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Immersive attractions
The magic ingredient

With its unique ability to transform visitors’ emotions – often without them realising what’s happening – music is the magic ingredient in immersive experiences, composer Dom James tells Magali Robathan


'The sound and music are 50 per cent of the entertainment in a movie,” said George Lucas, who knows a thing or two about telling stories.

“It has such power,” agrees composer Dom James, who also knows a bit about the power of sound and music, having composed for film and tv, and designed immersive sound and music experiences for attractions including Alton Towers Resort in Staffordshire, England; Guinness Storehouse in Dublin, Ireland; and New York’s Museum of Sex in the US.

James has worked closely with London-based experience designers Bompas & Parr on projects spanning more than 15 years. During this time, he has written music for a pop up bar in London where visitors got tipsy by inhaling vaporised cocktails; created a custom carnival soundscape to accompany visitors as they jumped on a bouncy castle made of giant breasts at the Museum of Sex in New York; and lent his expertise as a ‘sonic sommelier’ on an immersive dinner party that aimed to test sound’s effect on perception for Sony.

This collaboration has been celebrated with the release of a vinyl LP featuring James’ sound design for Bompas & Parr, that aims to ‘tap into the emotion of the listener, taking them on a journey through sonic interventions that both attract and repulse’.

James is currently working with Bompas & Parr on the Museum of Shakespeare, as well as performing with his band and composing for film and tv.
Here James speaks to Attractions Management about harnessing the power of sound to tell stories and engage visitors.
Photo: Sam Bénard
How would you sum up the role of music in an immersive experience or attraction?

Music is a secret power when it comes to creating amazing immersive experiences.

Music has immense power – it has the potential to change people’s emotions in a split second. It also has a magical quality, in that it’s invisible, and people often don’t notice the effect it’s having on them.

When you have matchless technical support with a quality sound experience, you can reach totally different levels of engagement with people.

How do you approach the creation of music and sound design for attractions?

It’s a very collaborative process. I spend half my time writing music for TV and film and half writing music for immersive experiences, but the process works in very similar ways in both cases.

There’s the odd time when the brief is very simple. I worked with Bompas and Parr on the creation of the Mount Rocky chocolate-themed climbing wall for Alton Towers, for example, where they wanted an epic brass fanfare when climbers reached the top. That was a very straightforward request, but the majority of the time, it’s a lot more subtle.

In general, the people I’m working with aren’t experts when it comes to the nuts and bolts of making music, so we talk about feelings and emotions – basically anything that’s not directly musical. We might talk about temperatures, colours, smells, or tactile elements. I was in a session recently where we told the string players that we wanted a particular part of the music to sound ‘dusty’. That’s not a musical term, obviously, but the musicians instantly had a feeling of how they might approach that – it basically opened up a conversation.

That’s a very typical conversation that you have when you’re making music for an experience. It’s all about creating an atmosphere and eliciting emotion and reaction in visitors.

Are there any common mistakes attractions operators make with sound and music?

One common mistake is forgetting about sound bleed. This is something I see a lot – the set looks great, the rooms look awesome, but when we bring in the speakers, we realise that the volume has to be incredibly low because otherwise the people in the next room can hear what’s happening.

Another mistake is having spaces where the sound feels too pre-programmed; where it wouldn’t make any difference whether the visitor was there or not.

Just putting together a great space isn’t enough these days – it needs to be responsive in order to really engage people. That can be done in very simple ways – having pressure sensors or walk past devices that activate sound – or you could add a live element and get people to take part.

Can you think of an attraction that uses sound and music in a particularly impressive way?

Star Wars: Galaxy’s Edge at the Disneyland Resort in Anaheim, California. It’s successful on every level. There’s nothing that doesn’t work. It messes with your emotions, it’s arousing, it’s thrilling. It just kind of does everything, and what it sits on is some great creative ideas and flawless technical achievements.

