Showing posts with label Islands of Adventure. Show all posts
Showing posts with label Islands of Adventure. Show all posts

Tuesday, August 28, 2018

The Great Hall Dining Room and Weasleys' Castle Tours

And this month we are back with a pair of new exciting attraction/restaurant plans, for the first time not for a Disney park but for The Wizarding World of Harry Potter.

In my Islands of Adventure plan from last year, I proposed removing Dragons Challenge and using the space for two new Harry Potter attractions, a Forbidden Forest dark ride and a castle tour dark ride. I also proposed a Great Hall Dining experience adjacent to the castle. Now a year later, part of that is really happening. A Forbidden Forest family coaster will open at some point next year. So I decided that it would be fun to design my concept for the other parts of my plan.

So this post comes with two parts: a restaurant concept for The Great Hall Dining Room and an attraction concept for Weasleys' Castle Tours.



First the restaurant. I believe that this idea is not original. I remember hearing on a Jim Hill podcast that this was part of the expansion plan at some point in the past. I guess there are reasons that it has not happened yet, but the idea always stuck with me.

In the Islands of Adventure plan, the only place that I could fit the restaurant is to the left side of the castle, with the entrance by the greenhouse area. There are a couple obvious problems that I had to solve. Capacity will always be an issue for something that will be this popular. The Great Hall is a defined size, so you can't just oversize it to fit more tables. So I decided that two identical Great Hall Dining Rooms was a necessity. Also, the geographical relationship of where the restaurant was placed and the visible castle was a problem. You can't walk into the Great Hall at ground level while looking up at the force perspective Great Hall on the cliff above. But this was an easy solve because luckily magical transportation is a thing here. So I knew that the Floo Network was going to have to be incorporated into the experience to get guests up to the castle.

So with those problems solved, this is the story and experience of the restaurant. Guests enter the greenhouse-adjacent dungeon storerooms that are used to store the produce grown for use in the castle. Guests check in and wait in the dungeon area before their group is called. Then your party enters into a side room, where there is a large fireplace. A short preshow style introduction is given by a student of Hogwarts and then the group travels by the Floo Network up to the castle. The fireplace opens and special effects give it a magical green glow, leading guests through the fireplace and into another room on the other side. There they are greeted by another student that will lead them up to the Great Hall. Follow along on on the dashed path in the plan below. 

At this point, the hallway splits left and right to lead to the pair of dining rooms. It is very important to keep the illusion that there is only one hall, so they are completely separated from this point and each actually have their own set of bathrooms so that guests do not accidentally go back to the wrong Hall if they were to go during their meal. The student guides the group around the corner and up a staircase or elevator to the Entrance Hall of the castle.

At this point they are led through the main doors and into the Great Hall to be seated. The seating is obviously communal at the four long sets of tables. The food is served family style both for efficiency and because that best aligns with the story experience of eating in the Great Hall. When you are seated, bread and drinks are already on the table, and student servers bring out the rest of the courses during your meal. So in the actual story, the food magically appears on the table, but that seems a little impossible. But I do imagine that it would be possible for a little magic during the serving process of at least one course, with some kind of trick serving bowl to make the food seem like it has just appeared. In reality, the food comes from the kitchens below the hall, rides up a pair of service elevators between the halls, and is served by a team of waiter-students.

During the dining experience, there would also be periodic entertainment on the stage at the head of the hall. Every half hour or so, there would be a short musical performance by the Hogwarts orchestra and choir after a introduction and welcome by a staff member. The entertainment cast would alternate back and forth between the two halls during the night and their dressing rooms and prep spaces are adjacent to the kitchens below.

After your party is finished with the meal, they exit back through the Entrance Hall, down the stair, and through an exit hallway that includes another fireplace.

The total capacity would be 672 seats at one time. Assuming an average of an hour turnaround for each seat (lower than average because of the family style menu) and about a 10 hour serving day (11am to 9pm) that is just over 6,500 seats per day, which I believe is a higher capacity that Be Our Guest Restaurant. 



The other plan is for one of the attractions I proposed to replace Dragons Challenge. The idea was for a very family friendly traditional dark ride, something absolutely everyone could go on. At first I thought that the setting would have to be in Hogsmeade since that is where the attraction entrance would be, but then I realized that there are many magical means to quickly go somewhere else, so I had a lot of possibilities. I also always thought that it would be fun to see more of the castle in a practical setting, not just screens.

