Tuesday, May 19, 2015

Sydney Summer: Theme Park Overviews

Last week I introduced the concept and location of the resort. This week I'm giving you some specifics of the most exciting part: the theme parks. This will be a cursory overview because I will go much more indepth with land-specific posts later on that explain the design aesthetics, storylines, and technical details of each area. But I figured you wanted to know a little bit about this part now.

Introducing the Theme Parks


Based on the site and the goals I had for the resort, I decided that two 1-day parks was the best and most realistic plan for Disneyland Sydney. The resort was originally designed without the southern plot below the roadway, so the one park was easy to define spatially. When I decided to expand, I did consider keeping it at one park and expanding up to a park comparable to the rest of the Disneyland parks, but decided against it for logistics. It would be a challenge to move guests under the roadway freely while still maintaining any form of park layout structure and logic. So two parks.

I assumed early on that I would follow tradition and make the first gate a Disneyland style park, placed in the prime and larger park plot. For the second park, I considered a few existing concepts, including EPCOT and DisneySea, but ultimately decided on a Hollywood park. For good or bad, IP based themed areas and attractions are what people want right now, so it would be unrealistic to leave Star Wars, Marvel, and Pixar out of the resort. I couldn't bring myself to put those properties in the first gate because I wanted to preserve the thematic integrity of an IP-less Disneyland. That meant I needed a Hollywood second gate. With both parks however, I decided to break away from the traditional rules of their park type. The Disneyland Park features lands and a design aesthetic closer to DisneySea than Disneyland. The Hollywood Adventure park very specifically lacks any buildings that resemble soundstages and instead focus on fully realized and detailed environments. These are subtly new takes on the existing design.

I will discuss it in more detail soon, but the two parks are connected by Disney District, an entertainment and retail zone, which you can see on the site plan I posted last week.

Disneyland Park



As the main park of the resort, the Disneyland Park has the best location, sitting at the end of Disney District retail corridor and directly visible from the exit of the transit hub. The entrance plaza at the end of the District includes bag check pavilions, the covered turnstiles, guest service buildings on either side, and ticketing windows built into the District buildings. Through the gates is the classic floral Mickey with tunnels on either side, even though there is no train tracks.

Inside, the park follows the traditional spatial sequence of a Disneyland Park: Town square with civic buildings that house guests services that leads to a narrow Main Street retail corridor. There is only one block of Main Street because of the site limitations, but because of the District retail corridor, no program is lost. Main Street contains retail on both sides, a bakery and ice cream shop on the north side, and a crowd control arcade in the back of the south side.

The fairly large hub is based on the traditional model and has the Plaza Inn, a counter service location, on the north side, and the Crystal Palace, a buffet location, on the south side. Water features are a major element of the hub, including stepping waterfalls on the east side, flowing into the large moat/lagoon. Rapunzel's Castle is ahead, behind a stage.

Adventureland is to the right, with a distinctively Tiki building straight ahead, which holds a Tiki Room inspired table service restaurant. The land thematically is based on the depth and mystery of the jungle, supported by the series of colonized buildings that progress from Tiki, to African, to Caribbean. The dense jungle begins just to the left with the Treehouse looming above. A series of tropical facades to the left contains a shooting gallery, retail, and a counter service location, spread between two floors. The jungle side features explorer paths that lead into a network of caves, also connecting to the multilevel treehouse. Farther along is a coaster through the jungle weaving through caves and waterfalls. The last area of the land is a Caribbean fortress town, invaded by Pirates. Inside is a new version of Pirates of the Caribbean, which features an outdoor flume drop runout through the jungle.

Across the Hub is Discoveryland, which portrays a future directly based on the writings of the past, adapting the stories with modern technology as if they were written today. Set at a Worlds Fair that unites all of these scientists and inventors, the land is highlighted by a volcano, a secondary icon to the park. Straight ahead is the Rocket Jets spinner, siting on a rock pedestal. To the left is the Time Institute, which contains a 360 degree dome movie experience based on the Timekeeper and a counter service location. Inside the volcano is a version of Journey to the Center of the Earth, like the TDS attraction. There is also a water LPS ride, like Aquatopia at TDS, that travels through the depths of the volcano and is part dark ride, part random travel. The Nautilus marks the entrance to 20,000 Leagues Under the Sea, which uses the Storm Rider attraction system also from TDS. Last is a revived version of Alien Encounter, though toned town and tied into space travel, not teleportation.

Straight ahead from the Hub is Fantasyland, featuring the icon, Rapunzel's Castle. On the other side of the castle is a fantasy village with three sub areas. the Village includes a Carousel, a Tangled dark ride on the left side of the castle, a Dumbo spinner, and a large counter service location. To the north is Wonderland, based on the animated film. It is made up of the Mad Tea Party spinner, a large LPS dark ride through Alice's adventures, and a Queen of Hearts Banquet Hall buffet location. The other side of Fantasyland transitions into the Pirates area of Adventureland and features a new version of Peter Pan's Flight.

