Showing posts with label Disneyland Resort. Show all posts
Showing posts with label Disneyland Resort. Show all posts
Monday, March 11, 2019
Disney's Worlds of Exploration - Version 2
After a much longer than expected hiatus, I am back for a new post. I needed to take a break for a couple reasons: I was majorly burned out after so many new posts and projects in a row, I got busy at work because I was finishing the work to get licensed as an architect, and I decided that I needed to refocus on longer term and higher quality projects that I could use in a professional portfolio. I decided that monthly new projects were not what I needed to be working on right now, so that led to my long break. And monthly projects are unlikely to return. I will just be occasionally posting some of the things I am working on when I feel like they are good enough to post.
About half of the projects I am putting a lot of time into are updated versions of some of my favorite and most successful old projects. That is where this post comes from.
This post in an updated version of my plan for a Disneyland 3rd Gate, named Worlds of Exploration.
After completing the first version of that plan and taking some time away from it, I reviewed what I thought worked well and what didn't so that I could make an improved Version 2. This park still has the same concept, the same organization, and the same overall story, but the layout was nearly completely overhauled and a couple lands were removed and replaced.
I would look back at the original post first if you are not familiar with it. I am just going to go over what is different this time. Here's the overall plan. Attractions are named, TS means table service, CS means counter service, and SS means snack service.
The biggest change in the layout is that I removed the road running through the middle of the property. It was a fun idea for a design exercise challenge, but proved to be too impractical and constricting. I decided it would be a much better park without it. That allowed me to regularize the layout into a very clean hub and spoke with a loop connecting the lands. I was also able to enlarge many of the lands that were a little too compressed and fill them out with fully immersive environments. Much better.
For the lands, I also decided to abandon the IP lands that I had forced into the park but didn't really fit into the overall scheme. Those were TRON, Marvel, and Star Wars. It made some sense to have them in, and I still believe that if a third gate were to happen, it is highly likely that Marvel and Star Wars will be included, but I decided to refocus on the concept and remove these lands for this exercise. Here is a land plan that shows the new layout clearly.
I decided to substitute the Greece land that featured Hercules for an England land that features Mary Poppins. The main reason was that I thought Mary Poppins would be a more interesting property to include at this time.
The other new land for the park is an Arctic land that actually has no IP tie in. I decided for this so that all the continents were represented in the park. I've also always wanted to do an Arctic themed land and this was a great opportunity.
So I am going to do a very brief walk through the whole park, pointing out some differences from the last plan and focusing on the new attractions and lands.
Outside of the park, the big change is the removal of the on-site parking deck. I decided to assume that a centralized parking facility will be built eventually and introduced a peoplemover line to transport people from that parking to this park. The general transportation hub building also includes a line of bus stops that could service the other parks and hotels, guest services, and security.
The park adjacent hotel sits to the side of the entrance with one leg of rooms spanning over the front entrance. It sits over a parking deck at the north east corner of the lot.
The entrance land is The Explorer's Village, modeled on the Greenwich Village area of New York. This is where the explorers live between trips, so all the businesses, retail, and restaurants are themed to the members of the group. There is an elevated train that loops through the park, starting at the front square of the park. The Explorer's Clubhouse sits at the end of the street, inspired by the Jackson Market Library. It holds a table service restaurant that overlooks the park, the start of a park-wide SEA game, and a new version of Mystic Manor that fits the theme and setting.
The Middle East is the first land from the Hub and is modeled on a Middle Eastern square and a covered marketplace/souq. The attractions include a 1,001 Nights dark ride and an Aladdin indoor family coaster.
Next is China, set in the gardens and traditional streets of Old City Shanghai. It includes an animatronics show based on the legend of the Chinese Dragon, a dark ride through the story of Mulan, a traditional Chinese garden for exploration, and a double level carousel sitting over a small lagoon.
The new Arctic land is next along the path. It includes a large indoor coaster through the ice caves and a simulator ride that takes guests on large multi-passenger snow-rovers for a trip to the pole. There is also a indoor kids play station set in the research labs and a counter service restaurant.
Brazil comes next. It features UP in a suspended dark ride and adjacent spinner. The land also includes a kids coaster, a large explorable treehouse, and the second stop for the train.
Then come Polynesia, taking inspiration from the Samoan Islands. The main attraction is a coaster that winds through and around a large volcano. The mountain sits at the direct back of the park and forms a backdrop to the park icon. The other attraction is a musical boat ride through the story of Moana.
Africa is the next land. The entrance from the hub is through a village setting with a wildlife preserve just beyond. The land includes three attractions: a Festival of the Lion King musical show, a balloon simulator attraction that takes guests over the savanna, and an EMV safari ride through the preserve where we encounter a variety of animals.
Next is Mexico, which includes a large town square and a colorful graveyard during Dia de los Muertos. The attractions include a teacups style spinner with large skull vehicles, a boat ride through Coco, an outdoor theater for a musical fiesta, and a spinning dark ride through a lively day of the dead celebration. There is also the third and final train stop in the land.
Last is England. From the Hub, the path leads down Cherry Tree Lane, past the houses straight from Mary Poppins. The rest of the land is set in urban London. The attractions include a hedge maze, a dark ride set in a museum that is based on the legend of King Arthur, and a 4D 360 degree movie based on Mary Poppins.
I think there is a ton of improvement here and am happy with the results. Bigger lands, more cohesive concept, and a better layout.
Let me know what you think and thanks for still sticking around after my long break. Not sure what or when will be next, so follow along on twitter for updates.
Thanks for reading!
Categories:
Design Post
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Disneyland Resort
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Theme Park Concept
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Worlds of Exploration
Monday, May 15, 2017
Disneyland's Tomorrowland: A New Vision
Tomorrowland is my favorite land in the castle style parks. Actually, let me rephrase that and be more honest. Tomorrowland is my favorite by potential of the theme. In actual practice, it has some issues that keep it from being the top. The issue that stands out to me, present in every single Tomorrowland/Discoveryland, is that there is just too much contradiction present from years of IP additions and a lack of singular vision. It may be Tomorrowland, but it does not reflect Tomorrow. As has been said many times before, building the future is hard in comparison to lands that predominately look to the past, so it is to an extent understandable. But that doesn't mean there can't be another try at it.
So this plan, which is elaborated from the expansion plans I proposed for Disneyland last year, is my attempt at completely starting over with the land and developing a new identity for Tomorrowland, just like has been attempted in real life a couple times before.
Instead of aliens and sci-fi or looking to the past, I decided to follow the model of what I see as the most successful attempt at building the future: EPCOT, with a particular focus on space. I wanted to follow a realistic but optimistic guiding principle of building a better future, even as we travel to new frontiers.
I really see this as the most clear fulfillment of the original purpose of the land. The core childhood fantasy that defined the world of tomorrow has always been the fantasy of becoming an astronaut and going to space. This is the land where we look to the future and to the stars, always optimistic for a better tomorrow. So that was my core philosophy and guiding principle for the following design.
As you continue reading this post, it might be valuable to have some background music. So here's a playlist with a couple of tracks I put together that fit the style I imagine for the land.
As you continue reading this post, it might be valuable to have some background music. So here's a playlist with a couple of tracks I put together that fit the style I imagine for the land.
Before getting to the actual design, I want to start with the varied sources of inspiration.
One of the biggest inspirations for the subject, the tone, and the style of the land comes from the above series of NASA posters which show our universe as a series of travel destinations. These are so well designed and optimistic, suggesting a time where the universe is accessible and a part of human society. I like that idea for Tomorrowland. Specifically, I am using The Grand Tour to suggest the setting of the land. This Tomorrowland is a space travel station on Earth that is celebrating the alignment of the planets for the Grand Tour and inviting us guests to learn about and ultimately travel to space.