So that led me to decide that this attraction would be a dark ride tour through the more interesting spaces of the castle. Unlike the official tour given in Forbidden Journey, this would be an unofficial tour run by the Weasley twins in order to show guests the "real" Hogwarts. As the few that know all the secret tunnels into the castle, they are operating their tour out of the office directly above one of the most secret tunnels, which just so happens to be the Hogsmeade office of the Quibbler. 

The entrance and queue leads through the tabloid offices, passing the work desks, the storage of unsold issues, and their mini museum of bizarre artifacts and memorabilia. The queue then leads into the rocky tunnels at the back of the office and the load/unload space of the attraction. The dark ride is an omnimover style system with shell style vehicles that each seat 3. 

The attraction starts by entering the main tunnel to the castle, which is dark and windy and has a never ending branch leading off of it. Then we emerge out through a opening behind a painting into the actual castle. We are in a side hall by the moving stairs and at then end of the hall is the Weasley twins welcoming us to the castle, by form of peppers ghost musion projection. We are told that we are there unnoficially, so keep a watch out for any one looking official and to keep on the path they set. They will follow along with us to show us the best of Hogwarts. We continue to hear their narration through the rest of the tour from speakers in our vehicle.

The track then leads us into the Grand Staircase, where one of the legs above us is moving back and forth and the dozens of paintings on the walls are all moving and talking. The stairs fade into darkness and floating candles above us. We then pass through a fireplace and travel by Floo Network up to the Trophy Room of the castle, which is filled with the treasures and trophies. The Weasleys' narration tells us about some of the most unique items in the room, particularly those won by their friends. Outside of the Trophy Room is the Armoury hall, which features a corridor of talking suits of armor. That leads into the Hospital Wing, which holds a couple sick students and a great view of the sunset out the windows. The Weasley twins tell us of some of their most notable injuries at this point.

The path then takes us down a hall of magically animated tapestries that show the history of Hogwarts and then we continue into the Library. We pass rows of bookcases and desks, where books are magically floating around and students are studying. After exiting the Library, we pass through a dark hallway that is inhabited by the ghosts of the castle floating above us, talking to us and pointing out that we really are not supposed to be in this area of the castle. We continue on and are lead into the Transfiguration Classroom, where the Weasley twins are at the head of the classroom giving us a magic demonstration. The birds in cages around the room are constantly changing into comical objects in time with the spells.

The last set of rooms leads us out of the classroom and down a hall that includes a overlook over the rest of the castle and the forbidden forest at twilight. The Weasleys then tell us that they have saved the most important room for last. We turn and enter the room of requirement for the Weasleys, which is actually their joke test and storage room. The Room is full of tables of products and jokes, including many that are in the process of being tested, creating a dynamic room of flashing lights, smoke, smells, and movement. We finally pass through another fireplace and find ourselves in the Entrance Hall by the staircase, where the Weasleys are again found standing on the upper stairs. They thank us for coming to the castle and try to sell us some of their products one more time before we finally head back to Hogsmeade. We move down a hall, back through the painting, down the tunnel, and then find ourselves back at the unload space.

We leave our vehicle, exit the tunnels and walk down a hall into a new retail space. There are 5 new small retail spaces in this addition that are all themed to various magical businesses, forming a back street to the existing Hogsmeade.



I had a lot of fun working on these two Harry Potter additions but I am also really excited for what is actually happening in this area next year. Looks like a really great attraction that the park really needs. 

So that is it for this month. There are two other concepts I am currently working on, so I will make sure to get one of them finished for next month. Hoping it will be another big attraction I am working on, but it is pretty ambitious so I may end up behind schedule. So check twitter for any updates and thanks for reading!


Monday, April 10, 2017

Islands of Adventure Park Plan v2

This month brings an updated version of the Islands of Adventure park plan that I posted just about a year ago.

This, along with the two Paris park plan revisions posted in the last few months, begins in earnest the effort to publish updated versions of many of the existing park plans from the first year of the blog. So that means that thought is starting to go into revisions to the four Walt Disney World parks and possibly minor revisions to the Disneyland parks from last summer. These are some of the most popular posts for a reason, so I want to keep them current in regards to real life developments and just changing ideas. I think I have some good ideas going, so they should be good posts.

And to start, I return to Islands of Adventure, a really fantastic park in its current state that has a lot of expansion potential.



First, a bit of theory that guided my planning. This is somewhat repeated from the original plan, but it all still holds true.

