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Creator Story · Theme Park Manager

Two attractions,
rebuilt in the game's language

For the Unity mobile game Theme Park Manager, we built two 16-seat tower attractions with UModeler X — Gyro Drop and X-Flyer. The first version showed us exactly where they had to meet the park's existing look, and they were rebuilt around its camera, proportions and material language. The game team then added the ride animation and colour work, and both rides took their place in the live game.

Working view in the Unity Editor: editing the drop tower's seat ring and structure with UModeler X
Theme Park Manager promotional artwork: a wide view of the amusement park with multiple attractions, visitors and the management UI
2 attractionsUnity 2022.3.19f1 + URP<10K vertices per model16 seats · 40s rideShipped in a live gameLive since June 2026
01 · The request

Hyper-casual to play, realistic to look at

When Albus, the studio behind Theme Park Manager, contacted the UModeler X team in July 2025, they came with a specific problem. Their new title is a park-management simulation. The loop is hyper-casual — direct and repeatable — but the visuals deliberately aim at a realistic look. Players responded best when a ride felt big, so the art team was pushing scale and mechanical detail across every attraction.

To widen the line-up they needed two tower rides: a Gyro Drop and an X-Flyer, 16 seats each. The reference that came with the request wasn't concept art — it was photographs of real amusement-park towers, plus screenshots of the rides already standing in their park.

That second set mattered more than it looked. A new attraction is never judged on its own. It is judged standing next to the rides already there, under the same camera, in the same light.

A pirate-ship swing already in Theme Park Manager: weathered timber planks, a heavy orange steel A-frame, painted hull trim, queue rails and a guest walking past, seen through the game's elevated diagonal camera
A magic-carpet ride already in Theme Park Manager: purple and gold ornamented towers with domed caps, individual seats along the carpet, boarding platform and queue rails, seen through the game's elevated diagonal camera

The two rides Albus sent as "the art direction to match" — already standing in the game. Grounded proportions, mechanical structure on show, individual seats clearly readable — and a camera that always looks down at the park diagonally. Screenshots courtesy of Albus.

02 · First version

The first version showed us what to match

Both rides were modeled with UModeler X inside the Unity Editor and shared with the game team on July 23, 2025 — as prefabs that drop straight into a project with UModeler X installed. Texturing used a simple palette approach, and we set out the alternative alongside it: if a more photoreal treatment was wanted, the meshes could be re-unwrapped and the textures swapped.

FirstGyro Drop · 2025.07.23
The first Gyro Drop version: a drop tower in a candy palette of pink, purple, orange and mint, with a gold star on top and a rainbow-striped mast — playful and toy-like
FirstX-Flyer · 2025.07.23
The first X-Flyer version: a pendulum swing in pastel rainbow colours with two large welcome signs, a gold ship's-wheel hub and caged gondolas — playful and toy-like

These are lovely, but the style sits a long way from ours, so using them as they are would be difficult. A ride that looks like a real machine is the core of this game. Adjusting them on our side wouldn't be straightforward either — could you rework them using our own rides as the reference?

Albus · feedback on the first version, July 23, 2025 (paraphrased)

Nothing about that first version fell short technically. The geometry was clean, the prefabs worked, and the rides functioned as rides. But to become this park's attractions, they had to read correctly inside the same camera, lighting and proportions as everything already standing there. Style is not a detail you patch at the end. On a game whose whole appeal is the spectacle of a convincing ride, style is the specification.

03 · The spec that came back

Four constraints, all of them physical

The day after the feedback, what Albus sent was not a critique but a concrete production standard — along with the source files they use in their own park. The intent was clear: align the two working environments rather than guess at them.

  • Seated guests must stay visibleThe game view looks down at the park diagonally, so anything wrapping around or hiding the seats had to go. Players need to see that people are riding.
  • Under 10,000 vertices per modelA fixed budget for mobile. Detail had to come from silhouette and texture, not from polygons.
  • X-Flyer down to 0.7× heightGyro Drop's scale was fine as it was. Testing showed the X-Flyer worked best at about seven-tenths of its height — that's what made the two towers read as a matched pair in the skyline.
  • Belong to the park that existsAlbus shared the reference assets and screenshots they use in the game. Placed beside those, the new rides had to not look imported.