The next primary inspiration, like I mentioned, is EPCOT from the early years. The inspiration is less of the style but absolutely the tone and specifically the Horizons attraction. The realistic hard science approach of EPCOT stands is opposition to the fantasy style of many of the existing Tomorrowlands, but I am confident it could work. Especially because of the success of so many space science movies over the last few years. If entertaining, real science doesn't drive people away. So EPCOT and its attractions are a big element here. More on that later.
And finally, I have to mention the Tomorrowland movie. Though I don't reference it explicitly in the design of the land, again the style and philosophy are a big factor. Getting architecture specific, that means that the highly organic architecture of Santiago Calatrava is present in the inspiration imagery. Overall, the idea is clean and white, organic and sweeping, dense but open, and monumentally impressive.
Now to the overall concept of the design.
Like mentioned, this is a futuristic space travel station on Earth where the optimistic ideals of space travel are idealized. There is no overly complicated story or definite setting besides the general theme of the future.
The land is divided into three districts. Future Tech at the entrance to the land, Future Life to the north of the land, and Future Frontiers to the south of the land. At the center, forming the thematic core of the land is a new Horizons attraction, which ties the ideas of the three districts together into a single concept.
The significant element of the renovation that needs to be mentioned first is the addition of a second level to the land in the form of an organic sweeping walkway that connects many of the existing buildings. There's a couple reasons for this addition. Logistically, existing Tomorrowland is tight and when it is crowded, it's not fun. The second level, and the decision to place some of the attraction entrances on the second level, is an attempt to spread some of the crowds. But aesthetically, I think there is something interesting about the visual density and kinetic value of two levels of pathways. There is density, but organized density, and the visual of guests walking above or below you suggests there is more to be seen. The upper level has a staircase and elevator tower on either end for access.
This district starts at The Hub. The Astro Orbiter is removed from the front of the land and moved back to the central tower. So to replace it is a new fountain, called the Fountain of the Worlds, sitting at the same spot as the original Clock of the World. Behind, the Peoplemover track is adjusted. The central run is removed to allow for better crowd flow and the second level addition, but the track is adjusted to cut straight across the path from building to building, so it is still able to be a kinetically dynamic entrance element to the land. Ahead, the second level and the exterior glass elevator tower is visible. There are staircase access points in both the buildings on the left and right, where new occupiable second levels are constructed.
The Future Tech district has four attractions. To the left is a replacement for Buzz Lightyear, which does not fit in the theme. To the right is a replacement for Star Tours, which also does not fit theme. And above on the second level is the entrance to the new Peoplemover and the relocated Astro Orbiter.
Replacing Buzz is a dark ride based on Big Hero 6, which I believe has the same positive science and technology philosophy as my idea for the land. Like I have said before, I am not opposed to IPs if used properly. in my opinion, Big Hero 6 fits the setting and tone of the land, so it's perfectly ok here. The dark ride uses the same track and similar omnimover vehicles for a tour through the Big Hero group technology workshop, set up like the lab scene in the film. We tour through a series of labs, guided by Baymax, where each of the team members demonstrates some kind of futuristic technology they are working on, created with practical interactive effects. Things like electromagnetic levitation, high tech robotics, laser technology, and of course microbots are demonstrated in a fun and entertaining way. The main lab scene is open to both the accessible second level above, where the staircase comes down to the ground level of the lab, and a large curtain wall looking out to the main pathway. I want the crazy technology lab setting, filled with movie robots and lasers and experiments to be highly visible.
Across the main path is the replacement for Star Tours. Ideally, it should close as soon as Star Wars Land opens and the new attraction will retain the simulator system. To reflect the Future Tech concept, the new attraction shows the future of transportation in the form of an ultra high speed public transport train that gives a tour of the future world of tomorrow. The exterior is redressed as a transit station, with locations and times tickering by on update boards. The glass curtain wall looks into the waiting room queue with an exposed upper level mezzanine.
The upper level to the waiting room is the queue for the Peoplemover, reinforcing the transit theme of the building. The Peoplemover follows the same track, minus the central section that I already mentioned. It goes counterclockwise around the land, looking into many of the attractions and explaining the Districts organization and overall theme of the land.
The Astro Orbiter is now up on the upper level in its original position, and its queue is on the middle level below it. There is a new elevator tower built adjacent as well.
Next, the Future Life District is actually just existing attractions and locations in a new grouping. The concept of the district is the future of life on Earth, showing a high tech civilization that better lives on and with the natural world.
First, Nemo is removed from the Subs. The new attraction retains the subs and infrastructure, but now is dressed as high tech research vessels that explores life underwater while on a trip to SeaBase Pacific, an underwater futuristic community. The trip includes exotic fish, encounters with a whale and a giant squid, and ultimately a trip through the futuristic world of civilization underwater, passing by other high tech water crafts and divers. It utilizes the same screen technology as the existing version, plus more sets and limited real figures in SeaBase Pacific. Back outside, there is also a bridge built over the corner of the lagoon to resolve another bottleneck and allow for cool visual connections into the lagoon.
The Autopia is slightly shortened and there is an additional indoor scene built, but it is essentially the same. The Monorail is also rerouted slightly to stay out of Fantasyland. Both of these moves were done to open up an expansion plot for Fantasyland. The Train is also in this area, and also gets a bit of change. Maybe controversially, I propose the complete removal of the Grand Canyon Scene, to be replaced with a scene that shows a diorama of a vista over an expansive and active Tomorrowland. Showing a large and busy city, the view would include ships and Monorails and cars flying by, both physically and projected. The style would be clean, bright, and optimistic, like the rest of the land. The transition between this scene and the next has the train pass through a series of strobing laser fields, to suggest some kind of teleportation into the past of the next scene. The Primeval World show scene would get a thorough refurbishment to update the figures and effects to act as a fitting and thrilling finale to the Grand Tour.
Last for this area, the Tomorrowland Terrace is renamed and the covered area is expanded into a new organic based restaurant. Reflecting foods grown on earth, the new menu would be an attempt at something healthier and more diverse. Just to the south, by the Astro Orbiter, is an outdoor garden area, showing many of these Earth grown foods.
The final district, Future Frontiers, is all about space travel, and is centered on the existing Space Mountain.
The 3D theater at the base of Space Mountain is removed and replaced with a better entrance way to Space Mountain, a new attraction, and a new post show area for the two attractions. Anchored by a giant modern 45' rocket (reminiscent of the original one from Tomorrowland), guests enter a new space flight concourse, where they can turn left to enter the existing queue system of Space Mountain, or go straight to enter the new attraction, Mission: Mars. The right leads to the post show from both attractions, which expands into the Starcade.
Mission: Mars is new iteration of the space flight simulator attraction, combing elements of Mission: Space and the original Mission to Mars. The attraction is based in a theater in the round underneath a spherical projection dome, but the theater is not stationary. The attraction uses a custom motion base system and has two identical theaters. The round theater seating platform is on a full motion base and can rotate and slightly pitch in both directions under the seamless projection dome.The entire base can also rotate along one horizontal axis 30° forward and 15° backward. The seats also recline to about 10 degrees so that you have a great view looking up into the dome. The diagrams below explain this a bit better.