Islands of Adventure was originally designed with a really unique theme and organization of a ring of separated "islands" based on literary property genres, tied together with the conceit of an entry port where the residents of all the islands intermingle. That is a pretty well defined concept that almost technically still holds true so many years later. That's unique among theme parks, where generally the theme and organization dilutes over time. It was finally broken with Reign of Kong just last year, but I'm kind of ignoring that.

The other unique thing about this park is just how much of it can be replaced right now. Each land has at least one expansion area, and two whole lands could be entirely replaced right now for the better of the park. That's a lot to work with.

So with these possibilities, I had some personal goals. Overall, I wanted to maintain the original concept and structure because of how well it was originally defined.

First, I wanted to make sure to keep distinctly divided islands. Some of the island transitions had existing water barriers, but some did not, so I want to make it so that guests always cross water to travel between islands. Logically, that makes sense to repeat the bridge transition.

And second, in my choice of additions, I stuck to the literary source theme and actually began to set up a structure of literary relationships between islands. This is something that isn’t supposed to really be evident, but helps me, the planner, understand how the park is structured.

The situation of the park presented me with two major holes on opposite sides of the park, surrounded by established lands. In general terms, the left is action/sci-fi comic books, a void, and then sci-fi/thriller fiction. The right is whimsical fantasy children’s fiction, another void, and then contemporary high fantasy fiction. The left is adventure, the right is fantasy. I attempted to keep these trends with my selections. Additionally, I knew realistically that nothing would be added to this park if it was also not based on a film property, so that further limited my possibilities.

But still, these goals are a great place to start and I think my plan successfully expands the park with the original intent intact.



And now, walk through the park starting at the entrance.



No changes to Port of Entry, besides adding prop and text references to the characters of the new lands. This is already a great entry land, so no need to try to improve it.

However, there is an ideological expansion to the land across the lagoon. I always found it odd and unfilfilling that the Jurassic Park Discovery Center acted as the practical weenie for the main entrance corridor. It felt off to me to base it on a single land and it wasnt as grand or impressive as it could be. So, just like in my last version of this plan, I decided to include a new individual island across the lagoon to provide for the view terminus of Port of Entry. Aligning with the literary theme, the island holds The Library, a large structure with an impressive facade that is a cross between the eclectic Mediterranean style of Port of Entry and a more traditional Beaux-Arts Library, like the New York Public Library. It is meant to fit in with the style and view of this entry land, but also be able to be its own thing. The idea is that The Library has always been there, and that over time, the beloved stories that emerged from it populated the Islands of the park to create what we have today.

The interior therefore includes a grand entry hall with references to the books that created the park, a large retail space that is designed as the book stacks, a counter service resturant with outdoor patio on the right side, and a second level table service restaurant that looks back out over the lagoon. The book stacks retail would be dressed as if the elements of each story began to grow out of the bookcases, and now the themed merchandise specific to each land has filled in the space.

This concept of adding this neutral land may be a bit impractical, but I like the idea with respect to the thematic concept and the balance of the park. It would create some nice symmetry and finally give the park an in-park icon to pair with the lighthouse.


Back to the front of the park, the land next to Port of Entry, Marvel Super Hero Island, gets just a few alterations and is the same concept from my original Islands plan, because I still think it is the best concept for the plan.

The architectural style of the land is updated to reflect a more realistic city, so the oversized comic book characters are removed and some actual materials replace cartoon materials. It is still clearly a comic book land, but just with a higher level of detail to help match the quality of the hyper realistic areas of the rest of the park. This is a move throughout the park. The Wizarding World lands have set a new benchmark for thematic detail in this park and resort. If possible, I think the rest of the land should attempt to follow suit to a lesser degree to make a more cohesive park.

The Hulk is slightly modified. The rear area of the attraction behind the land is rethemed and the track is partially enclosed. Trees and façade flats surround the track area to reshape it into a city park that the Hulk speeds through. Then, after the brake run, the track dives into an enclosed building where the Hulk barrels through destroyed office and lab interiors in the dark. The final brake runs and track back to the station are enclosed and themed as the lab where the experiment went wrong. Again, this is a move to up the immersive quality of this area.

Replacing Storm Force and Fear Fall is a new large dark ride based on the X-Men family. The entrance is to the left of the dining location, which is also rethemed to the X-Men, and exits to the alley between attractions where there is also a permanent meet and greet building with Marvel heroes and villains, supplementing those that meet on the streets.