What makes it work so well? Star Wars: Galaxy’s Edge obviously has the gift of John William’s incredible score, so that’s the music taken care of. In terms of sound design, the cleverest aspect is the feeling of space that the false acoustic delivers. This means that when you’re in the docking station of the Death Star, the feeling is of epic scale, even though you’re simply stood in a black box of moderate proportions.

The sound is excellent throughout, from the sound design and music through to the actual application of it within the space. It’s just an incredibly well designed space.

What are you working on now?

I’m working with Sam Bompas and Harry Parr on the Museum of Shakespeare, which is due to open in Shoreditch, London in 2025. It’s early days from a creative point of view, but hopefully there will be a lot of music and sound involved. It will be all original and it’ll be presented in all kinds of different ways and experienced in different formats. It should be a lot of fun.

I also have a new band coming together. It’s very important for me to keep playing live because it reminds me about people’s relationship with music, and enables me to see their reactions and feel what really grabs them.

What trends are you seeing in your work?

I think there are two trends, and they’re at the opposite end of the spectrum. There’s a move towards more and more technically incredible epic stadium gigs. They’re interesting from a sound point of view because the quality of the sound and the number of speakers means that you can feel very close to the stage even if you’re not.

At the other end of the scale, I see a desire to go to very small venues to have intimate, highly personalised experiences. There’s a real strength in providing something that feels unique and special for each person.

Whatever you do, you want people to be wowed and think, Thank God I didn’t stay at home.

The Museum of Shakespeare

Building work at the Museum of Shakespeare in Shoreditch, east London is now complete.

The new museum will showcase the archaeological remains of Shakespeare’s Curtain Playhouse – believed to be where the playwright’s Romeo & Juliet and Henry V were first performed. Located three metres underground, the Museum of Shakespeare promises to take visitors back to the year 1598 where ‘dynamic experiences and theatrical technology’ will immerse them in the sights, sounds and smells of Shakespeare’s time. They will also be given the chance to take part in animated performances and workshops on the stage where several of Shakespeare’s plays were performed.

Construction work was carried out by Perkins & Will, who have opened up the site with new pedestrian routes, a landscaped public plaza, an amphitheatre, and a pocket park and play area above a restored Victorian railway viaduct.

The exhibits and interior experience will be delivered by Bompas & Parr, working in collaboration with Cain International, Museum of London Archaeology and Historic England. Composer Dom James is working with Bompas & Parr on the sound and music for the museum.

The Museum of Shakespeare is taking shape / Courtesy of Bompas and Parr

Read more from this issue of Attractions Management magazine

View contents of Attractions Management 2025 issue 1
  • Editor's letter: A fresh perspective
    As a new report argues that silence can help visitors better appreciate zoos, Magali Robathan explores a different way of operating
  • People: Marian Lee
    As Netflix announces the launch of immersive attraction Netflix House, we hear about the plans from the company’s CMO
  • People: Frida Escobedo
    The first woman to design a wing at the Metropolitan Museum of Art shares her vision for a more usable and welcoming space for modern and contemporary art
  • People: Delta Kay
    Indigenous experiences are important for fostering respect, and must not be co-opted by non Indigenous operators, says Aboriginal tour guide Delta Kay
  • Theme parks: Bob Weis
    The former president of Imagineering pulls back the curtain to give a behind the scenes look at how some of Disney’s biggest projects took shape
  • Museums: Space to learn
    From the world’s first AI art museum to the latest cultural institution transforming a rural Japanese island... We check out some intriguing museums taking shape across the globe
  • Technology: Guiding light
    Genell Zuciya, creator of attractions for Disney and Meow Wolf, explores the transformative power of lighting
  • Immersive attractions: The magic ingredient
    With its ability to transform visitors’ emotions, music is key to creating powerful experiences, says composer Dom James
  • Theme parks: Block party
    Merlin meets Minecraft in a $85m deal set to bring the world’s biggest selling video game to life. Could this be Merlin’s most significant partnership?
  • Museums: A new dawn
    The first phase of a ground-breaking new museum campus has opened in Benin City, Nigeria. Is this the future for post-colonial institutions?
  • Theme parks: Universal Epic Universe: countdown to opening
    Billed as the most ambitious theme park Universal has ever created, Epic Universe is taking shape in Florida. We check it out
  • Research: Quiet zoos
    Could a quieter zoo environment restore zoos’ original purpose as restorative retreats for overstimulated minds? The authors of a new research paper certainly think so
The Museum of Shakespeare will use sound, sight and smell to immerse visitors
The Museum of Shakespeare will use sound, sight and smell to immerse visitors / Courtesy of Cain International
James has worked on a wide range of attractions projects
James has worked on a wide range of attractions projects / Photo: Sam Bénard
Star Wars: Galaxy’s Edge uses sound and music in a unique way, says James
Star Wars: Galaxy’s Edge uses sound and music in a unique way, says James / Photo: DISNEY/DAVID ROARK
Dom James has worked on varied projects with Bompas & Parr
Dom James has worked on varied projects with Bompas & Parr / Marcus Peel
/ Photo courtesy of Bompas & Parr
/ Photo courtesy of Bompas & Parr
/ Photo courtesy of Bompas & Parr
/ Photo courtesy of Bompas & Parr
/ Photo courtesy of Bompas & Parr
/ courtesy of Dom James
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instantprint