This motion would allow for some slightly realistic show action to coordinate with the rocket flight and trip through space. Guests launch from the Tomorrowland Spaceport, stop off at a massive Space Station, showing life in space, and then rocket on to Mars and land at a station right above the Red Planet. The spinning motion of the theater during launch would simulate minor g forces of launch and flight, and the pitch would be able to simulate some interesting floating through space, disorienting your true gravity. Here's a video showing how the theater could move.
Rocket Rods Pizza Port next door is renamed and redressed to fit in with the Space Port look and theme.
Finally, the attraction at the center between the three districts is a new version of Horizons that ties themes from all three areas together into one vision of the future. Occupying the entirety of the former carousel building, it can be a pretty large attraction. The entrance is on the upper level, and on the lower level, there is a small home of the future style walk through, where you get to actually step into one of the sets along the ride path.
That describes the complete attraction vision for the land. But text doesn't really convey the visual style that I have in mind. So I decided to built it. The whole land. That's why this post took extra long. Enjoy the design below, ending with a pretty exciting flythrough of the land.
So that is my Tomorrowland. I am really happy with it and hope you do too.
Let me know what you think! And I would really appreciate any kind of sharing!
Tomorrowland Architecture Image Credits
1. The Octopian
2. All Ears
3. Disney by Mark
4. and 5. Google Maps
Tomorrow World Transit Image Credits
1. Daily Mail
2. Londontopia
3. Futuristic News
Categories:
Attraction Concept
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Design Post
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Disneyland Park
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Disneyland Resort
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Land Concept
Wednesday, February 15, 2017
Disneyland's Third Gate: Disney's Worlds of Exploration
And after literally 6 months of talk and previews, the 3rd Gate is finally here. At least I almost beat Rivers of Light...
Disney's Worlds of Exploration, my proposed 3rd Gate for the Disneyland Resort, could be summarized as 1/2 World Showcase, 1/2 DisneySEA, plus moderate and logical IP use, and, unfortunately minus a lot of water. Sorry, blame the small site.
If you have followed along in the last half year, you have seen the progress of my process, starting with discussing the theme, picking and diagramming the site, proposing an early attraction lineup, and finally one update once the plan started taking shape.
Now the thing about showing you that much of the conceptual process is that a lot of that has changed. The theme remains and the site is unchanged, but the lands and attraction lineup changed a good amount, partially based on your comments and ideas. So I appreciate those.
So since some things have changed, I'm going to go through a summary of that information, hitting the important parts. This is a long post, but I promise there is good content all the way through.
First the theme and organization of the park.
My approach to setting up a park is to always be as realistic as possible and to embrace some of the logistical requirements that a real park would have. So for this park, I decided to do what I assume all modern parks will require: a moderate to heavy amount of IPs from all the Disney brands, set in highly immersive single property lands, tied together with a loose theme. At the same time, I wanted to select films that I think are either under represented in the parks, or would make compelling themed environments that are missing in the resort. There's no need to build a second Fantasyland. I wanted to bring some thematic diversity to the resort.
Because of the variety of properties that I eventually selected, which I'll mention later, it became obvious to set up the park with an international organization, with each land as a country and featuring a single IP that ties into and reflects the culture of the land. That's where the half World Showcase, half DisneySEA idea comes in.
So that's the organization. For the theme, I wanted to create something a little more interesting than just an "international" park, so I turned to my favorite fictional theme park organization: The Society of Explorers and Adventurers. This works perfectly with the variety of world wide locations I decided on and allows for a good amount of original storytelling within the same IP heavy structure.
I think this concept showing the worldwide adventures of the members of S.E.A has some promise.
Next, the site. I decided to follow the actual Disney plan for 3rd Gate expansion and use the current Toy Story lot and adjacent Disney owned land, located here.
Some research into this site brings some interesting facts and realities to consider. First, I have seen information online that suggest that Disney owns more land around this lot than we actually know. I am referencing a post on WDWMagic by a knowledgeable member (Additional land owned by Disney in Anaheim?) that claims that Disney potentially owns multiple of the apartment complex lots surrounding their parking lot, held through anonymous third party companies.
Also, that same poster suggests that there might be issues with the city that could make this lot problematic in another post (Predicting DLR in the decades to come), saying that the city has eyes on extending Gene Autry Way through the Disney owned property, potentially using eminent domain to destroy the chances of a third park. There is even an official City of Anaheim planning document that shows the road extended right through the parking lot. So that could be an issue.
I decided to embrace this head on and incorporate an extension to Gene Autry Way through the park I was designing. Hypothetically, I decided to work with the city in exchange for them giving Disney some of the additional land parcels around the parking lots by way of eminent domain. It makes sense and I thought it would be a bit of a fun challenge. Well it definitely was a challenge.
So the resulting unified property, with the additional parcels minus the road is approximately 86 acres, about the size of California Adventure by itself. Unfortunately, because this site is remote from the main resort, it also need some other facilities on the lot. A parking deck, a transportation hub, a Hotel, and backstage facilities are all required around the park, so the actual park area is a little smaller than the others. But if I focus on density and effective theming, it is still manageable for a full park.
Before I start walking through the areas and design of the park, I want to mention my strategy for setting up the lands.
Like I said, each is a single country with a single(ish) IP. Each is also focused on a single member of S.E.A who specializes in a unique field of study. These diverse fictional members would add some character to the lands and the fields of study would be able to play into the unique natures of the different countries. The three elements would work together to create a distinct impression of the real place. With each land, I'll note the name of the member and the field.
My goal was also to include at least one original attraction in each land that better reflects the culture of the country and the S.E.A. member. These attractions add variety in a sea of IPs and I hope add some dynamic and unique experiences to the theme parks.
And each is based on a real life location in an effort to bring some authenticity and detail to the worlds. The idea is definitely not for the lands to be a collection of animated and exaggerated Fantasylands, but real representations of the world, like Animal Kingdom, that happen to each include an IP component. As I discuss each land, I have an inspiration sheet with some images of the real place that inspired my plan. Use these to supplement your mental image of what I describe. Credits for the pictures at the end of the post.
With these strategies in mind, I set out to plan the park that I'll now walk us through. Here's the full plan. Zoom in to see the details and follow along.
We start with the public elements outside the actual park.
The car entrance, bus entrance, and PeopleMover entrance (from the transportation hub I previously proposed) are all on the north side and all lead into the parking deck/transit hub on the site. The parking booths and multiple bus stops are all on the ground floor of the 6 level deck. The People Mover loads and unloads from the second level of the front building on the deck. The busses and PeopleMover are an attempt to better connect this park to the resort and lessen stress on the parking deck. All levels lead down to the wide first floor arcade through the center of the building and out towards the security lines.
So security is absolutely the big flaw in this plan now that we see how Disney is trying to isolate security screening away from the parks. Logistically, I just couldn't make that work here. But anyway, just wanted to point out that I recognize that issue.
Through the security is a shaded plaza entrance area, with the main gate, a guest service building, and a secondary entrance to the hotel, which I'll get to later.
Past the main gate is the facade of a wing of the hotel, 4 stories tall, taking the spatial place of the train station and forcing us through tunnels on either side and leading us into the park and the first land. Here's a plan that breaks out the lands and the borders.
The Village
The entrance land to the park is modeled on Greenwich Village in New York. The architecture is a scale up from Main Street and a bit more urban, reflecting the eclectic and diverse style of the members of S.E.A. This is meant to be their home and where they come back between explorations, and is meant to feel like a real city.