Next is the land replacing Toon Lagoon, which needed to be based on adventure literature, and also needed to be able to transition from city to jungle. After looking at a lot of possibilities, I decided on a land based on horror literature, because it can tie into the Universal Monsters Universe that is being created. I see this as the perfect fit for this park. Unfortunately, it is hard to design a land based on films that are years away from reality. I have no idea what the time period or visual style of the movies will be. All I know is that the lineup will include the Wolfman, the Invisible Man, the Creature from the Black Lagoon, and Van Helsing, which are the properties I ultimately selected because I could realistically see them being set in similar environments. That is why I declined to choose the new Mummy movie, because desert just would not be as successful a transition between lands.

Guests cross a new water way separating the two lands and enter a forested modern Eastern European village area. I'm just assuming they will keep the traditional Eastern European setting for these kinds of monster movies, but alternately, this area could be any kind of village. Three of the retail and dining buildings from Toon Lagoon are salvaged and redressed as the village with expansive changes to the facades and interiors. To the left, on a rocky plinth, is a stone castle that sits overlooking the village. Inside is the main Dracula vs Van Helsing attraction, a trackless Haunted Mansion style attraction that is heavy on animatronics and special effects. The main village is made of retail and dining facades as well as a small attraction for the Invisible Man. An interactive special effects walk through show lets us meet the Invisible Man in person as the props of the room come to life. This would take advantage of Musion effects, live actors, and a lot of automated effects.

The rafts attraction remains, but is rethemed. The reason I did not remove it like the other attractions of the land is because I think it is too highly integrated into the waters edge. Also, I think it could be reworked into an attraction for the Creature from the Black Lagoon. The village transitions to a jungle expedition camp, so the vegetation of the area around the rafts is built up. The existing queue buildings and infrastructure are maintained and rethemed. The actual track is the same but more of it is enclosed in rockwork caves so that there can be more indoor show scenes for encounters with the Creature. The ship playground is removed as well. The final lift building is reworked as a cave and a new indoor section after the splashdown features the final scare from the Creature before unload.

The third and final area replaces Ripsaw Falls. The heavily wooded area is the home of the Wolfman and a wooden coaster. The queues travel through a gypsy camp in the woods. The coaster is mostly indoors, where is speedily weaves through the forest, avoiding the attack of the Wolfman, and ending with an outdoor loop by the main path.

These predictions and design may prove to be completely inaccurate to the character of the final films, but these are my best guess for an area that would work in Islands of Adventure.


Jurassic Park is next. This version is completely different that the first Islands plan, just because I decided that the popularity of the Jurassic franchise warrants something big and better. Therefore, this plan proposes the removal of Jurassic River Adventure, Camp Jurassic, the Discovery Center, and most of the intermediate buildings. Basically, just Thunder Falls Terrace remains intact. I removed all this because I decided that I could get more attractions and therefore more capacity and more impactful experiences in the same amount of land. The River Adventure too up a huge amount of land, and you will see that I subbed that out for two attractions, so I am happy with the decision.

Side note about Kong: it's incompatibility with the franchise and the literary model put me in a difficult place to decide what to do about it. At one point, I considered not including it as a hypothetical situation, or maybe retheming it to Jurassic Park, but I decided to most realistically let it be, but separate it from the main land and let it kind of just be its own thing on its own island. So Skull Island exists as an unofficial island, with a water transition to both other lands. Best I could do.

The land of Camp Jurassic is basically replaced by a shifted path and Jurassic Park gate, so that Kong can be isolated. This leads right to the clearing ahead of Thunder Falls Terrace, just as now, and past that is a similar body of water with a boat flume runout. Right is the path through the jungle, but a new Discovery Center is visible straight ahead. Also visible is three different transportation system attractions, all winding their way through the land.

On the right side is a new suspended family coaster, replacing Pteranodon Flyers, but using basically the same queue and load building, because it is well ingrained into some nice rockwork. This would be not just a kids ride, but a longer and higher capacity family friendly coaster that windows over the right side of the land. It's still short, but with larger vehicles, it would at least have a reasonable capacity.

Also on this right side, in order left to right, is a mini Camp Jurassic, a Raptor meet and greet like they have now, and a Dino Encounter pavilion, where you can seen an animatronic dinosaur up close.