We’re a Yorkshire-based online printer, founded in 2009 by Adam Carnell and James Kinsella. [more...]
Clip 'n Climb

Clip ‘n Climb currently offers facility owners and investors more than 40 colourful and unique Cha [more...]
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23-26 Aug 2026

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Immersive attractions
The magic ingredient

With its unique ability to transform visitors’ emotions – often without them realising what’s happening – music is the magic ingredient in immersive experiences, composer Dom James tells Magali Robathan


'The sound and music are 50 per cent of the entertainment in a movie,” said George Lucas, who knows a thing or two about telling stories.

“It has such power,” agrees composer Dom James, who also knows a bit about the power of sound and music, having composed for film and tv, and designed immersive sound and music experiences for attractions including Alton Towers Resort in Staffordshire, England; Guinness Storehouse in Dublin, Ireland; and New York’s Museum of Sex in the US.

James has worked closely with London-based experience designers Bompas & Parr on projects spanning more than 15 years. During this time, he has written music for a pop up bar in London where visitors got tipsy by inhaling vaporised cocktails; created a custom carnival soundscape to accompany visitors as they jumped on a bouncy castle made of giant breasts at the Museum of Sex in New York; and lent his expertise as a ‘sonic sommelier’ on an immersive dinner party that aimed to test sound’s effect on perception for Sony.

This collaboration has been celebrated with the release of a vinyl LP featuring James’ sound design for Bompas & Parr, that aims to ‘tap into the emotion of the listener, taking them on a journey through sonic interventions that both attract and repulse’.

James is currently working with Bompas & Parr on the Museum of Shakespeare, as well as performing with his band and composing for film and tv.
Here James speaks to Attractions Management about harnessing the power of sound to tell stories and engage visitors.
Photo: Sam Bénard
How would you sum up the role of music in an immersive experience or attraction?

Music is a secret power when it comes to creating amazing immersive experiences.

Music has immense power – it has the potential to change people’s emotions in a split second. It also has a magical quality, in that it’s invisible, and people often don’t notice the effect it’s having on them.

When you have matchless technical support with a quality sound experience, you can reach totally different levels of engagement with people.

How do you approach the creation of music and sound design for attractions?

It’s a very collaborative process. I spend half my time writing music for TV and film and half writing music for immersive experiences, but the process works in very similar ways in both cases.

There’s the odd time when the brief is very simple. I worked with Bompas and Parr on the creation of the Mount Rocky chocolate-themed climbing wall for Alton Towers, for example, where they wanted an epic brass fanfare when climbers reached the top. That was a very straightforward request, but the majority of the time, it’s a lot more subtle.

In general, the people I’m working with aren’t experts when it comes to the nuts and bolts of making music, so we talk about feelings and emotions – basically anything that’s not directly musical. We might talk about temperatures, colours, smells, or tactile elements. I was in a session recently where we told the string players that we wanted a particular part of the music to sound ‘dusty’. That’s not a musical term, obviously, but the musicians instantly had a feeling of how they might approach that – it basically opened up a conversation.

