ATTENDING IN ORLANDO · NOVEMBER 16–20, 2026

RideSim at IAAPA Expo 2026

Purpose-built previsualization for dark rides and motion simulators.

Design tracks and motion, experience the attraction from guest POV, synchronize audio, lighting, media and effects, and evaluate timing and throughput in one attraction-focused workspace.

RideSim 3D overview showing a dark ride track, vehicles, scenes and show elements
RideSim track and show environment: overhead view

Attending IAAPA Expo 2026

Orlando, Florida · November 16–20, 2026

RideSim will be at IAAPA Expo 2026 for product conversations, private demos, industry feedback and discussions with potential technology, integration and strategic partners.

Product demonstration

See the attraction before it exists.

Build the track. Define motion. Place show cues. Experience the ride from guest POV. Test timing and capacity before physical construction begins.

Early-access web-based RideSim build.

Working today

A functional attraction design environment.

RideSim is in active private development. The current application supports practical design, timing, and previsualization work across dark rides and motion simulators, including an editable show timeline, show-cue export (ShowTimeline JSON, Weigl WEM | Script, sACN/Art-Net stream JSON, OSC and QLab cue lists, BrightSign/7thSense trigger strings), and personality-aware DMX patch export for commissioning handoff. Additional integrations are in development.

Track & Layout Design

Build dark ride paths and attraction layouts in 2D and 3D.

Motion Profiles

Design and visualize motion simulator sequences and vehicle movement.

Guest POV

Experience the attraction from the rider’s perspective.

Show Synchronization

Place position-triggered audio, lighting, media, and effects in previs.

Throughput Modeling

Explore vehicle capacity, dispatch timing and operational scenarios.

Timing & Operations

Set block zones and dwell times, then test vehicle timing across the full ride.

Attraction-specific by design

Built around the guest experience, not generic 3D scenes.

Unreal Engine, Unity and CAD tools remain essential parts of many professional pipelines. RideSim is designed for a different layer of the process: rapid, attraction-specific planning and previsualization.

RideSim complements existing production workflows and tools.

Developed around the systems that define a live attraction.

  • Ride vehicles
  • Track paths
  • Motion
  • Scene timing
  • Guest POV
  • Audio
  • Lighting
  • Media
  • Effects
  • Dispatch intervals
  • Throughput
  • Block zones

Built for the whole attraction team.

  • Creative Directors
  • Attraction Designers
  • Ride Engineers
  • Show Programmers
  • Lighting Designers
  • Media Teams
  • Composers & Sound Designers
  • Producers
  • Owners & Operators
  • Ride & Motion System Manufacturers

Development status

Functional now. Expanding next.

The current early-access application is web-based, with a desktop application in development. Recent releases include named revisions with read-only review links, an editable multi-lane show timeline, OSC, QLab and trigger-string cue exports, a scene storyboard with concept art, a printable design package, MotionSim g-force screening with 6-DOF CSV export, true-scale clearance checks, personality-aware DMX patch planning, analytical operations reporting, spatial POV audio, Ridecam export, and equipment planning with 500+ fixtures, org AVL overlay, and GDTF import.

Available in private development

  • Functional web-based RideSim application
  • Track, layout and motion-profile design
  • Metric and imperial true-scale layout with vehicle clearance analysis
  • 2D and 3D attraction previsualization
  • Guest POV ride-throughs with HRTF spatial audio
  • Position-triggered audio, lighting, media and effects cues in previsualization
  • Editable multi-lane show timeline combining spatial triggers with hand-placed cues, with 3D scrub preview
  • Absolute-time show cue export (ShowTimeline JSON for review; Weigl ProCommander WEM | Script control.ini; sACN and Art-Net stream JSON for planning; OSC and QLab cue lists; BrightSign and 7thSense trigger-string tables)
  • Personality-aware DMX patch planning with per-light universe, address, and mode assignment, plus GDTF patch JSON and minimal MVR handoff
  • Vehicle timing, practical capacity and analytical queue-wait modeling
  • Scene storyboard with concept art, narrative beats and target vs actual dwell
  • Scene, dwell, clearance and operations reports, plus a printable design package for client review
  • Ridecam POV export for client reviews and demos
  • MotionSim g-force and axis-limit screening with 6-DOF trajectory CSV export
  • Brand-name equipment catalog with 500+ DMX personalities - lighting fixtures, strobes, gobos, fog, LN₂ systems, proximity sensors, and more - with DMX footprint, org AVL CSV overlay, project GDTF import, manual allowances, BOM, labor, conceptual budget, and RFQ CSV exports
  • Cloud project save with autosave, named revisions with change comparison, and read-only review links

Roadmap and future development

  • Expanded desktop application
  • Design variations and multi-user editing
  • Timecode-locked show timeline with audio and video reference tracks
  • Live DMX512 output and deeper console commissioning workflows (Eos, grandMA, and related systems)
  • Visual queue design and guest-flow simulation
  • Custom 3D model import and free-path trackless ride layouts
  • Motion capture from VR controllers, gamepads and MIDI devices
  • Vendor quote tracking and procurement document packages
  • Planned workflows for Alcorn McBride, Medialon Manager, ISAAC by Smart Monkeys, 7thSense Delta Media Server, Pandoras Box by twoloox, ETC Mosaic, Weigl ShowForge, AV Stumpfl PIXERA, and Christie Mystique projection alignment

Building technology for attractions? Let’s talk.

RideSim is being developed with future interoperability across ride systems, motion platforms, show control, audio, media and other attraction technologies in mind. We’re interested in speaking with manufacturers, integrators, design firms and technology partners.

Discuss a partnership or integration

IAAPA conversations

Let’s meet at IAAPA.

If you work in attraction design, ride systems, motion simulation, show control, creative development or themed entertainment technology, we’d be glad to arrange a private RideSim demonstration or conversation during the show.

November 16–20, 2026Orlando, Florida

We'll follow up directly to coordinate next steps.