The left side is the main attraction, a very large boat ride. I had a unique idea to split the ride into two buildings, with an outdoor segment in the middle. The dinosaur scenes are always going to look better inside because the figures can be better maintained, but I definitely wanted to keep an outdoor element. It loads outside in a similar building to the existing, and into similar boats to the existing. But then the interior showscenes are simulated jungle, not industrial space like the current ride. There, we have better encounters with dinosaur figures and the expanse of the park is increased with projected vistas over the valley. The transition outdoor segment leads us into the second half, where things eventually get darker. A more prolonged and intense encounter with a T Rex (or similar large terrifying dino) leads us over a waterfall. I think the value of the T Rex encounter isnt in passing it quickly, but in staring it down eye to eye, so I would like this to be a longer moment. The waterfall leads to a splashdown in the outdoor lagoon, though it is a more reasonable and minimal fall, like those in Pirates of the Carribean, not the huge fall there now.

The Discovery Center straight ahead is the load for the last attraction, an overhead peoplemover style ride that uses Gyrosphere bubbles to ride along the track. It loads on the upper floor of the Center, above the great hall, and then takes a loop first through the area of the coaster, passing the raptors, then crosses the path and goes over the river ride, and finally into the same two showbuildings. The idea is to get a second view into those scenes as well as some individual scenes for this attraction. The Discovery Center also has a small counter service location, with patio seating under large canopies.

The path then leads under a second Jurassic Gate and to the rear courtyard of The Library.


Next is the Wizarding World, where there are two big additions. First, to the left of the castle and Forbidden Journey is a Great Hall dining experience. The path along the greenhouses lead to a cave entrance that is themed to be the side entrance to the kitchens. Inside, by magic, we are transported to the entrance hall of the castle, and then into one of two Great Hall dining rooms. I included two so as to allow for good capacity and a high amounts of theme. The dining rooms are on the second floor, above the kitchens. Magical effects above entertain during the family style meal.

The other significant change to the land is the complete removal of Dueling Dragons. Even if it is a good coaster, it does not match the high realism of the land, and there are better uses of the land. This area becomes an expansion of Hogsmeade and the Forbidden Forest. A second backstreet of Hogsmeade has more retail and relieves congestion on the main street. It is on this side street that the first of the new attractions is located.

I originally decided that I wanted to add in a dark ride through the environment of the castle, since Forbidden Journey is so quick and expansive. But then I had to do some logical planning with the rules of Harry Potter to understand how I could explain a ride through the castle. Luckily, it worked out perfectly by taking advantage of the secret tunnels out of the castle. There are multiple that we don't know where they end, but the Weasley twins know each and every one. The conceit of this attraction is that the twins are operating an unofficial tour of the castle, sneaking guests in through a secret tunnel from a shop in Hogsmead, and then guiding us through many of the more interesting spaces of the castle. This would be a true dark ride with all physical sets and a lot of effects.

Back by Hagrid's Cottage is the entrance and queue for the new Forbidden Forest attraction. This area is the stables for the variety of animals he cares for. The queues wind through the roughly constructed paths and stables to the load building, which is the Thestral stable. This is nearly perfect, because it means that the ride can use autonomous vehicles but still be in theme. The ride is a carriage ride through the magical and terrifying forest, beginning with an outdoor section and then inside the show building. The scenes inside are heavily based on animatronics and environmental special effects. This is a much more family friendly attraction than Forbidden Journey.

Near the village is a new larger permanent arena venue for the Triwizard Rally. Also, in the next land, the theater is removed, so the forest surrounding the train station is grown so that the land is better isolated.


The next land is the second void. I like Lost Continent, but as it has been shrunk, its lost effectiveness and the remaining attractions are lower quality. This new land needed to align with the fantasy literature theme of this side. I decided to look through future film releases by the studios that Universal often work with. After some searching, I found the perfect option. King Arthur: Legend of the Sword will be released by Warner Brothers this summer, and is meant to be the start of a franchise. This fantasy history property fits perfectly. Now there is a good chance this will flop and the franchise hopes will die. But I'll reconsider the land once that happens, though I don't see as obvious of a future film for this area. Oh well.

I removed all the attractions and buildings of this land except for Mythos. The land is small, so I decided on one main attraction. Looking at the attraction types at the resort, I saw that a large scale boat ride was missing (except for the Jurassic Park boat ride I added, but that is a bit different). Set behind a castle facade across an elevated bridge, the boat ride explores the action filled world of the Knights of the Round Table.

The main area of the land is set up as a Medieval village with small retail and dining around main town square. On the other side of the elevated bridge, there is a small area and stage for periodic knight shows, which would feature swordfighting and other showmanship skills.