That’s a very typical conversation that you have when you’re making music for an experience. It’s all about creating an atmosphere and eliciting emotion and reaction in visitors.

Are there any common mistakes attractions operators make with sound and music?

One common mistake is forgetting about sound bleed. This is something I see a lot – the set looks great, the rooms look awesome, but when we bring in the speakers, we realise that the volume has to be incredibly low because otherwise the people in the next room can hear what’s happening.

Another mistake is having spaces where the sound feels too pre-programmed; where it wouldn’t make any difference whether the visitor was there or not.

Just putting together a great space isn’t enough these days – it needs to be responsive in order to really engage people. That can be done in very simple ways – having pressure sensors or walk past devices that activate sound – or you could add a live element and get people to take part.

Can you think of an attraction that uses sound and music in a particularly impressive way?

Star Wars: Galaxy’s Edge at the Disneyland Resort in Anaheim, California. It’s successful on every level. There’s nothing that doesn’t work. It messes with your emotions, it’s arousing, it’s thrilling. It just kind of does everything, and what it sits on is some great creative ideas and flawless technical achievements.

What makes it work so well? Star Wars: Galaxy’s Edge obviously has the gift of John William’s incredible score, so that’s the music taken care of. In terms of sound design, the cleverest aspect is the feeling of space that the false acoustic delivers. This means that when you’re in the docking station of the Death Star, the feeling is of epic scale, even though you’re simply stood in a black box of moderate proportions.

The sound is excellent throughout, from the sound design and music through to the actual application of it within the space. It’s just an incredibly well designed space.

What are you working on now?

I’m working with Sam Bompas and Harry Parr on the Museum of Shakespeare, which is due to open in Shoreditch, London in 2025. It’s early days from a creative point of view, but hopefully there will be a lot of music and sound involved. It will be all original and it’ll be presented in all kinds of different ways and experienced in different formats. It should be a lot of fun.

I also have a new band coming together. It’s very important for me to keep playing live because it reminds me about people’s relationship with music, and enables me to see their reactions and feel what really grabs them.

What trends are you seeing in your work?

I think there are two trends, and they’re at the opposite end of the spectrum. There’s a move towards more and more technically incredible epic stadium gigs. They’re interesting from a sound point of view because the quality of the sound and the number of speakers means that you can feel very close to the stage even if you’re not.

At the other end of the scale, I see a desire to go to very small venues to have intimate, highly personalised experiences. There’s a real strength in providing something that feels unique and special for each person.

Whatever you do, you want people to be wowed and think, Thank God I didn’t stay at home.

The Museum of Shakespeare

Building work at the Museum of Shakespeare in Shoreditch, east London is now complete.

The new museum will showcase the archaeological remains of Shakespeare’s Curtain Playhouse – believed to be where the playwright’s Romeo & Juliet and Henry V were first performed. Located three metres underground, the Museum of Shakespeare promises to take visitors back to the year 1598 where ‘dynamic experiences and theatrical technology’ will immerse them in the sights, sounds and smells of Shakespeare’s time. They will also be given the chance to take part in animated performances and workshops on the stage where several of Shakespeare’s plays were performed.

Construction work was carried out by Perkins & Will, who have opened up the site with new pedestrian routes, a landscaped public plaza, an amphitheatre, and a pocket park and play area above a restored Victorian railway viaduct.

The exhibits and interior experience will be delivered by Bompas & Parr, working in collaboration with Cain International, Museum of London Archaeology and Historic England. Composer Dom James is working with Bompas & Parr on the sound and music for the museum.