Through the tunnels is a small square offset from the road leading ahead. An elevated train crosses the path ahead, adding kinetics to our first view of the park. As with all parks, the right building is some specialty retail and food, and the left building is the main retail location. The road here is lined with medium scale trees that frame our view to the icon ahead, the S.E.A. Clubhouse. Modeled on the Jefferson Market Courthouse in Greenwich Village (Image 3 and 4), the Gothic brick building is anchored by a clock tower on the Hub. The Hub is offset from the main road as well, which was necessary for spatial planning reasons. Adjacent to the icon building is really another icon: a massive hot air balloon tied down in place, as if it just landed. Fitting the exploration and adventure idea, the balloon is the pride of the S.E.A. transportation fleet. The balloon's real purpose is for the night time show, but I'll get to that later.
The building to the north, the right side of the main street, has the necessary Bakery/Starbucks and an Ice Cream Shop, but with a variety of exotic flavors that the members have discovered around the world. There is also a second floor counter service rooftop bar that looks over the Hub. The building to the east of the Hub also has another counter service location, a restaurant set inside an airplane hanger, currently not in use because the owner and his plane are out exploring. The second floor of the main icon building has a table service restaurant, serving an international menu, where we are nightly welcomed by the current S.E.A president, Sutter Bestwick.
As for attractions, there are a few here. The elevated train leaves from the front square, passes over the street and then past some staged rooftops and into a tunnel to the next land. It runs two ways from this station and has two other stops. Inside the icon building is the registration for a parkwide digital collecting game that asks guests to find and document information about all the S.E.A. members around the park for the society's record books. And finally a restructured Mystic Manor, but not called Mystic Manor, is on the west side of the Hub, set in the S.E.A archive building. Modeled on the Hoboken Train Station (Image 2), the exterior features an Easter Island statue by the main entrance. The attraction is the same track, same vehicle, and same concept, but with some plot changes. We are to be led on a tour of the archives by Henry Mystic, the most recent member to bring in a new object. But as we know, Albert causes trouble and we mystically explore the varied rooms of the archives and experience similar scenes as the original. A small museum on the north side of the building shows some fictional prizes of the society.
From the Hub, there are 4 paths to further lands, including one path east that forms another roundabout and splits again. We will go counter clockwise from the top left.
The Digital Frontier
Kevin Flynn - Digital Exploration
Ok we quickly jump into the IP here so first some comments. First, I love TRON and its design aesthetic so I want to bring it to the American parks. Second, I personally feel it fits the adventurous spirit of the concept and think that Flynn is just as much an explorer as any other fictional member. And Third, the park needed a technology/Tomorrowland/urban counterpart to the very historical/cultural/outdoorsy style you will see in the rest of the lands. So I decided to go for it and make Flynn this lands member. So timelines are not to be kept consistent here. That's actually pretty freeing.
This land is primarily indoors and I did that because TRON works best in the dark and because I needed an indoor land to sit against the tall parking deck. Straight on from the spoke of the hub is a curved facade reminiscent of Flynns arcade but instead of abandoned, it has been redesigned as the welcoming gateway to a digital universe. Inside, there is basically a preshow to the land, where the concept is very briefly explained, and we are digitized with some laser special effects. The room suddenly opens up to the triple height interior land, heavy with bright neon and geometric patterns. Inside are Tron city facades on the edges of the public space, which hold small retail and the End of Line counter service restaurant. A side area has a collection of VR games in the world of TRON. The elevated train also passes through the land and is able to look down into the Grid interior.
China
Yaun Leung - Ancient Art
Down the path along the side of the Tron showbuilding, we can see a bit of urban Asian inspired architecture ahead under a bridge. This corner transitions from Tron to China with a few more modern urban Chinese facades, including an electronics market, which is a second entrance to the interior Tron land.
But to the left, we find ourselves in what we think of a more traditional Chinese city, specifically based on the Old City area of Shanghai (All Images). Contrasting areas of tight streets and open courts, rich reds and golds, steep pitched roofs, and a peaceful garden with a ornate double level carousel beyond. From where we enter the land from the Tron area, we can see both left to the main court of the streets and directly through a low passageway to the kinetically rotating carousel, drawing us in both directions.
The streets area is formed of a few individual buildings connected in a grid of pathways. The main building on the east side holds the main attraction, a Mulan dark ride. Set in a Chinese Art Museum with a facade like Image 1, we ride through a special exhibition of art pieces about the legend of Mulan, curated by Yaun Leung, the S.E.A. member. Starting more realistic and referencing the real cultural story with real cultural art, it transitions into the animated story as the art begins to come to life. Not in the magical way like Mystic Manor, but more like we are stepping into the world of the art and becoming immersed in the story. The focus is on portraying the cultural element of the story by way of the animated and musical element of the story.
The other smaller buildings of the streets area include a small counter service location and a street snacks stand, plus a lot of small specialty retail. Immersion over selling generic Disney food and merch. The train runs above this area, over the pathways in an enclosed tunnel. Ornate screens allow for a view from the train down to the land, but prevent the train from being too prominent in an area that it does not make thematic sense.
The garden section opens up from the tight streets to a wide plaza, bordering a small body of water with a large double level carousel in the center. A tea house on the right holds a table service restaurant that seats on two levels, and the actual gardens are to the rear (Image 6). Real Chinese gardens are actually a pretty remarkable piece of urban planning and spatial design. They are like a very peaceful and contemplative walk through maze that is set up with a variety of planning rules. Since this is conceptual, I did not really follow those that closely, so don't read too much into it besides the idea. The walled in garden would include a progression of settings through individual gardens, passing through small courtyard buildings, past waterfalls and around to the tea house (Image 4). This should be used as part educational opportunity and part peaceful break from the busyness of the park.
There is one more attraction to the land that is totally unique because it exists in two lands, this and Marvel City. It is a Doctor Strange attraction, set in the Sanctum Sanctorum, which has one entrance in China and another in New York. The Chinese Sanctum facade leads into a bridge over the road holding the queue, which is also the train bridge, and then into the show building on the Marvel side. So more about that in a minute.
Marvel City
Bruce Banner - Superhuman Ability
Another IP land and another IP based member. I debated if I wanted to use an original character who just studies superheroes but I decided that having it be a hero would make more sense. As for who would be an adventurer, well really any of them could be in some way. But since the exploration here is about super human abilities, in my mind it made sense for Dr. Banner, and the scientists of SHIELD, to be scientifically exploring the genetic makeup of a superhero. Sure, he is not a conventional member of S.E.A. but he explores the unknown.
The land itself is based on Midtown New York city, and, in both real life and the park, connects directly to the Greenwich Village area. It is fairly open in the middle, where the roads intersect in front of a very small Flat Iron like building (Image 1, 2, and 5). The buildings are a little taller and more modern, which helps to disguise the taller convention center right across the street. There are three significant attractions plus a counter service location, a Captain America themed diner with 40's and 50's decor, and SHIELD themed snack location.
First, the Dr. Strange attraction is inside the New York Sanctum, a very ornate gothic building, and has a separate queue (Image 3). Each of the two queues actually has a separate attraction room but both exit into New York. The attraction is a two scene special effects show, with the first in the entry hall of the Sanctum, where Dr Strange (in projection form) arrives through a special effects portal, and the second main scene a theater in the round where time and space is manipulated around us. Projected windows show as we jump around the world, physically moving elements of the set transform as if refracting like in the movie, and projection mapping, smoke, lasers, and slight motion to the theater manipulate our senses.
The next attraction is an Avengers ride, but told with the perspective of Dr. Banner testing out the abilities of the team. The dark ride passes through the SHIELD labs and then into "hover" vehicles, that are trackless motion vehicles. The ride has 4 unique profiles because when we board, SHIELD assigns us a pair of Avengers to track. Each go through the same story and scenes, but focusing on different characters, so many scenes are projection based. Fundamentally, super hero fighting scenes just work best digital because there are no limits. So I don't feel bad doing that. Anyway, we follow the Avengers into a New York Battle versus some generic villain that they eventually defeat.