Mythos is reworked into the location where Arthur found Excalibur, or some other location from the films. Again, this is all a guess based on my assumptions for the style and locations from the film, but from the trailer, I have a pretty good idea.


Last, Suess Landing only has minor changes. The One Fish Two Fish Red Fish Blue Fish spinner is moved to where the play area is now. The expansion plot becomes Whoville with small retail buildings and an indoor family coaster/dark ride through the story of the Grinch. The mountain sits high above the land.


The park day culminates in a new fireworks and media show on the lagoon. I believe that the park was designed for this all along because each land features existing viewing areas on the water edge. Like other 360 degree shows, it would feature mainly low level pyro launched from a barge at the center of the lagoon as well as fountain effects. I drew in a 360 degree fountain screen, which could be used to cool effect.



That completes this updated version of this park. Overall, it adds or changes 11 attractions and expands every land substantially. And from the last version of this plan, one entire land is a different concept, and the execution of the concepts for three other lands moderately changed. I think it is a much better overall vision and I am happy with the result. 

Let me know what you like or don't like about it. And suggest an alternate to the King Arthur land in case that soon proves unrealistic. I would love to hear your ideas about a different direction for this land. 



Next month is what I meant to have this month, a detailed plan for my new Tomorrowland at Disneyland. I put a lot of work into it, but needed more time, so I moved this up instead. Tomorrowland is going to be a really good one, with a lot of design for the overall land plus one new attraction design. 

Check back soon and follow on Twitter to keep up. Thanks for reading! 

Wednesday, March 30, 2016

Islands of Adventure Park Expansion Plan

This week, I bring you a new park expansion plan that’s a little unlike anything I have done before. For the first time, I have gone to work on a Universal park, specifically Islands of Adventure, the only Universal park I have actually visited in person.

In the past, I had said that I was likely not going to design expansions for Universal parks because of how active and successful Universal Creative is at making changes to the parks. If the parks were constantly being improved, I didn’t see the point in making my own plans. That frantic pace of additions is still the case, but I recently was inspired to take on this particular park once I realized how much potential it has as a themed environment.

One of my favorite things about Islands of Adventure is how unique its original thematic concept was. Self-sufficient “island” lands based on adventures from varied literary worlds is a strong and compelling theme park structure. It has a well-defined urban plan sensibility that allows for immersive themed spaces and the literary concept allows for a lot of variety of subject matter while still sticking to the big picture.

Plus, the park as it is now is in the unique case where is has some super highlight attractions and world class themed environments, yet also has an incredible amount of expansion or redevelopment space that can be brought up to that new higher level of quality. Ideally, there are two whole existing lands of the park (Toon Lagoon and Lost Continent) that can be replaced entirely, and each of the other four main lands has expansion potential. This was a challenge I wanted to work on.

Before getting to the specifics of each island, I want to note the strategy I used to strengthen the concepts of the overall park. I most importantly wanted to maintain the original concept and structure.

First, I made sure to keep distinctly divided islands. Some of the island transitions had existing water barriers, but some did not, so those were introduced so that guests always cross water to travel between islands.

Second, in my choice of additions, I stuck to the literary source theme and actually began to set up a structure of literary relationships between islands. This is something that isn’t supposed to really be evident, but helps me, the planner, understand how the park is structured.

The situation of the park presented me with two major holes on opposite sides of the park, surrounded by established lands. In general terms, the left is action/sci-fi comic books, a void, and then sci-fi/thriller fiction. The right is whimsical fantasy children’s fiction, another void, and then contemporary high fantasy fiction. The left is adventure, the right is fantasy. I attempted to keep these trends with my selections. Additionally, I knew realistically that nothing would be added to this park if it was also not based on a film property, so that further limited my possibilities. I’ll get to what I selected as we walk through.

Last, I think the really unique part of this plan vs my other Disney plans is that this could realistically happen. Yes, its a lot of renovations and construction and would likely be a 15 or 20 year plan. But that kind of drastic change is exactly what the Universal Studios park is going through in the last 5 years and into the future.







First, Port of Entry has practically no changes. This is already possibly my favorite entrance corridor for a theme park, so I don’t see much that can be changed. Since the port island is meant to have design elements and artifacts from the residents of all the islands, the only additions are props to better reflect the two new lands, as well as the Wizarding World, since props were not really added with that expansion.