The Museum of Shakespeare is taking shape / Courtesy of Bompas and Parr

Read more from this issue of Attractions Management magazine

View contents of Attractions Management 2025 issue 1
  • Editor's letter: A fresh perspective
    As a new report argues that silence can help visitors better appreciate zoos, Magali Robathan explores a different way of operating
  • People: Marian Lee
    As Netflix announces the launch of immersive attraction Netflix House, we hear about the plans from the company’s CMO
  • People: Frida Escobedo
    The first woman to design a wing at the Metropolitan Museum of Art shares her vision for a more usable and welcoming space for modern and contemporary art
  • People: Delta Kay
    Indigenous experiences are important for fostering respect, and must not be co-opted by non Indigenous operators, says Aboriginal tour guide Delta Kay
  • Theme parks: Bob Weis
    The former president of Imagineering pulls back the curtain to give a behind the scenes look at how some of Disney’s biggest projects took shape
  • Museums: Space to learn
    From the world’s first AI art museum to the latest cultural institution transforming a rural Japanese island... We check out some intriguing museums taking shape across the globe
  • Technology: Guiding light
    Genell Zuciya, creator of attractions for Disney and Meow Wolf, explores the transformative power of lighting
  • Immersive attractions: The magic ingredient
    With its ability to transform visitors’ emotions, music is key to creating powerful experiences, says composer Dom James
  • Theme parks: Block party
    Merlin meets Minecraft in a $85m deal set to bring the world’s biggest selling video game to life. Could this be Merlin’s most significant partnership?
  • Museums: A new dawn
    The first phase of a ground-breaking new museum campus has opened in Benin City, Nigeria. Is this the future for post-colonial institutions?
  • Theme parks: Universal Epic Universe: countdown to opening
    Billed as the most ambitious theme park Universal has ever created, Epic Universe is taking shape in Florida. We check it out
  • Research: Quiet zoos
    Could a quieter zoo environment restore zoos’ original purpose as restorative retreats for overstimulated minds? The authors of a new research paper certainly think so
The Museum of Shakespeare will use sound, sight and smell to immerse visitors
The Museum of Shakespeare will use sound, sight and smell to immerse visitors / Courtesy of Cain International
James has worked on a wide range of attractions projects
James has worked on a wide range of attractions projects / Photo: Sam Bénard
Star Wars: Galaxy’s Edge uses sound and music in a unique way, says James
Star Wars: Galaxy’s Edge uses sound and music in a unique way, says James / Photo: DISNEY/DAVID ROARK
Dom James has worked on varied projects with Bompas & Parr
Dom James has worked on varied projects with Bompas & Parr / Marcus Peel
/ Photo courtesy of Bompas & Parr
/ Photo courtesy of Bompas & Parr
/ Photo courtesy of Bompas & Parr
/ Photo courtesy of Bompas & Parr
/ Photo courtesy of Bompas & Parr
/ courtesy of Dom James
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COMPANY PROFILES
TechnoAlpin Indoor

TechnoAlpin is the world leader for snowmaking systems. With the Indoor snow division, TechnoAlpin c [more...]
QubicaAMF UK

QubicaAMF is the largest and most innovative bowling equipment provider with 600 employees worldwi [more...]
instantprint

We’re a Yorkshire-based online printer, founded in 2009 by Adam Carnell and James Kinsella. [more...]
Clip 'n Climb

Clip ‘n Climb currently offers facility owners and investors more than 40 colourful and unique Cha [more...]
+ More profiles  
CATALOGUE GALLERY
+ More catalogues  
DIRECTORY
+ More directory  
DIARY

 

23-26 Aug 2026

Elevate Spa Riviera Maya Edition

The Riviera Maya Edition Kanai, Playa del Carmen, Mexico
29 Sep - 02 Oct 2026

Synergy - The Retreat Show

Pical Resort, Valamar Collection, Porec, Croatia
+ More diary  
 


ADVERTISE . CONTACT US

Leisure Media
Tel: +44 (0)1462 431385

©Cybertrek 2026

ABOUT LEISURE MEDIA
LEISURE MEDIA MAGAZINES
LEISURE MEDIA HANDBOOKS
LEISURE MEDIA WEBSITES
LEISURE MEDIA PRODUCT SEARCH
ATTRACTIONS MANAGEMENT NEWS
ATTRACTIONS HANDBOOK
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