One more thing was confirmed before modeling restarted: the Unity version and render pipeline. The answer — Unity 2022.3.19f1 with URP, the combination used across every project at the studio — decided how the materials would be authored.

Close-up of the drop tower's seat ring in Theme Park Manager: sixteen seats around the ring, each with a rider, restraints down and legs hanging, all clearly readable from the overhead camera angle

Why the seating rule exists. Under the game's camera this ring of riders is the whole ride — sixteen separate passengers, restraints down, legs hanging. Cover that and the attraction stops explaining itself.

04 · Second version

The same rides, remade in Theme Park's language

Six days after the feedback, on July 29, 2025, both rides came back as new versions built to the park's language: industrial steel lattice, grounded proportions, mechanical hardware on show, and seating exposed on purpose.

FirstGyro Drop · first version
Gyro Drop, first version: a candy-coloured drop tower with a star ornament on top
Second · to the game lookGyro Drop · realigned
Gyro Drop, second version: an orange steel lattice drop tower with a cross-braced mast, an observation deck and warning beacon on top, a blue central column, and a ring of sixteen open seats with red restraints around the base
FirstX-Flyer · first version
X-Flyer, first version: a pastel pendulum swing with welcome signage and caged gondolas
Second · to the game lookX-Flyer · realigned at 0.7× height
X-Flyer, second version: two tapered orange support arms, directional arrow signage, a star-shaped mechanical hub, and glazed gondolas with seats and passengers visible, above a boarding ramp

Checked them over — this time they should sit well with our game's look. We'll take them through animation and some colour adjustment before putting them in.

Albus · on the second version, July 29, 2025 (paraphrased)

It's worth looking closely at what changed and what didn't. The function survived intact — sixteen seats, a drop tower and a pendulum swing, the same footprint logic. What was rebuilt was the language: toy silhouettes became structure, flat candy colour became painted steel, decorative signage became mechanical hardware. That is a far bigger change than it sounds, and it landed inside a week.

UModeler X in use

Editing the drop tower's structure inside Unity

Working views of the Gyro Drop — editing the seat ring and structure with UModeler X, and arraying its radial elements.

Working view in the Unity Editor: editing the drop tower's seat ring and structure with UModeler X

Editing the drop tower's seat ring and structure in UModeler X.

Working view in the Unity Editor: editing the drop tower's radial elements with UModeler X's Radial Array

Radial Array — arraying the ride's radial elements in UModeler X.

The assets we received from UModeler X arrived in a state we could edit directly inside our Unity project, so adjusting them to our game's look went quickly.

Byungju Son · CEO, Albus

Why the direction could be realigned that fast

Nothing here was automatic. What made the schedule possible is that the models never once left the environment they would ultimately be judged in.

01

Modeled inside Unity

UModeler X runs in the Unity Editor. The rides were built in the very project, pipeline and camera that would judge them — not built elsewhere and exported in.

02

Refined together as editable prefabs

Shared as editable Unity-native assets rather than baked meshes. Height, proportion and structure stayed adjustable inside the project throughout production.

03

Texturing that could be swapped

The first pass used a lightweight palette approach; the second moved to Substance Painter. Those source files were handed over too, so Albus could keep tuning the look themselves.

04

The game team finished it

Albus added the ride animation, adjusted colours to the park's palette, and integrated both attractions into the live build.

The point was never about discarding the first version. When you realign the production standard inside the same game environment and keep the asset editable, a change of direction costs days rather than a restart.

05 · In the game

Sixteen seats, forty seconds, one live park

On August 19, 2025 — while the game was still in development — Albus sent footage of the tower running in the build. Recoloured to the park's blue, animated, loading guests.

