Pantheon Revamp Project
Constraints
During my internship at Busch Gardens Williamsburg, we were given an exciting challenge: to present a project that could be implemented within the park. The scope was wide, ranging from new uniforms to procedure improvements, food installations, or even ride enhancements. From the moment the project was introduced, I knew I wanted to tackle something big.
After spending two weeks getting to know the other interns, it was time to form groups. I rallied the other engineers in the program, knowing we could focus on an engineering-related project that aligned with our strengths. From this collaboration, the Pantheon Revamp Project was born.
Once our idea was finalized and approved by park leadership, we were given several key parameters to consider:
- Budget: The ride revamp had to stay within a $5 million budget, mirroring the funds allocated to the previous ride revamp projects.
- Facility Constraints: The existing facilities, such as maintenance bays, the station, and cranes, could not be altered or moved.
- Attraction Power: The revamp needed to attract new guests to the park, requiring us to strategize how our changes would increase foot traffic.
With these constraints in mind, we began drafting the foundation of a new story for Pantheon, setting the stage for a creative and technically sound revamp project.
Mood Mapping
To begin tackling our project, we first needed to establish the story of the ride. Storytelling would serve as the foundation for the theming and justify any new features we introduced. It was crucial that every change made sense to the rider and enriched their experience.
To create an amazing story, we started by determining how the ride made people feel in its current state, without any added narrative. This process, known in the industry as mood mapping, is a vital tool in ride development. Before my time at Busch Gardens Williamsburg, I had insightful conversations with various creative designers from Disney and Universal about mood mapping and storyboarding. They explained how attractions like Hagrid’s Magical Creatures Motorbike Adventure were designed with mood mapping in mind, which contributed to its incredible success at Universal.
Armed with this knowledge, I teamed up with my groupmate, James Kriz, and we rode Pantheon repeatedly to understand the emotions evoked at different sections of the ride. For example:
- Initial Turns Out of the Station: The calm and gentle movements felt whimsical and full of wonder, so we associated this section with words like “bewilderment” and “whimsical.”
- Backwards Launch Towards the Vertical Spike: The most intense section of the ride felt chaotic and exhilarating, so we associated it with words like “panic,” “disorienting,” and “danger.”
After numerous rides and discussions, we successfully completed the mood map, providing us with a clear emotional framework to craft the new story and enhance the overall experience of Pantheon.

Story Development
With the mood mapping complete, we moved on to the next crucial part of the project: the story. Pantheon’s original narrative described a journey to the Pantheon, where riders would encounter the gods Mercury, Minerva, Jupiter, Neptune, and Pluto. However, during my internship, I asked numerous guests about the ride’s story, and over 80% of them responded with, “I didn’t even know there was a story.” With this feedback in mind, I knew a change was necessary. After two weeks of intensive research into Roman mythology, character development, and storyboarding, we finalized a new and immersive story:
Mercury, the messenger god, is offering mortals a special tour of the Pantheon. To transport them, Mercury uses his magical portals. The first launch represents the activation of the portal, whisking the mortals into the Pantheon. Upon arrival, Minerva, the Goddess of Wisdom and War, warns Mercury that this is a terrible time for a tour. Jupiter, the God of the Sky, and Neptune, the God of the Sea, are locked in a heated battle. Ignoring the warning, Mercury continues the tour, but the mortals soon find themselves caught in the middle of the gods’ war. As the train launches forward and transitions to the backward launch, guests hear Jupiter preparing a devastating attack. They are launched backward, with a lightning bolt seemingly chasing them up the vertical spike. Just as they escape Jupiter’s strike, Neptune retaliates with a massive wave. The fourth and final launch represents Neptune’s tsunami-like attack, which knocks out Mercury. Cresting the top hat, riders are abducted by Pluto and dragged into the Underworld. From here, guests navigate the chaos of the Underworld, eventually reuniting with Mercury. Together, they race to find a portal back to the mortal realm. As the ride concludes, Mercury guides the mortals to safety, but not without humorously disclaiming, “I’m not responsible for any mortal damage during this voyage!”