Across the water from the entry is a small new island. I always thought it was strange that the Discovery Center was the weenie across the water, because it does not represent the entire park, nor is it as impressive or iconic as it could be. I included a new island here to do just that. Sitting at this terminal view is a Victorian observatory and library on a rock cliff with a fully rigged sailing ship sitting in the water below. In the observatory is a high class restaurant overlooking the lagoon. The island is also involved in the nightly show set on the lagoon. The other reason for this addition is to provide a more themed bypass pathway around both the Wizarding World and Jurassic Park, the two most popular areas of the park. This permanent loop around these islands I think would help crows flow, especially during the busiest times of the year.

Starting to the left, the adventure side, is Marvel Super Hero Island. The architectural style of the land is updated to reflect a more realistic city, so the oversized comic book characters are removed and actual materials replace cartoon materials. It is still clearly a comic book land, but just with a higher level of detail to help match the quality of the hyper realistic areas of the rest of the park. This is a move throughout the park. The Wizarding World lands have set a new benchmark for thematic detail in this park and resort. If possible, I think the rest of the land should attempt to follow suit to a lesser degree to make a more cohesive park.

The Hulk is slightly modified. The rear area of the attraction behind the land is rethemed and the track is partially enclosed. Trees and façade flats surround the track area to reshape it into a city park that the Hulk speeds through. Then, after the brake run, the track dives into an enclosed building where the Hulk barrels through destroyed office and lab interiors in the dark. The final brake runs and track back to the station are enclosed and themed as the lab where the experiment went wrong. Again, this is a move to up the immersive quality of this area.

Replacing Storm Force and Fear Fall is a new large dark ride based on the X-Men family. The entrance is to the left of the dining location, which is also rethemed to the X-Men, and exits to the alley between attractions where there is also a permanent meet and greet building with Marvel heroes and villains, supplementing those that meet on the streets.

Next is the land replacing Toon Lagoon, which needed to be based on adventure literature, and also needed to be able to transition from city to jungle. After looking at a lot of possibilities, I decided on a land based on horror literature, because it can tie into the Universal Monsters Universe that is being created. I see this as the perfect fit for this park. Unfortunately, it is hard to design a land based on films that are years away from reality. I have no idea what the time period or visual style of the movies will be. All I know is that the lineup will include the Wolfman, the Invisible Man, the Creature from the Black Lagoon, and Van Helsing, which are the properties I ultimately selected because I could realistically see them being set in similar environments. That is why I declined to choose the new Mummy movie, because desert just would not be as successful a transition between lands.

Guests cross a new water way separating the two lands and enter a forested modern Eastern European village area. I'm just assuming they will keep the traditional Eastern European setting for these kinds of monster movies, but alternately, this area could be any kind of village. Three of the retail and dining buildings from Toon Lagoon are salvaged and redressed as the village. To the left, on a rocky plinth, is a stone fortress that sits overlooking the village. Inside is the main Van Helsing attraction, a trackless Haunted Mansion style attraction that is heavy on animatronics and special effects. The main village is made of retail and dining facades as well as a small attraction for the Invisible Man. An interactive special effects walk through show lets us meet the Invisible Man in person as the props of the room come to life. This would take advantage of Musion effects, live actors, and a lot of automated effects.

The rafts attraction remains, but is rethemed. The reason I did not remove it like the other attractions of the land is because I think it is too highly integrated into the waters edge. Also, I think it could be reworked into an attraction for the Creature from the Black Lagoon. The village transitions to a jungle expedition camp, so the vegetation of the area around the rafts is built up. The existing queue buildings and infrastructure are maintained and rethemed. The actual track is the same but more of it is enclosed in rockwork caves so that there can be more indoor show scenes for encounters with the Creature. The ship playground is removed as well. The final lift building is reworked as a cave and a new indoor section after the splashdown features the final scare from the Creature before unload.

The third and final area replaces Ripsaw Falls. The heavily wooded area is the home of the Wolfman and a wooden family coaster. The queues travel through the woods and reach a ranger station loading building. The coaster begins with an extended indoor dark ride style section in the building at the rear of the site. Then, after a face to face attack with the Wolfman, the coaster is launched outside for a winding trip through the forest.

These predictions and design may prove to be completely inaccurate to the character of the final films, but these are my best guess for an area that would work in Islands of Adventure.