The last land of the park is a completely new land, introduced to act as a better buffer to the high rises of the city across the water. New York Harbor is a 1920s take on a big city and is centered on the story of a prosperous shipping magnate that has recently disappeared. Immediately visible is a full sized steamship in dock, which acts as a interesting icon to those passing by outside the park. Inside the ship is a fine dining restaurant, bar, and a track based shooter ride through the stores of the cargo hold. Just next to the ship is the home of the magnate, which is the parks Haunted Mansion and uses the same building layout and track plan as a tribute to the original. Also in the land is a Broadway theater, a speakeasy counter service location, an outdoor market, and retail. The last two attractions are E ticket major draws and are based in a dark and gritty back corner of the land. The first is a elevated train ride that travels both indoors and outdoors. On it, a normal trip through the city is interrupted by a live action hijacking, forcing the car to get stuck in the middle of an action packed shootout.. The second is a large motion base dark ride that follows a noir detective through the crime ridden streets of New York.

Disneyland Park's entertainment includes a mini afternoon parade, a large scale multimedia fireworks show, and many small acts spread around the park.


Hollywood Adventure



The second park is accessed through a tunnel under the road that bisects the resort. It leads to an entrance plaza much like the first gate, except with Golden Age Hollywood on the other side of the gates. This park has a much smaller footprint and has irregular dimensions, so it is a bit of an unusual plan. The parks has few rides with small footprints, but what it has are high impact, immersive, and repeatable, and based on extremely popular properties.

Through the turnstiles and past the Crossroads of the World Tower, the facades narrow to street width and then open again into the Hollywood Gardens, the hub of the park. The Chinese Theater sits ahead across a street and small body of water. The facades on the north side of the Garden replace "Main Street" and contain the retail and food for the entrance way. Because of the size of the park, all these buildings have two occupiable floors, even the retail. The east side includes a large counter service location on the ground floor and a table service location of the top floor. The west side features an interactive soundstage attraction, where guests can learn about and take part in classic films. Inside the Chinese Theater is an updated version of Cinemagic. There are two lands to the west, one to the east.

Animation is to the east, and is mostly Pixar. Through  a Disney Animation Studios gateway, the street divides between a city area and a park area. The trees of the park hide that this area is an oversized Toy Story world, which includes a spinner, a snack box, and a original Toy Story shooter ride that is physical set based. Across the street is the Disney animation building, which includes a classic dark ride based on the concept of Mickey's Philharmagic and featuring cameo scenes from many popular films. Turtle Talk, the Animation Academy, and a large meet and greet facility round out the building. At the end of the street is Carl's house, sitting in front of the Wilderness Scout Meeting Hall, which is a counter service location. It is also the entrance to a 3D Circumotion attraction where guests take flight with Carl and Russel on a trip to Paradise Falls. The last attraction of the land is a major Incredibles LPS ride following the adventures of the super family.

Marvel is the first area to the west and has two areas: the Star Expo and Avengers City. A tree lined path leads to the sleek chrome building which houses an indoor dark ride/coaster and a animatronic show Iron Man Experience. The New York style street is directly opposite, leading to the Avengers tower sitting at the end. The right side of the street holds a large counter service location, the left side holds retail, and the main attraction is in the building at the end. Avengers Assemble is a 4D dark ride with roller coaster and drop tower elements built through the adventure. The Avengers labs in the building also have interactive training areas based on the Avengers. Back in the streets, there is a family friendly mini Pandoras Box dark ride through the world of super hero New York, featuring Spiderman and the other non Avenger Marvel characters of New York.

Star Wars is the final land of the park, featuring the largest ride of the resort. The streets of the city fade into the street of Coruscant, leading directly to the Millennium Falcon, which is fully explorable. The city includes a cantina counter service location, a table service location looking over the city, a large retail market, and four attractions. On the south side is a 4D special effects theater experience featuring live performers and effects. The north side has a Jedi Training Academy theater and an extreme spinner attraction which rises into a projection dome and then tilts 60 degrees while still spinning. The last and largest ride is a Kuka based X-wing flight through the galaxy, culminating in a trip through the trench of the Death Star.

The entertainment for the park includes a small day time parade, similar to the Stars and Motor Cars concept and scale, and a large nighttime show loosely based on Fantasmic that utilizes the stage and lagoon in front of the Chinese Theater as well as projections and fireworks.



I hope those quick summaries of the parks tide you over until we get back to them in more detail later this summer. I will ideally be developing attraction plans for about five of the attractions as well as elevations and details for each and every land. But first, we are going to hit what is outside of the parks, starting with the transit hub, backstage, Disneyland Hotel, and Disney District next week, June 2nd.