This reimagined story, tightly interwoven with the ride’s dynamic elements, adds depth and excitement to the experience, making Pantheon a truly unforgettable journey through Roman mythology.
Original Story Sectioning

Pitching Ideas to D&E
With the story finalized, the next step was designing new theming structures to be integrated throughout the ride. Each section of the ride, dedicated to one of the gods, would receive its own unique theming to ensure a cohesive and immersive experience. Together with my group mates, James Kriz and Nicholas Kingman, we carefully crafted innovative concepts to elevate the ride to an entirely new level.
To allow for flexibility during development, we designed theming ideas that not only adhered to the $5 million budget but also included an additional $5 million in concepts. This ensured that we could adjust and refine the project based on what would work best within the park’s constraints.
Once we finalized our ideas, we scheduled a meeting with the Design and Engineering (D&E) Department to pitch our concepts. During the presentation, we collaborated with project managers Jack Cooney and Hayley Duffy, as well as Suzy Cheely, VP of D&E, to discuss our designs and gather feedback.
Following this insightful meeting, we refined our theming list, incorporating their valuable suggestions. The result was a finalized, polished set of designs that would bring our vision for the Pantheon revamp to life.
Ideas & Cost Projection
Site Mapping
After receiving approval for our theming ideas, the next step was evaluating the project site to determine how and where the new elements would be implemented. The easiest part of this process was assessing the theming that would be added directly within the ride’s restricted areas. Since Pantheon is built on an open field, there was ample space to integrate the new elements.
As a ride operations lead at Pantheon, I had access to the power control room, which housed the detailed site map from Intamin, accurately outlining the ride’s layout. Using this resource, we identified key areas for improvement. One notable section was Launch 1, where the ride restricted zone needed to be shifted 20 feet to the right to accommodate the approved theming and ensure maintenance workers could comfortably access the area when needed.
Beyond the open field, we encountered challenges with the terrain, such as small hills and divots. To implement some of the larger theming structures, we calculated the need for footers to support these elements, accounting for this in the contingency pricing.
The most challenging aspect of site mapping was reworking the queue line theming. The original queue line caused significant guest flow issues, so we designed a longer and more immersive queue to handle higher guest attendance. This redesign required expanding the queue area, which involved relocating the park’s highland cows to a different section. Reallocating part of the budget for the animal relocation became a key consideration. Additionally, we had to work around existing structures intertwined with the queue. To minimize costs, we maintained the second half of the queue’s layout but added small thematic elements like fake torches to improve guest immersion and satisfaction.
With the site mapping complete, I began 3D modeling the existing track and the proposed theming elements, bringing our vision for the Pantheon revamp to life.
Site Mapping Launch 1 & Minerva Sections
Group Track Walk
3D Modeling the Track
With the site mapping complete, I moved on to 3D modeling Pantheon’s existing track, ensuring the new thematic elements would seamlessly integrate with its layout. To accurately model the track, I began by creating the track spline—a smooth curve representing data over time, specifically the XYZ coordinates of the spine, rails, and crossties.
Using professional NoLimits software, I recreated Pantheon’s layout from scratch rather than using a pre-existing layout. This hands-on approach helped me gain a deeper understanding of the software, which I intended to apply to future projects, such as Steel Toro. Once the layout was complete, I exported the track spline data as a CSV file. This file contained over 3,600 data points, recorded in 0.1-meter increments, and was later converted into Google Sheets for further analysis.
The spline data provided the Position, Front, Left, and Up XYZ coordinates, along with rail gauge information specific to Intamin designs. For Pantheon, the rail gauge in the software was set at 1.1 meters (not reflective of actual manufacturing dimensions, which are much larger). To calculate the left rail’s XYZ coordinates, I multiplied half the rail gauge by the Left XYZ data and added it to the Position data. A similar process was used to determine the right rail’s coordinates.
For the spine, I multiplied the Up XYZ coordinates by the spine distance (1 meter in this case) and subtracted the Position XYZ data from the product to derive the Spine XYZ coordinates. With the Left Rail, Right Rail, and Spine data in hand, I imported the values into SolidWorks to create an accurate 3D model of the track.
