search.noResults

search.searching

saml.title
dataCollection.invalidEmail
note.createNoteMessage

search.noResults

search.searching

orderForm.title

orderForm.productCode
orderForm.description
orderForm.quantity
orderForm.itemPrice
orderForm.price
orderForm.totalPrice
orderForm.deliveryDetails.billingAddress
orderForm.deliveryDetails.deliveryAddress
orderForm.noItems
Ernest Yale – Triotech


www.parkworld-online.com


Ernest Yale – CEO & Founder, Triotech


Park World’s Matt Broughton speaks to Triotech CEO & Founder, Ernest Yale, about how he jumped from coding at the age of 12 to building complex attractions for the likes of Six Flags.


Ernest Yale


Matt Broughton: For those not in the know, can you tell us a bit about your personal background and how you came to start Triotech? Ernest Yale: I grew up during the early days of video games, back when Atari and arcade games dominated the scene. I was just a kid, fascinated by technology, and started coding when I was 12. That passion led me to study software engineering, which laid the foundation for my career. Initially,


I never imagined I would be competing in the same space as the big players. It all started modestly - just a small company with a passion for technology and games. Back in 1999 we created a simple arcade game, a first-person shooter, and presented it at the IAAPA show in Atlanta. We couldn't even afford to fly there, so we drove over 2,000 kilometers from Montreal. It was about doing something we loved. Triotech was born out of a desire to innovate within the field I was passionate


about. We were a small team of like-minded individuals who simply wanted to bring new ideas to life. Our early goals were about making our mark in an industry dominated by much larger players. Over the years, we grew, adapted, and kept pushing the boundaries of what was possible, evolving from small arcade games to major attractions in some of the world's biggest theme parks.


MB: What were your original goals, and have they changed much since inception?


20


EY: Initially, my goals for Triotech were quite simple: create engaging, fun, and innovative gaming experiences. We started with small projects, like arcade games. It was more about following our passion and curiosity, trying new things, and seeing what worked. As the company grew, those goals naturally evolved. We began to see the potential for broader applications of our technology beyond just arcade games. Over time, our ambitions grew alongside our capabilities. We went from


creating small-scale arcade games to developing large, complex attractions such as "Into the Deep," our latest dark ride for Six Flags Qiddiya City in Saudi Arabia. The goal now is not just to entertain but to create unforgettable experiences that blend technology and storytelling in new ways. We're always looking for the next challenge, the next innovation, to keep pushing the envelope. While the core of what we do - creating fun, engaging experiences - remains the same, the scale and scope of our ambitions have grown exponentially.


MB: be ticked off the list to ensure the best entertainment in rides? EY: Creating fun is at the heart of everything we do at Triotech, but fun is not just about the ride itself; it's about the entire experience. First and foremost, a successful attraction needs to be relatable. People need to feel a connection to the ride, whether it's through familiar themes or intuitive gameplay. Innovation is another critical component. While it's important to build on


familiar concepts, adding a twist is what makes an attraction stand out. For example, when we developed "NINJAGO The Ride", a dark ride that is deployed in practically all Legoland parks around the world, we took a well-known I.P. -NINJAGO - and infused it with cutting-edge technology and interactive elements that make the experience unique and immersive.


NOVEMBER/DECEMBER 2024


Page 1  |  Page 2  |  Page 3  |  Page 4  |  Page 5  |  Page 6  |  Page 7  |  Page 8  |  Page 9  |  Page 10  |  Page 11  |  Page 12  |  Page 13  |  Page 14  |  Page 15  |  Page 16  |  Page 17  |  Page 18  |  Page 19  |  Page 20  |  Page 21  |  Page 22  |  Page 23  |  Page 24  |  Page 25  |  Page 26  |  Page 27  |  Page 28  |  Page 29  |  Page 30  |  Page 31  |  Page 32  |  Page 33  |  Page 34  |  Page 35  |  Page 36  |  Page 37  |  Page 38  |  Page 39  |  Page 40  |  Page 41  |  Page 42  |  Page 43  |  Page 44  |  Page 45  |  Page 46  |  Page 47  |  Page 48  |  Page 49  |  Page 50  |  Page 51  |  Page 52  |  Page 53  |  Page 54  |  Page 55  |  Page 56