Tuesday, May 12, 2015

Imagineerland's Sydney Summer

Its summer, school is out, its the perfect time to take a trip, and time to start something new. So today we begin a new series of posts here on Imagineerland going indepth on a large scale project: a new resort in Sydney.

Now I have titled this Imagineerland's Sydney Summer, but it is likely were going to extend into the fall and winter depending on how productive I manage to be. I have a series of posts lined up that include site plans, attraction plans, elevations, and maybe even graphics that detail the many elements of the resort. Some of you from the previous website saw a first version of this resort, but there have been significant changes and additions since then. So today we begin with an introduction and overview of the resort.

Introducing the Project and Site


One of my goals has always been to masterplan and detail a full sized international resort. As an exercise to build up to that goal, I set out to design a regional resort on a smaller scale a few years ago. The success of that preliminary plan has led me to continue developing this resort to what you see today. 

I began with a world wide search for a site. My criteria included finding an international tourist city in a regional market not already served by Disney. Additionally, I looked for an inner city site near an active downtown zone with access to public transportation and plenty of build-able land surrounding it. Some of the leading candidates included London, Seoul, and Washington DC, but I finally decided on Sydney Australia because I found the perfect site: Glebe Island and the surrounding White Bay area. 

Glebe Island, just to the west of the city, is a vacant former port facility surrounded by docks and marinas. Plenty of land near the city, perfect for development. Imagine my surprise to later find stories that Disney had also considered this site. That confirmed that this was the perfect place to design a new resort. 



I set out to design a resort that includes a primary single day park, a small retail and entertainment district, a large Disney operated hotel, and a second future expansion park. It would also include the supporting infrastructure of a transit hub and parking deck, backstage complex, and access to existing public transportation.

I laid out the different program areas of the resort based on the geometry of the site, available surrounding land, and the existing transportation options. The narrow strip of the land on the north of the bay suggests a line of hotels, the intersection of major roads marks a natural location for the main entrance and transit hub of the resort, and the existing elevated road and bridge creates a logical division that allows for two separate parks. I also reclaimed about 9.5 acres (415,000 sq ft) of land from the bay on the south side of the resort and about 7 acres total (312,000 sq ft) of small parcels of land on the north and east side of Glebe Island. Included in the below diagram are the areas of reclaimed land, footprints of the two parks along with their "Main Streets" and "Hubs", and the footprints of the transit hub and hotel. 



I will be going indepth on each area of the resort in the coming months, sharing detailed text descriptions and commentary, so for now, I will just share the total resort site plan.



I'm excited to share more soon! Next week I will provide closer site plans, more details, and text descriptions of the two parks.



This weeks design question:

Regarding the future of new international Disney resorts, where do you think is next? And should they be full sized multi park resorts or small regional resorts like what I have proposed?

I believe the world has room for 3-4 more full sized Disney resorts: at least one in South America and at least two more in Asia. I am no expert though, that is just the personal opinion of a theme park fan based on the available markets and past successes of existing resorts. After that, I think they will need to turn to these small localized parks that fill into the world markets that are not large enough for a true resort. I could see a dozen or more of these around the world spreading the Disney Parks brand to the areas not yet reached. I would hit London, Sydney, Singapore, Dubai, somewhere in New England, and somewhere in South America first.





Wednesday, April 22, 2015

Disney's Animal Kingdom Park Plan

Preface: I've had a busy week filled with computer issues and school commitments, so I was unable to finish up a new content post. So this is the last of the WDW expansion plans that some of you may have seen before, though there are a few differences. I had hoped to save this for later, but I wanted to have something up this week. Also, as you'll see below, I did not develop part of the park but have plans to get back to that soon. So this plan will see another round of development over time.

I also just now realized that today is the birthday of Animal Kingdom. What a coincidence. Well good that this worked out like this then.


The Animal Kingdom is currently one of the most unique theme parks in the world, but one that is unfortunately lacking in content compared to the rest of the Walt Disney World Resort. It is quickly getting better. The additions of more continent based lands, more attractions, and most importantly more animals would make this a complete park.



Outside the park, the Rainforest Café is removed. It does not thematically or tonally fit the park, and the addition of new food locations in the park makes it unnecessary. Inside the park, a significant and unexpected addition is found at the end of the Oasis: a train station. Looking at the expansion possibilities for this park, the most viable option is to expanded north between Asia and Planet Watch. The issue with this expansion location is access and distance, as it would require walking the full distance of the park, which is about two Magic Kingdoms. This is a possible walk but a secondary movement method would help, so I propose rerouting the existing train so that it travels two ways on a single track from the existing station in Africa, around the park, and to a new station in the Oasis. It passes along an enclosed raised track through the backstage areas between the Oasis and the rear of the park. The cars are reconfigured so that all seats face inwards along the journey. The situation is not ideal, but a train between the top and bottom of the park solves a major functional problem of expansion. And more motion and kinetics are always welcome.