The final attraction is a Spiderman ride that I have proposed before for the Disney Studios Park. The builiding is a little rougher, because this is the ride about real gritty New York, not high tech SHIELD New York (Image 4). This is something in early development, but the idea is to have a dark ride that moves in three dimensions, or that it moves up and down as well as side to side. To follow the swinging adventurers of Spiderman properly, we have to be able to go up and down through the streets of the New York. Still working on the specifics.
Finally, inside the Flat Iron building is a Marvel meet and greet. Moving around this building, we find a transition into a more park like area, like Central park, where there is a large iron greenhouse visible just through the trees. This transitions us to the next land.
Brazil
Cecilia Gallo - Botany and Conservation
Around the bend, the park transforms into the rough paths of the rainforest of Brazil. Immediately around the clump of trees, we see Carl Fredricksen's House to the right, in a clearing at the edge of a rocky outcropping. This marks the entrance to the UP themed "trackless" suspended dark ride, like the one that I proposed for Animal Kingdom. I might make a second version of that attraction, but same concept and system. We board mini balloon vehicles built by the Wilderness Explorer's for a trip through the jungle, hitting many highlights from the film and getting in some adventurers along the way. The house is also explorable and leads to a meet and greet behind the house.
Also adjacent is the train station. The elevated train glides from the city and into the jungle, riding on rough and rusted trestles over the path towards the second level train station. The train swerves around through the trees and into a valley between the rockwork of two showbuildings and then into a tunnel.
Under the train track, the path leads to the main area of the land, where the S.E.A. botanist has set up a greenhouse complex in the ruins of former colonial buildings in the rainforest. This is based on the real ruins of Paricatuba, a former school near the Amazon River that has been reclaimed by the jungle (Images 3, 4, and 5). This main area includes three attractions and a snack location. The most significant attraction is the treehouse, which is a large, multi level and multi tree system of catwalks and elevated rooms to climb through. The other attractions are a pretty standard kids coaster through the forest, and an interior Greenhouse play area, with climbing, slides, games, and interactive exotic plants. The greenhouses that pop out of the jungle ruins are much more victorian and ornate ti show an interesting contrast (Images 1 and 2)
A winding path through the trees leads over the road and back to the Hub of the park.
Oceana
Hana Cahill - Geology
The right side path from Brazil leads through the trees and towards a tropical waterfall coming down from the start of a mountain. This is now Oceana, representing the region of Polynesia and specifically based on the geography and architecture of Samoa. Above the waterfall, we can periodically see a coaster car speeding above through the greenery of the mountain. The mountain, really a tropical volcano, looms above the land and unlike other very rocky Disney volcanoes, this one is entirely green and tropical, with waterfalls spilling down to the base (Image 5). To the left, we see traditional Samoan structures surrounded by palm trees at the base, serving as the entrance to the main attraction, the one in the volcano (Images 2 and 4)
Geology researcher Hana Cahill has moved into this village at the base of the long dormant volcano to study it in depth. The structures, starting the exterior queue, are the living areas of the researcher and the village team, and we quickly venture into the caves of the mountain to continue the queue. The labs are in the depths of the caves and hold geological samples and seismographic equipment all around. At some point in the caves however, the equipment starts going off, signaling some kind of deep geological event in the volcano. We are quickly dispatched in coaster cars to gather measurements about the event, and take a speedy and lava filled adventure through and around the volcano.
Back outside, there is a small tropical lagoon in the shadow of the volcano, holding the outdoor portion of a trackless Moana boat ride (Image 1). The queue is also in a set of village buildings, leading to a dock in the cave, where we board small boats for our journey. The ride starts with a "free floating" trackless segment out in the lagoon, following a variety of random paths around the two islands. Back in the showbuilding, we meet Maui and Moana for a journey through the world of the ocean. There is also a meet and greet set up in one of the village buildings in this area.
This side of the land is also bordered by a huge green mountain, hiding the showbuilding of the next land. Across from the Moana village area is the main modern architecture area of the land, a set of buildings that hold retail, a snack location, and a table service location on the second balcony level (Image 3).
Africa
Otis T. Wren - Zoology
The possible smallest land of the park is reached from the spur off the hub, and leads right into a small village on the edge of a forested animal preserve. The area is based on the city of Nakuru and the adjacent Nakuru National Park in Kenya. From the hub, to the right is the National Park (Image 2). Since this is a small park, there is really no way to accurately show a African park, so it is more represented by a show and its surrounding outdoor queue area. The show is Festival of the Lion King, but ideally much different than the Animal Kingdom version. Since it would be original from the start, I would like it to abandon the parade float/musical style and switch to a more permanent/Cirque du Soleil style. Instead of the 4 quadrant seating, it would be more of a 270 degree in the round with a raised stage and acrobatic effects above. The show would be similarly a musical celebration of the movie, but more realistic style to African culture and with acrobatic acts.
The other half of the land is the city area and is a wide street lined with buildings on one side and trees on the other (Images 1 and 3). The attraction in here is a Hot Air Balloon flight simulator, slightly like Soarin, but totally original, that takes us over the animal filled Preserve (Image 4). The attraction references Zoology studies of S.E.A. in the city, and back outside of the attraction is a zoology and conservation information center on the main street. Retail and a snack location fill the rest of the building.
Deep Space
Chilton Thompson - Space Travel
Next is another potentially odd fit that I have worked into the park. I decided early on that I was going to try my best to get Star Wars in because I believe that if a new park were actually under development, Star Wars would definitely be included like the obviously successful Harry Potter Model. Since space is a real place that could be explored, I felt pretty ok about how to make this work as long as I could tie it into S.E.A. and the overall tone and style of the park. I definitely didn't want to do like I did for Marvel and fit S.E.A. into the IP world. That just didn't feel right because of the location and fantasy of Star Wars. So my goal was to bring in a real world space exploration element that transitioned into Star Wars.
The actual land is almost entirely indoors and is mostly Star Wars. But on the north side, transitioning from the Middle East land discussed next, is a very small area based on the Lebanon and the Lebanese Rocket Society (Image 4). In the area technically over the road, there is a rocky cliff with a large rocket on top, the train passing by just in front and underneath. The building by the cliff is the offices of a fictional rocket exploration group, lead by Thompson, with the goal of launching to the depths of space. Inside is a very traditional dark ride roughly along the story of A Trip to the Moon, as if it is what people who have not been to space yet image the trip to be. Boarding the rocket, shooting into the stars, landing on the moon, and exploring the exotic terrain are the highlights of the ride. Imagine a classic blacklight dark ride.
The exit of the ride leads right into the interior Star Wars section, which is also accessible from a side entrance. Inside is a very urban Star Wars area, the city of Coruscant, or similar. It is multilevel, dark, and exotic (Images 1, 2, 3, and 5). The interior maze of streets and levels includes explorable areas, interesting retail, a snack location, a upper level restaurant looking down into the streets, and two attractions.
The first smaller attraction takes place in the buildings of the lowest level and is a large interactive shooting dark ride through the underworld of Coruscant. Bounty Hunters and Stormtroopers are our targets in our trip through the streets. It would be a mix of screens and sets.
The other attraction is a dark coaster like Hyperspace Mountain, but custom and more extreme. I definitely hope and expect that Hyperspace Mountain will be removed when Star Wars Land opens, but I think its actually a pretty cool and effective ride. And I think that if it were a custom track, it could be even better. So in this attraction, we launch from Coruscant for a speedy trip through space and accidentally find ourselves in a big space battle. The showbuilding is tall and large, hidden by the mountain facades from Oceana.