To make the track model manageable and 3D-printable, I split the 3,600 data points into 30-point increments, resulting in 120 smaller segments. These segments were saved as text files and imported into SolidWorks using the “import curves” function, creating precise curves identical to those in NoLimits. From these curves, I built the Intamin-style track seen on Pantheon.
I completed 50% of the track modeling (excluding supports) and shifted my focus to designing specific themed sections of the ride, such as Launch 1, where the thematic integration required a more detailed approach. This process not only strengthened my modeling skills but also prepared me for future engineering projects requiring high precision and creativity.
Modeling done on SolidWorks
Unpainted Track Pieces
Painted Track Pieces on Base
3D Modeling the Train
After completing the 3D modeling of the track, the next step was designing the trains that would run on it. To begin, I remeasured the track gauge and used that measurement to determine the distance between the bogies. I modeled the bogies based on Intamin’s New Generation Train bogies, like those on Pantheon, and reused the axle design from my previous K’nex 3D print project. The chassis was created by surface lofting its shape onto the undercarriage, ensuring a seamless and accurate design.
For the seats, I modeled them separately from the chassis to allow for individual placement using superglue. A challenge arose when the harness bars proved too thin and snapped easily, leading me to adjust the design by removing the bars and affixing the harness directly to the seat for added durability. Another critical element was the reach envelope, which was modeled by Victoria Hernandez to ensure riders would be safely out of reach of all themed elements during the ride. With the trains and reach envelope modeled, the final tasks were to print, assemble, and paint the components, bringing the design to life.
SolidWorks Train & Reach Envelope
Revamp Artwork
Between the theming idea approval meeting and the final presentation, I dedicated my time to creating detailed artwork for the revamped theming sections of Pantheon. Whether it was early in the morning, during lunch breaks, or late at night, I was constantly sketching and refining ideas to bring the story and mood of the ride to life.
One of my most intricate drawings focused on Launch 1, the section with the most theming detail. I redrew a POV of the ride and incorporated thematic elements such as portals used by riders to travel from the mortal realm to the Pantheon. To emphasize the age and mystique of these portals, I depicted them as ruined and overgrown, with two out of three portals broken to reflect their ancient nature. This visual storytelling reinforced the idea of human existence and the history behind these gateways.
I also created detailed sketches for the Underworld sections after the top hat and before the stall. These drawings highlighted the foreboding atmosphere of the Underworld, featuring sharp, spiky rocks that acted as near-miss effects, designed to make riders feel the danger and peril. Although these rocks would approach the ride’s reach envelope, they were carefully designed to stay outside of it for safety.
Additionally, my group member Victoria Hernandez contributed three remarkable pieces: Battle of the Brothers, Neptune’s Trident, and Escape from the Underworld. In Battle of the Brothers, Victoria illustrated Jupiter’s lightning bolt heading back toward the riders, with thematic buildings doubling as shade covers for the LSM launches, which had been affected by extreme UV rays. In Neptune’s Trident, she envisioned a trident affixed to the vertical spike’s support structure, symbolizing Neptune’s power and enhancing the aesthetic without impacting the track itself. Finally, Escape from the Underworld depicted the chaos and peril of the Underworld through eerie gravestones, jagged rocks, and lifeless trees, amplifying the immersive experience for riders.
The artwork provided a vivid visualization of the revamped Pantheon, ensuring the thematic elements aligned with the story and mood we established, while adding a layer of creativity and immersion to the project.
Launch 1
Descent into the Underworld
Near Miss Jagged Rocks
Themed 3D Modeling
After completing the 3D modeling of several track pieces and supports, I shifted my focus to creating the themed structures that would surround the ride. With limited time to work on multiple areas, I prioritized Launch 1, as it played a pivotal role in the story of traveling from the mortal realm to the Pantheon.
For this section, I 3D modeled the ancient columns and portals that would be placed around the track. Using Blender, a software more suited for artistic and detailed modeling, I designed various columns in different states of decay to evoke a sense of age and mystique. These included fully intact columns, partially broken ones still standing, collapsed columns lying on the ground, and scattered rubble. The diversity in design added depth and realism to the environment.
