THEME PARK 101a:

IMD students, faculty, and staff are invited to join me and the CTIN-555a class for a trip to the Disneyland Resort. The purpose of the excursion is to highlight the DESIGN PRINCIPLES & PROCESS of theme park development and discuss the CORRELATIONS & OPPORTUNITIES with interactive media. For those that are not aware, I’ve worked as an employee and consultant with Walt Disney Imagineering on projects for Disneyland Resort, EPCOT, Port Discovery, and Animal Kingdom.
Date/Time: October 9th 2005 @ 11:00 AM
Location: “Mickey’s Flower Bed”
(In front of Disneyland’s Train station and just inside the ticket turnstiles).
Duration: 4-5 hours
(you are welcome to stay longer and/or meet up with friends/family in the evening).
Please note that you will need to purchase a “Park Jumper” and/or two-park pass. Discounts are available @ the USC ticket office.
Here is an outline for the day:
Leaving Reality (Entry):
• Organize the flow of people and ideas and the Disneyland “X.”
• Interdisciplinary development and building a team to make something new.
• Inside/Outside the berm and its correlation to Zimmerman’s “magic circle.”
Familiar Places & Suspension of Disbelief (Main Street):
• Attraction posters, movie preview trailers, and transitional spaces.
• Avoid contradictions-create turn ons with complete sensory immersion.
• The cinematographer’s establishing shot - scale, perspective, colors, sounds, smells.
Choices and Connectors (Hub/Castle):
• Create a “weenie” (visual magnet) and a functional anchor point.
• Spokes of a wheel organization and thematic land organization.
• Game-level narrative parallels and the spatial consequences.
Dimensional Fables (Pirates of the Caribbean):
• Configuring 3D and/or scenic spaces to tell one story at a time.
• Universal design elements include spatial triggers, sequences, and continuity.
• Design mechanics: THRC, load/unload, capacity, vehicles, operators, etc.
Illusionary Tricks (Haunted Mansion):
• Creating surfaces and characters utilizing real projections or virtual bitmaps.
• Augmenting reality with pepper’s ghost, shadows, and onboard sound.
• Leota’s new head; keep it up (maintain it) with upgraded technology.
Movies to Attractions (Indiana Jones Adventure):
• Providing an “ounce of treatment and a ton of treat” in queue.
• Stone paths and diesel replaced by motion simulators and concrete.
• Redundant safety, sandbag tests, exiting requirements, and ADA.
Master planning (Sun Fountain):
• Different master plan; the meandering path vs. spokes of a wheel.
• The value of an overnight stay and the building of a resort destination.
• Fantasy vs. culture and the necessity to know your audience.
Immersive Cinema (Soarin’ Over California):
• Wear your guests’ shoes and dangle them in a vertical theater / ride.
• A little tilt goes a long way, with coordinated visuals and smells.
• Omnimax, Imax, and the challenges of large format projection.
Living Characters (Turtle Talk with Crush):
• Digital puppets and the effectiveness of a surfing turtle character.
• Communicate with visuals for clarity and suspension of disbelief.
• Interaction for few can be entertainment for many.
Gravity of an E-Ticket (Twilight Zone Tower of Terror):
• Anticipation and adrenaline amplify the experience.
• Avoid contradictions and maintain identity through the story & details.
• Scope and value engineering a “new classic” attraction.