The Middle East
Fletcher Hodges - Archaeology
The rocky environment of the small Lebanon area blends right into the next land, which has 3 individual areas. This Middle East based land is more predominately based on Damascus, Syria but generally follows the sites and architectural styles of the region. First, blending into the sandy desert style is an excavation site surrounded by rockwork and ancient structures in a dug out pit (Image 5). An impressive looking cave mouth faces us, vaguely resembling a Tiger Head. This is the Cave of Wonders, but rendered as a realistic cave that could actually exist.Queues lead through the excavation and down towards the cave, where we enter through a side opening, continue through the archaeological excavation, and eventually enter an empty treasure room for the preshow, holding a single lamp. Up until this point, it has been very realistic. In the preshow however, the lamp comes to life with a Musion projection of the Genie, who jokes with us momentarily, says he is vacationing back in the cave, and invites us to go on a tour of the cave with him and Carpet. But he decides to use one of our wishes to bring us back to when Aladdin first found the cave, because that would be more fun for him. Suddenly, the room is filled with treasure, we are back in time, and we exit the room to the load area. We ride individual coaster cars themed as magic carpets for a family dark ride/coaster through the cave. This includes beginning with scenes meeting Aladding, the song Friend Like Me, and then a coaster portion as we escape the swiftly crashing caves.
Just outside and around the corner from this excavation area is a main square (Image 1). One side holds the elevated train station and retail, including Fletcher Hodges archaeology office, which is the end of the line, another has a table service restaurant on the ground floor, actually partially underneath the train barn, and the third is the entrance to the market area, of the souq (Images 3 and 4). Flanked by stone columns, the high covered arcade holds highly themed retail on either side and a small double level counter service location on the left side (Image 2). The second level looks down into the souq. On the right side, in the market is the entrance to the other ride, a large classic dark ride through Ali Babba and the 40 Thieves, done in the style of Sinbad's Seven Voyages at Tokyo.
The exit of the souq is also formed of large stone columns, but they are now Greek and we are in the next land.
Greece
Sheila Griffin - Mythology
Coming out of the arcade, we see a colorful garden ahead and a spinner attraction on a stone plinth (Images 1 and 2). The elevated spinner is surrounded by a Greek column colonnade and the vehicles are all mythological birds of flight. The entrance is through the rocky base, but the queue immediately takes us up to the upper level to board the ride. Just past is the entrance to a hedge maze that explores a variety of mythological stories and creatures. There are 3 mini scenes along the path that have an animatronic creature that we encounter. At the final, we are by the rock base of the spinner and face a waterfall that opens up to let us enter. Inside, under the spinner, is a Siren's grotto, the finale to the maze.
The garden ends and we transition into a more urban area, a city square modeled on the Old Town of Rhodes Greece. This area is nestled into the hotel, with retail and a table service restaurant on the square, plus a snack location. The food and retail locations extend into the ground floor of the hotel behind, except on the right which is the parking deck. There is also an upper level hotel deck that looks down into the land.
On the main side is a 4D/animatronics theater show about Hercules. The show is structured as a presentation about the history of Hercules, but the show is quickly taken over by the singing Muses for a musical retelling of Hercules. It would start with 4D movie scenes, but then start adding more physical figures and effects, including a set of giant Hydra heads that come from the sides of the screen. We exit on the west side of the land, facing an opening in a stone wall that leads into the final land.
Mexico
Julieta Soto - Folklore
To complete the park, we finally visit Mexico. This is a small colonial town, modeled on Puebla Mexico. From this side, the land starts with a narrow tree lined retail street, with colorful buildings on either side (Images 1, 2, and 5). On this street is a large taqueria counter service location. It leads to the main square, where there is a fountain in the center, retail carts scattered about, a snack location, and a tea cup style spinner set up, but with giant skulls as the vehicles. The square is dressed for the Dia de Los Muertos festival, so there are lights and flags all over the ride, which is meant to look a little temporary, as if just here for the festival.
Also in the square is the main church of the town, with bell tower standing tall (Image 4). Inside is a boat dark ride through the world of Coco, which is also about the Dia de los Muertos festival. The church holds a exhibit on the storytelling and folklore history of Mexico and the festival, curated by S.E.A.
The final element of the land is a Fiesta show in a covered outdoor theater. Through a large gate, we enter a little courtyard set up with facades all around and a canvas cover above (Image 3). This space holds a Mexican Fiesta show featuring the 3 Caballeros. Including a live band, the show would really be more of a interactive party area that is in theme.
The land exit is through a big city gate and back out to the side spur of the Hub.
Hotel
The final element to mention like this is the Hotel, since it interacts with many lands. I decided an in park hotel was a must and the S.E.A concept could be pretty fun for a well themed hotel. I wanted it to be a pretty high capacity hotel, but not especially tall so that it does not intrude on many lands, so it is long and spread out, with 3 wings from the central lobby. The longest winds east along the park and over the hotel parking deck which also is the pool deck, looking down into Greece and the Middle East. The shortest is a nub to the west and really only looks to the entry area and the Transit Hub. And the other leads over the entrance to the park and looks down over the Village and has the best views.
The hotel lobby is a huge open atrium, themed to a turn of the century Victorian hotel. The entry portico is on one side, another has a little outdoor patio that is really inside the park, and the third has a side entrance and exit into the park, with its own security and ticketing.
The rooms of the hotel are a mix of cultural inspired rooms, referencing different countries, locations, and types of exploration, and more standard Victorian rooms. Upper level suites are based on each individual explorer mentioned in the park.
Off the lobby is a retail location. There are also a few dining locations in the hotel. First, there is a table service restaurant that is on line with the Main Street and looks right down into the park. This would be the most upscale location. There would be a second smaller table service location and bar on an upper level by the lobby, looking down to Greece. And finally a snack/counter service location on a lower level by the lobby,
Entertainment
I planned the park with respect to a parade and some kind of nightly show. All elements are noted below.
The parade route was fairly obvious because it needs to follow on the normal road areas of the park and can't deal with many of the smaller winding paths of the east side of the park. So it starts by the Tron gate and goes under the train track, requiring all parades in the park to be fairly low or height adjustable. It makes a loop around the main Hub and then straight down towards Marvel City, around the corner, and then out by the Spiderman gate. It is a slightly shorter than normal parade route, but does pass through the largest open areas of the park, so viewing shouldn't be a problem. I included a parade staging lineup area behind the Tron building.
Now for the night time show, this is much more complicated. So I knew that there was no way for any kind of centralized show here because there is no where large enough to hold enough people. And because of the site, major fireworks are completely out.
So my only option is to do a show that can be viewed from all over the park and uses other more passive effects, meaning it would likely be projection based. But that immediately introduced a problem, because there is nothing in the park that obviously would be good for projection mapping. After a lot of thought, I decided to try using a balloon to project on. I looked into it, and it appears to have been done, but not on this scale.
In the Hub, the huge hot air balloon is parked by the icon building and is a perfect sphere, like the Characters in Flight balloon. Patterned with the S.E.A. logo, it may periodically rise and fall during the day. At night, it permanently rises and an array of interior projectors starts up, turning the entire thing into a giant screen in the sky. This balloon would be visible from the Hub, parts of the Main Street, the spur hub by Mexico, the outside of Tron, and the main area of Brazil. That's alot of areas, but I could do better. So I decided that it would be supplmeneted by a group of minor balloons that inflate and rise in the individual lands each night. This would allow these other lands to have a more intimate and custom show. These include a balloon in China over the gardens, a balloon over the streets of Marvel City, a balloon over the lagoon of Oceana, a balloon over the square of the Middle East, and a balloon over the square of Greece. These shows would all have unique elements to make each area a unique draw to spread crowds.