As for the one functional portal used to transport riders to the Pantheon, I opted for SolidWorks due to its precision and ease of customization. This allowed me to engrave the word “Mercury” at the top of the portal, tying it directly to the story. The intricate design ensured the portal would stand out as a centerpiece of the Launch 1 theming.
Once the 3D models were complete, I prepared them for fabrication and printed them using my 3D printer. These models brought the vision of the revamped Launch 1 to life, showcasing the ride’s transformation into a more immersive and story-driven experience.
Case Study Model
With the track, supports, base, and themed structures 3D printed, I began assembling the detailed model of Launch 1, the focal point of the revamped theming project, to present to corporate. Armed with Gorilla Glue, paint, and plenty of passion, I carefully combined the individual pieces to bring the vision to life.
The process of assembling the Launch 1 model began with constructing the train, the centerpiece of the ride. This involved assembling the bogie, axle, chassis, seats, and harnesses. Each component was meticulously connected using M2 or M4 screws, ensuring a secure and stable structure. The exception was the seats and harnesses, which were too small to accommodate screws and were instead carefully glued together. Once the train was complete, it set the foundation for the rest of the model.
With the train ready, I moved on to assembling the base, which featured the 3D-printed supports already in place. Next, I mounted the track sections, attaching them securely to each support with custom 3D-printed pegs. Since the track was designed with precise compatibility for the supports, this process was seamless and efficient.
After the track was in place, I added the catwalk adjacent to the track. The ample space on the base allowed flexibility in its positioning, so I affixed it where it best complemented the overall layout. The themed columns came next—first, I glued the two broken portals, symbolizing ancient ruins, and then I added the single functioning portal with the engraved “Mercury” detail for added authenticity.
To elevate the model’s realism, I textured the themed elements to highlight their weathered and aged appearance. Finally, I mounted the train onto the track, ensuring it glided smoothly. The finishing touches included adding fake grass, leaves, sticks, and moss to the base, creating a polished and immersive scene.
To give the model a professional touch, I added a custom plaque with my signature to the front, showcasing my dedication and passion for the project. With the model complete, all that was left was to present our vision to the company and demonstrate the immersive experience we had created for Pantheon’s Launch 1.
Presentation
With the PowerPoint finalized and the Launch 1 model complete, my team and I were ready to present! On the morning of August 9th, James Kriz, Nicholas Kingman, Victoria Hernandez, Nate Smith, and I unveiled our vision for the Pantheon Revamp. We were honored to have Suzy Cheely, the VP of Design and Engineering, join us in person to watch our presentation (thank you again for taking the time to attend!). Additionally, representatives from corporate, including the VP of Rides and Attractions, tuned in remotely to view our work.
Our presentation and 3D-printed model were an instant hit! The level of detail, creativity, and passion we poured into this project resonated with everyone in attendance. It was incredibly rewarding to see months of hard work come to life and be so well-received by industry professionals.
If you’d like to view the entire presentation, click the button below!
Final Takeaways / Remarks
After nearly three months of late nights spent 3D modeling, countless brainstorming sessions, and unwavering dedication, the Pantheon Revamp project was finally complete. The most rewarding part of the conclusion was being able to bring my Launch 1 model back home, a tangible reminder of all the hard work and creativity that went into the project.
This accomplishment would not have been possible without the incredible support of everyone at Busch Gardens Williamsburg. I want to extend my deepest gratitude to my amazing group mates James Kriz, Nicholas Kingman, Victoria Hernandez, and Nate Smith, whose teamwork and ideas brought this project to life. I also want to thank Jack Cooney, Hayley Duffy, and Suzy Cheely from the BGW Design and Engineering Department for their guidance and encouragement throughout the process.
Additionally, I’d like to recognize Cynthia Lyon, Chris Sell, Renee Carino, Kristina Wilby, and Campbell Burden for being invaluable resources and offering their expertise when needed. Without the contributions of all these individuals, this project simply wouldn’t have been possible.
Looking ahead, I plan to continue collaborating with James Kriz on more in-depth art and modeling for other sections of the ride we didn’t fully explore, such as “Escape from the Underworld.” I’ll keep posting updates here as the project evolves—stay tuned for more exciting developments!