Jurassic Park is next. Honestly, I think the placement of Kong is a mistake for the thematic consistency of the park. It looks to be a fantastic attraction, but it does not fit the island. If this was built in the Studios and this plot saved for Jurassic Park, I think it would be a much more successful attraction from a thematic standpoint. But that’s not something I can change, so I’ll move on. The area of Camp Jurassic and Triceratops Encounter is the main area of change since thats the only space left. The existing Discovery Center is removed and replaced with a new smaller and more modern building that is on line with a new main street through the land. Inside the Discovery Center is interactive exhibits, like in the original, but also a Dinosaur Rehabilitation Exhibit, which would feature a sophisticated animatronic like the original Triceratops Encounter. Unlike that version, it would be live puppeteered and more interactive, and more visibly located.

To the right is a new dark ride, which is based on the gyrosphere attraction from the movie. However, the gyrospheres are also reworked into a public transportation style attraction through the Jurassic park, so the attraction begins with an elevated run along the new main street, like a people mover, with narration describing the marvels of the park. Then inside the building, the spheres pass through the simulated jungle and look ins to various dinosaur habitats, culminating in a fast paced outdoor section through the Camp Jurassic area. Also in Camp Jurrasic, Pteranodon Flyers is rebuilt with higher capacity vehicles.

Across from this attraction, a new retail and dining structure is built to replace the smaller individual structures. It includes a second interior dining location for the land. Behind the Discovery Center is one final retail building.

The Wizarding World has a few big additions. First, to the left of the castle and Forbidden Journey is a Great Hall dining experience. The path along the greenhouses lead to a cave entrance that is themed to be the side entrance to the kitchens. Inside, by magic, we are transported to the entrance hall of the castle, and then into one of two Great Hall dining rooms. I included two so as to allow for good capacity and a high amounts of theme. The dining rooms are on the second floor, above the kitchens.

The other significant change to the land is the complete removal of Dueling Dragons. Even if it is a good coaster, it does not match the high realism of the land, and there are better uses of the land. This area becomes an expansion of Hogsmeade and the Forbidden Forest. A second backstreet of Hogsmeade has more retail and relieves congestion on the main street. Near the village is a new small permanent arena venue for the Triwizard Rally. This would be larger and more out of the way, and have light towers and designs based on the Quidditch stadium.

Back by Hagrids Cottage is the entrance and queue for the new Forbidden Forest attraction. This area is the stables for the variety of animals he cares for. The queues wind through the roughly constructed paths and stables to the load building, which is the Thestral stable. This is nearly perfect, because it means that the ride can use autonomous vehicles but still be in theme. The ride is a carriage ride through the magical and terrifying forest, beginning with an outdoor section that crosses over a stone bridge and then inside the show building. The scenes inside are heavily based on animatronics and environmental special effects. This is a much more family friendly attraction than Forbidden Journey.

In the next land, the theater is removed, so the forest surrounding the train station is grown so that the land is better isolated.

The next land is the second void. I like Lost Continent, but as it has been shrunk, its lost effectiveness and the remaining attractions are lower quality. This new land needed to align with the fantasy literature theme of this side. I decided to look through future film releases by the studios that Universal often work with. After some searching, I found the perfect option. Knights of the Round Table: King Arthur will be released by Warner Brothers in 2017, and is meant to be the start of a franchise. This fantasy history property fits perfectly. But again, I do not know much about the plot or visual style of the movie. I removed all the attractions and buildings of this land except for Mythos.

The land is small, so I decided on one main attraction. Looking at the attraction types at the resort, I saw that a large scale boat ride was missing (except for Jurassic Park River Adventure, but that is high thrill). Set behind a façade of waterfalls and cliffs, the boat ride explores the world of knights and castles.

The main area of the land is set up as a Medieval knight’s fair with small retail and dining, and a large tent arena where there is a tournament stunt show. The show features sword fighting and battle skills, but it does not feature horses, since the resort does not have horse care infrastructure.

Mythos is reworked into the location where Arthur found Excalibur, or some other location from the films. Again, this is all a guess based on my assumptions for the style and locations from the film.

Last, Suess Landing only has minor changes. The One Fish Two Fish Red Fish Blue Fish spinner is moved to where the play area is now. The expansion plot becomes Whoville with small retail buildings and an indoor family coaster/dark ride through the story of the Grinch.

The park day culminates in a new fireworks and media show on the lagoon. I believe that the park was designed for this all along because each land features existing viewing areas on the water edge. Like other 360 degree shows, it would feature mainly low level pyro launched from a barge at the center of the lagoon as well as some prop elements, like the sailing ship.



And thats it for Islands of Adventure. Leave a comment if you have any suggestions or ideas for how this already pretty great park could be improved. Thanks!