The model we built together, moving in the game

The lattice mast, the observation deck and beacon, the seat ring at the base — the same structure that was rebuilt to the game look in July. Repainted blue for the park, with animation added by the Albus team. Guests queue at the rail, ride, and clear out.

  1. 0:00 Park path — the player walks toward the tower base (“Clean rides 3 times” quest on screen)
  2. 0:04 The Drop Tower panel opens: 1M per 10 s · 16 seats · 40 s ride; the gondola ring sits at the top
  3. 0:08 The ring drops down the lattice with riders aboard
  4. 0:12 The ring reaches the bottom and starts back up
  5. 0:16 Back to the park view — guests queue at the ride entrance

The detail worth pausing on is the stats panel. 16 seats and a 40-second cycle aren't art-direction language — they're this ride's live game data. The seat count written into the first request back in July survived two rounds of production and the game team's integration, and is still the value this ride runs on.

Theme Park Manager's ride panel for the Drop Tower: income of 1M per 10 seconds, a capacity of 16, and a 40-second ride time

The Drop Tower's live stat line in Theme Park Manager — capacity 16, ride time 40s.

The Drop Tower standing in Theme Park Manager: the blue lattice tower rises above the park path with guests walking below, trees and queue rails framing the plot, seen through the game's elevated diagonal camera

In the park. What players actually meet — one ride among many, read at a fixed distance under the game's camera. The silhouette test the whole request was aimed at.

The Drop Tower mid-cycle in Theme Park Manager: the seat ring loaded with riders has climbed partway up the blue lattice mast, with guests visible in every seat

Mid-cycle. A full seat ring climbing the mast — the result of Albus adding animation on top of the asset built with UModeler X.

A Theme Park Manager store screenshot: the Gyro Drop's seat ring at the top of its blue lattice tower with sixteen riders raising both arms, park paths and queue rails below
The last step

And then it became a store screenshot

An asset's final exam isn't integration. It's whether the team chooses to sell the game with it.

The Gyro Drop is one of the screenshots on Theme Park Manager's store listing. The ride that came back once in July 2025 and was rebuilt six days later is now part of how the game introduces itself to everyone who meets it for the first time. Same lattice mast, same ring of sixteen seats, riders with both arms up.

Store screenshot courtesy of Albus.

06 · The return trip

This project changed the tool too

Working with Albus didn't end with the two rides. Feedback from the production itself and from the workshops that followed turned into real improvement items for UModeler X. Among them: an infinite loop during groove selection and the data preservation around it, adding a bone with Shift+drag, the way prefabs are handled, the Crease feature, pivot vertex snapping, and the AI texturing flow.

All of these started as friction that surfaced while building actual game assets. Some were fixed right away; others were reviewed and planned as workflow improvements or new features. By June 2026, a substantial share of the feedback Albus had given was reflected in the product.

So this case shows more than what UModeler X did inside a project. It also shows how feedback from a real production made the tool better. The concrete problems of a team shipping a live game are the most direct input there is for designing the next working environment.

2025.07.16

The request

Albus asks for two 16-seat tower rides for a realistic-looking park sim, with photos of real attractions as reference.

2025.07.23

First version — realigning the standard

Prefabs built with UModeler X shared with the game team. To match the park's style, Albus provides their existing in-game rides as reference.

2025.07.24

The real spec

Seat visibility, under 10K vertices, X-Flyer at 0.7× height, source assets shared. Unity 2022.3.19f1 / URP confirmed.

2025.07.29

Second version — aligned to the game look

The rebuilt rides fit the game's look. Substance Painter source files shared the same day.

2025.08.19

Running in the build

Albus shares in-game footage: animated, recoloured, loading guests. UV editor feedback goes back to the UModeler X team.

2026.06.08

Launched, and scaling

Theme Park Manager launches worldwide. Albus reports the game passing 60,000 downloads a day and still scaling.

Where it ended up

1M+Google Play downloads · checked August 2026

Downloads passed a million on Google Play alone. The climb is steep: 65,533 came in across all stores on a single day, June 6, 2026, and two days later on June 8 the game was still clearing 60,000 a day and rising. Whatever number is printed on this page is already out of date by the time you read it — check the stores for the current figure.

