios were then enriched by some interface elements to guide the users in the gameplay, particularly in the phase of the special power-up collection and the interaction with animals.

The focus was on designing a unique and culturally open narrative.
While creating the different levels, the intention was to have an environment that bordered on surreal - something that felt native and familiar, yet inciting wonder and enchantment. We grounded the custom world with realistic environmental elements to allow our users a quick understanding of how the world works, and then brought in fantastical colours and enhancements that brought the game to life. The scenarios were then enriched by some interface elements to guide the users in the gameplay, particularly in the phase of the special power-up collection and the interaction with animals.

The focus was on designing a unique and culturally open narrative.
While creating the different levels, the intention was to have an environment that bordered on surreal - something that felt native and familiar, yet inciting wonder and enchantment. We grounded the custom world with realistic environmental elements to allow our users a quick understanding of how the world works, and then brought in fantastical colours and enhancements that brought the game to life. The scenarios were then enriched by some interface elements to guide the users in the gameplay, particularly in the phase of the special power-up collection and the interaction with animals.

The focus was on designing a unique and culturally open narrative.
While creating the different levels, the intention was to have an environment that bordered on surreal - something that felt native and familiar, yet inciting wonder and enchantment. We grounded the custom world with realistic environmental elements to allow our users a quick understanding of how the world works, and then brought in fantastical colours and enhancements that brought the game to life. The scenarios were then enriched by some interface elements to guide the users in the gameplay, particularly in the phase of the special power-up collection and the interaction with animals.

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The world was created in Unity from pre-built landscape sections, randomly placed in each level in order to create an infinite variety of obstacles and point placement for every scenery. The game creates a rich environment by using specific peripheral elements such as fish swarms, ancillary plants and animals, bringing the whole world to life. A large array of post-processing filters (fog, vignette, chromatic aberration, colour grading, particle systems, custom shaders) were used to create a striking underwater atmosphere while still remaining saturated, colourful and slightly cartoonish.

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RECOGNITIONS

FWA of the day
1x Silver, 1x Bronze ADC Award
2x Webby Awards Official Honoree

FWA of the day
1x Silver, 1x Bronze ADC Award
2x Webby Awards Official Honoree

FWA of the day
1x Silver, 1x Bronze ADC Award
2x Webby Awards Official Honoree

FWA of the day
1x Silver, 1x Bronze ADC Award
2x Webby Awards Official Honoree

FWA of the day
Gold Lovie Award
People’s Choice Lovie Award
Webby Awards Official Honoree
German Design Award Special