China features a full fountain system in the body of water plus popcorn lighting on the buildings and carousel that come to life. Marvel City, uses some projection mapping on the taller buildings and the train cars that pass by along the track during the show. Oceana features a small fountain system and a moving boat that sails across the lagoon with projections on the sail. The Middle East features lighting and fog effects coming out of the Cave of Wonders and surrounding excavation. Greece features projection mapping along the hotel facades. Additionally, there are small pyro launches all around the park. Large fireworks definitely wouldn't work because there is not enough fallout, but smaller flare and burst style effects should be ok.
As for the content of the show, I don't want to be too specific besides suggesting that it would include segments based on each of the lands and featuring each of the main IPs. Potentially, when referencing each of the lands, there would be special content and effects in that specific land to make the show unique from each location.
Backstage Services
Very last to mention is the backstage and public services that I planned in. Since it is remote from the main resort, it needs a lot of redundant services. Again, check the diagram below.
I studied the aerial view of the existing resort pretty thoroughly to get an idea of what kind of buildings are needed and followed that as a guide. Basically, the main complex of buildings is on the west side, plus a few buildings on the east side, and a few interspersed.
West complex has the main cast center building, which is a large multistory tower with a lot of functions inside. Since there is not a lot of room, things need to be dense. It being a moderate tower here is ok, since it is adjacent to Marvel City, where towers make sense. Inside is all the offices for the park, the cast costuming center, the cast cafeteria, various cast services, and the west side team center, the cast break area, and all on top of an underground parking deck for management. Adjacent is a bus stop that runs between the cast parking location and the park, and a small security office, manning the main backstage gate nearby.
Across the street is the main receiving and distribution warehouse for the park. Truck bays unload all merch and food through here to be distributed in the park. It would also be the west side merch, food, and beverage storage.
With the services that split east and west, The Village, Tron, China, Marvel, Brazil, and Oceana are west. The Village, Mexico, Greece, Middle East, Space, and Africa are east.
To the north, two low buildings hold the central shops for the park, where everything built and maintained, and the parade and entertainment warehouse. The main parade bay holds all large entertainment elements, and adjacent is the multistory entertainment offices, dressing rooms, storage, and rehearsal rooms for the park. There is also a small property control building and storage yard in this area.
Up by the hotel and behind Tron is a few more services. The parade lineup like I mentioned, the main security offices, adjacent to the bag check area, the scooter and WC rental office in the transit hub, the transit offices, and the hotel services and loading area, where laundry and food is loaded and unloaded.
In the public area, there is an in park guest service office under the hotel and an out of park guest service area by the ticket office. First aid for the park is down the street around the corner, fairly centrally located in the park.
Back by Marvel City, there is the west head room, where the costumed characters are stored, and more offices, forming a facade for the land. This area also has the west side chiller plant, plus an entertainment building to service the parade.
On the east side, the east cast center is built into the Star Wars building, under the coaster ride. Across the path is the park fire station, a generic services building, and the east side head room. North from here is the east chiller, the train barn, and the east food and beverage. Finally, both shows of the park have an additional entertainment building backstage.
Who knows if this is enough backstage service for a real park of this scale, but its the best I could make work.
And the walk through is complete! A lot of description, but that's because there was an incredible amount of thought that went into this plan. It's not perfect, but I am really happy with it.
And I know that I am going to continue to develop some elements from this park. Definitely at least a few attraction plans, maybe a phasing plan (since this is a fully built out proposal, no like what would actually be built), and who knows what else.
So. Let me know what you think, what you would have done differently, and what you want to see more of! Leave a comment!
Image Credits - Rights Reserved by Original Creator under Creative Commons
The Village
1: Daniel Mennerich
2: Andrew Aliferis
3: Esther Westerveld
4: Chris Ford
5: Daniel Mennerich
The Digital Frontier
1: Jeremy Thompson
2: Natty Dread
3: Daniel Sempértegui
4: Jeremy Thompson
China
1: Google Maps
2: Vic Paredes
3: Fabio Achilli
4: kramerzoltan
5: Google Maps
6: Google Maps
Marvel City
1: Google Maps
2: Google Maps
3: Google Maps
4: (vincent desjardins)
5: Roman Kruglov
Brazil
1: Kurt Bauschardt
2: Joel S
3: lubasi
4: lubasi
5: lubasi
Oceana
1: Sarah Kelemen Garber
2: Ragnar Schierholz
3: Michael Coghlan
4: Amy~
5: Google Maps
Africa
1: Google Maps
2: Matthias Kihr
3: ViktorDobai
4: Wajahat Mahmood
Deep Space
1: BBC - Artist Ryan Church
2: Star Wars Wikia
3: Slashfilm
4: Reorientmag
5: Slashfilm
The Middle East
1: Google Maps
2: Martijn.Munneke
3: reibai
4: Martijn.Munneke
5: Klaus Wagensonner
Greece
1: Pedro
2: Ava Babili
3: Kirk K
4: Colin Moss
5: Kirk K
Mexico
1: Google Maps
2: Google Maps
3: Google Maps
4: Russ Bowling
5: Russ Bowling
Image Credits - Rights Reserved by Original Creator under Creative Commons
The Village
1: Daniel Mennerich
2: Andrew Aliferis
3: Esther Westerveld
4: Chris Ford
5: Daniel Mennerich
The Digital Frontier
1: Jeremy Thompson
2: Natty Dread
3: Daniel Sempértegui
4: Jeremy Thompson
China
1: Google Maps
2: Vic Paredes
3: Fabio Achilli
4: kramerzoltan
5: Google Maps
6: Google Maps
Marvel City
1: Google Maps
2: Google Maps
3: Google Maps
4: (vincent desjardins)
5: Roman Kruglov
Brazil
1: Kurt Bauschardt
2: Joel S
3: lubasi
4: lubasi
5: lubasi
Oceana
1: Sarah Kelemen Garber
2: Ragnar Schierholz
3: Michael Coghlan
4: Amy~
5: Google Maps
Africa
1: Google Maps
2: Matthias Kihr
3: ViktorDobai
4: Wajahat Mahmood
Deep Space
1: BBC - Artist Ryan Church
2: Star Wars Wikia
3: Slashfilm
4: Reorientmag
5: Slashfilm
The Middle East
1: Google Maps
2: Martijn.Munneke
3: reibai
4: Martijn.Munneke
5: Klaus Wagensonner
Greece
1: Pedro
2: Ava Babili
3: Kirk K
4: Colin Moss
5: Kirk K
Mexico
1: Google Maps
2: Google Maps
3: Google Maps
4: Russ Bowling
5: Russ Bowling
Categories:
Design Post
,
Disneyland Resort
,
Theme Park Concept
,
World's of Exploration
Monday, December 12, 2016
Third Gate Progress: An Update
I decided that I should give you a quick update on the Third Gate for Disneyland that I have been working on.
This has been the most challenging project I have worked on. I've been mentally stuck for a while, keeping me from making significant advances in the design. It's been a combination of the challenging site, formulating a logical themed story to connect the lands, and figuring out the lineup of attractions that are both realistic and cutting edge enough for a modern landmark theme park.
But things have started coming together and I have reshuffled my plans, partially based on the comments you gave in the previous posts and a lot of evaluations.