Both store listings show Supercent, Inc. as the seller — Albus is the development studio behind the game.

Theme Park Manager store screenshot: a large red Ferris wheel beside a park promenade, with guests queueing
Theme Park Manager store screenshot: a construction plot above, and the finished pirate-ship swing below, framed by celebration effects
Theme Park Manager store screenshot: a long line of park guests waiting beside a ride's control booth and its operator

Theme Park Manager in play.

Sources and conditions

Where each figure on this page comes from, and what we did not verify ourselves.

Timeline and quotes
Dates (July 23, July 29 and August 19, 2025) and the paraphrased feedback come from the project correspondence between Albus and the UModeler X team.
Technical spec
Unity 2022.3.19f1 with URP was confirmed in writing by the studio before the second version. The under-10K-vertex figure is read from UModeler X’s mesh statistics on the delivered prefabs.
Ride stats
16 seats and the 40-second cycle are read from the in-game ride panel shown in the screenshot and clip above.
Downloads
The “1M+” tier is Google Play’s own listing figure, re-checked on September 12, 2026. The daily all-store numbers (65,533 on June 6 and 60,000+ on June 8, 2026) were shared by Albus from their analytics and are not independently verifiable by us.
Video
The in-game clip was recorded by Albus from the August 19, 2025 development build; what happens at each 4-second mark is listed under the clip.

Review log: September 12, 2026 — sources listed and the Google Play tier re-checked; June 2026 — published.

Frequently Asked Questions

What did UModeler X create for Theme Park Manager?+

The UModeler X team modeled two 16-seat tower attractions — a Gyro Drop and an X-Flyer. Both were built as editable, Unity-native prefabs that could keep being adjusted inside the project. UModeler X did not build the game itself.

What was realigned after the first version?+

The game's style language, not the quality. The first version, shared on July 23, 2025, took a playful candy-coloured direction, while Theme Park Manager is a realistic-looking park simulation where the spectacle of a convincing ride is the core appeal. Albus explained the gap against their game's look and provided the rides already placed in their in-game park as reference.

What constraints did the attraction models have to meet?+

Four: seated guests had to stay visible under the elevated diagonal camera, each model had to stay under 10,000 vertices for mobile, the X-Flyer had to come down to roughly 0.7 times its original height to match the Gyro Drop, and both had to sit alongside the park's existing rides without looking out of place.

What Unity setup was Theme Park Manager built in?+

Unity 2022.3.19f1 with URP (Universal Render Pipeline). It is the combination used across every project at the studio, and it was confirmed with the game team before rebuilding started so the materials could be authored for that target.

How were the attractions textured?+

The first pass used a lightweight texture-palette approach, with the option left open to re-unwrap and swap textures if a more photoreal treatment was needed. The rebuilt versions were textured in Substance Painter, and those source files were shared with Albus so the studio could keep tuning the look themselves.

Did UModeler X make the whole game?+

No. UModeler X's contribution is the asset work on two attractions. Review, ride animation, colour adjustment to the park's palette, integration into the live build, and everything else in the game were handled by Albus.

Did this project feed anything back into UModeler X?+

Yes. Albus shared the friction they hit in the UV editor while working on the assets, and that feedback went into UModeler X's improvement list. By June 2026 a substantial share of it was reflected in the product, which had also become free in the meantime.

How is UModeler X used in a Unity workflow?+

UModeler X is a Unity-native tool. Modeling, UV, texturing and revisions all happen without leaving the Unity Editor, inside the very project and render pipeline the assets ship in. Because the asset stays editable rather than baked, a change of direction in the next stage of production is an adjustment rather than a restart.

Inside Unity, build assets that fit your game

UModeler X builds, refines and aligns 3D assets to your game's standard — inside the Unity Editor.

Play Theme Park Manager yourself and find the Gyro Drop and X-Flyer built with UModeler X.

Two attractions, rebuilt in the game's language — UModeler X × Theme Park Manager