So the big change is that Zootopia is out, Star Wars is (possibly) back in, and I have doubled down on the international structure for the park to strengthen the relational logic between lands.
Eliminating Zootopia was difficult because I think it would make a perfect themed environment, but I was never able to reconcile it with the thematic structure I set up for the park. The reason for that in my mind, and the reason Zootopia is potentially a bit of a challenge anywhere, is that it is a fully realized world where humans do not exist at all, not even, as far as we know, in an alternate world, like Monsters Inc, or outside the world, like Wreck it Ralph or Inside Out. If the park at all relates on a logical story level to the human world, Zootopia just makes no sense, because there is no story loophole to allow us humans into the world.
Of course this is not always an issue. Zootopia would work just fine in a studios based parks, or likely in an animal park, where the logic is a little less rigid. Actually it would probably work everywhere except EPCOT (or at least what EPCOT should be) and the park I am setting up here because there are some thematic rules that relate to humanity. So Zootopia is possible for somewhere else. I am considering some options to add it back into the resort somewhere else in a future revision to the existing parks. I have a cool idea.
Next, Star Wars is potentially back in directly because Zootopia was out and I believe I have room for one more land. I previously set out the reasoning why I believe the resort would want Star Wars in more than one land and that is still true. And it both does not have the humanity problem and is directly related to exploration and adventure, so I think I can make it work. I am pretty confident I will end up with room for this land, so assume it makes the final plan.
And last, I am maintaining the international based land but simplifying to one country and one IP per continent-land. The hope is for larger single environment areas instead of a collection of loosely related smaller areas.
So that means that the land lineup is now as follows.
The Village - The entry land, directly based on Greenwich Village in New York, but with a fantastic world exploration twist. A diverse and eclectic cityscape home to the Society of Explorers and Adventurers.
Mexico - A colonial town square featuring the future Pixar film Coco, where we explore folk culture here in the festival of Dia de los Muertos.
Greece - The ruins of a great civilization, where we explore mythological history, featuring Hercules.
Saudi Arabia - A Middle Eastern marketplace and the surrounding desert, where Aladdin and the stories of One Thousand and One Nights explore storytelling and legend.
(If you noticed, those three are grouped together into a kind of cultural exploration area, and are also all placed close together.)
Star Wars - An alien planet home to the world of Star Wars, where we explore the depths of space.
Kenya - An African preserve, featuring the Lion King, focusing on zoology and conservation.
Samoa - A Polynesian village at the base of a volcano, based on Moana, exploring both geography and geology of the land and seas.
Brazil - A rural mining town plus the rainforest, where we explore inventions and innovation with the characters from UP.
(Those three similarly are adjacent and share exploration of the natural world.)
New York City - The urban city of the Marvel superheros, exploring, well, super human abilities and societies. This is directly adjacent to the Village, so the city to city transition holds.
China - The city of modern China, exploring art and telling the story of Mulan.
The Grid - The digital world of Tron discovered by Flynn, where we explore the digital frontier. This is also adjacent to the Village, and entered through the arcade.
That's where it stands now. I think this all makes more sense that previous versions and I can make this work. Now that I am over the mental roadblock of setting up this structure, the actual drawing will go faster. In fact, the first few lands are roughly completed.
As a preview, here's where we stand now:
The transit hub, Hotel, The Village, The Grid, and Mexico are basically set up, and the other lands are placed. The rest, coming soon.
Also coming soon, that Indiana Jones ride from my Disney Studios Paris plan. This is going to be a good post, with a pretty cool video element that I have put some time into. So keep checking back and staying connected on twitter.
This has been the most challenging project I have worked on. I've been mentally stuck for a while, keeping me from making significant advances in the design. It's been a combination of the challenging site, formulating a logical themed story to connect the lands, and figuring out the lineup of attractions that are both realistic and cutting edge enough for a modern landmark theme park.
But things have started coming together and I have reshuffled my plans, partially based on the comments you gave in the previous posts and a lot of evaluations.
So the big change is that Zootopia is out, Star Wars is (possibly) back in, and I have doubled down on the international structure for the park to strengthen the relational logic between lands.
Eliminating Zootopia was difficult because I think it would make a perfect themed environment, but I was never able to reconcile it with the thematic structure I set up for the park. The reason for that in my mind, and the reason Zootopia is potentially a bit of a challenge anywhere, is that it is a fully realized world where humans do not exist at all, not even, as far as we know, in an alternate world, like Monsters Inc, or outside the world, like Wreck it Ralph or Inside Out. If the park at all relates on a logical story level to the human world, Zootopia just makes no sense, because there is no story loophole to allow us humans into the world.
Of course this is not always an issue. Zootopia would work just fine in a studios based parks, or likely in an animal park, where the logic is a little less rigid. Actually it would probably work everywhere except EPCOT (or at least what EPCOT should be) and the park I am setting up here because there are some thematic rules that relate to humanity. So Zootopia is possible for somewhere else. I am considering some options to add it back into the resort somewhere else in a future revision to the existing parks. I have a cool idea.
Next, Star Wars is potentially back in directly because Zootopia was out and I believe I have room for one more land. I previously set out the reasoning why I believe the resort would want Star Wars in more than one land and that is still true. And it both does not have the humanity problem and is directly related to exploration and adventure, so I think I can make it work. I am pretty confident I will end up with room for this land, so assume it makes the final plan.
And last, I am maintaining the international based land but simplifying to one country and one IP per continent-land. The hope is for larger single environment areas instead of a collection of loosely related smaller areas.
So that means that the land lineup is now as follows.
The Village - The entry land, directly based on Greenwich Village in New York, but with a fantastic world exploration twist. A diverse and eclectic cityscape home to the Society of Explorers and Adventurers.
Mexico - A colonial town square featuring the future Pixar film Coco, where we explore folk culture here in the festival of Dia de los Muertos.
Greece - The ruins of a great civilization, where we explore mythological history, featuring Hercules.
Saudi Arabia - A Middle Eastern marketplace and the surrounding desert, where Aladdin and the stories of One Thousand and One Nights explore storytelling and legend.
(If you noticed, those three are grouped together into a kind of cultural exploration area, and are also all placed close together.)
Star Wars - An alien planet home to the world of Star Wars, where we explore the depths of space.
Kenya - An African preserve, featuring the Lion King, focusing on zoology and conservation.
Samoa - A Polynesian village at the base of a volcano, based on Moana, exploring both geography and geology of the land and seas.
Brazil - A rural mining town plus the rainforest, where we explore inventions and innovation with the characters from UP.
(Those three similarly are adjacent and share exploration of the natural world.)
New York City - The urban city of the Marvel superheros, exploring, well, super human abilities and societies. This is directly adjacent to the Village, so the city to city transition holds.
China - The city of modern China, exploring art and telling the story of Mulan.
The Grid - The digital world of Tron discovered by Flynn, where we explore the digital frontier. This is also adjacent to the Village, and entered through the arcade.
That's where it stands now. I think this all makes more sense that previous versions and I can make this work. Now that I am over the mental roadblock of setting up this structure, the actual drawing will go faster. In fact, the first few lands are roughly completed.
As a preview, here's where we stand now:
The transit hub, Hotel, The Village, The Grid, and Mexico are basically set up, and the other lands are placed. The rest, coming soon.
Also coming soon, that Indiana Jones ride from my Disney Studios Paris plan. This is going to be a good post, with a pretty cool video element that I have put some time into. So keep checking back and staying connected on twitter.
Categories:
Design Post
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Disneyland Resort
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Theme Park Concept
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Third Gate Progress
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