On Discovery Island, It’s Tough to be a Bug is removed and replaced by a new movie based on the Disney Nature franchise. This new movie would better represent the entire animal kingdom, not just the narrow view of bugs. Also on the island, an exclusive club is built, looking across the water to Expedition Everest, serving a mix of world cuisines.

There are many additions to Dinoland, including an overarching backstory change. In light of the Dino Institutes successful Time Rover technology, they have begun an ambitious plan to bring targeted animals to the present day to live in their research compound. In order to differentiate this area from Jurassic Park at Universal, the time unique travel element needs to be emphasized. Therefore, the entirety of Dinorama is removed and the plot of Countdown to Extinction receives some subtle changes to fit this new story. Three new attractions are also added.

Near the original Dino Institute building, guests can have a close encounter with recently time displaced dinosaurs in the rehabilitation building. Inside is a large grassy holding area, where two full sized, free roaming animatronic dinosaurs are grazing. Hidden by the grass, the dinos are supported by low profile wheeled bases similar to the designs of the Creature Technology Company. The figures are wire guided and are live puppeteered in order to be interactive. Guests watch from a raised walkway while listening to a guide before getting a closer look when one of the dinos approaches the group.

Taking up the space of Dinorama is the main dinosaur enclosure, evidenced by high walls and fences and the mountain looming beyond. According to the backstory, this area was originally an active dig site for the institute's original research purpose before the time traveling dinosaurs were brought in. The next attraction is a coaster through the former dig site, hevaily based on the Excavator coaster that was originally planned for Dinoland. The queue and load area are built behind the current Dig Site area, and the coaster passes above the walkway for a fast trip through the dig. The last attraction is a major flume that takes guests through the enclosure and mountain tracking a missing dinosaur before encountering an active geyser that propels the boat to the top of the mountain. The only way down is by plunging down the large waterfall. The large boats pass through extended outdoor segments and past many large dinosaur animatronics on the adventure.

In the expansion area next to Expedition Everest, an indoor Polar themed land is built. Inside the polar cave entrance is a large simulated outdoor icy clearing, with the aurora borealis projected above. In the clearing is a tea cups style ride, featuring large sliding ice blocks, and a small counter service location. Off the icy area is the animal trail area of the land, featuring Arctic Foxes, Penguins, Seals, and Polar Bears. There is also a family dark ride/spinning coaster that follows a polar bear family through the adventures of polar life.

The area between Africa and Asia is reconfigured to allow for the path to the north expansion area while also adding an attraction to Asia, a dark ride through the Jungle Book. Following the precedent of the new Harambe Theater, the park uses the philosophy of animated films placed into the appropriate geographic lands in realistically designed and detailed settings. The outside reflects the mature and realistic design of the appropriate land while the inside portrays the animated world. Set in an abandoned temple, this is a classic dark ride through the story and environments of the movie. The current Flight of Wonder Theater is removed but a new iteration is built across the path, this one built to present shows that feature more than just birds but all animals. The path north slopes up to pass over a backstage support road and then comes back down to level.

The first new land found is Adventurers Paradise, home to The Adventurers Society. The land holds a modified copy of Mystic Manor, now with a prominent animal appreciation theme, a table service Explorer’s Club, and a spinner themed to the flying inventions and artifacts that the adventures have collected.

The path splits to Australia on the right and South America on the left. Through the trees, we immediately see two large hot air balloons marking Australia and the entrance to the main attraction, a balloon flight simulator. A large “basket” filled with seated guests lifts into a 360 degree projection sphere for a balloon flight over the outback of Australia. In the land is also a new iteration of a Finding Nemo darkride, with emphasis on the Australian reefs. The animal trail of the land features koala, emus, and kangaroos.

South America represents a much less urban take on Brazil than the one in EPCOT. The land is mostly filled with vegetation with only small, almost temporary looking structures. In the land, there is a large counter service location and a realistic Jungle Cruise style boat ride through the jungle, passing real animal habitats before traveling through a series of indoor scenes. Carl Fredericksons house marks the entrance to UP UP and Away, a suspended dark ride utilizing a multitrack system to create the illusion of a trackless suspended ride through the jungles near Paradise Falls. The animal trail of the land features owls, howler monkeys, capybaras, frogs, llamas, sloths, and jaguars.

Last, North America is represented in a redwoods national park themed area, including a carousel, a counter service restaurant, and the animal trail featuring raccoons, beavers, otters, elk, and grizzly bears. A canoe dark ride takes guests just around the riverbend through the story of Pocahontas. Lastly, inside the great lodge of the national park, guests board a jeep for an adventurous trip through the park. Passing through active hot springs, rock slides, and encounters with the animal inhabitants of the park, the jeeps eventually make it back safely to the lodge. A new train station served both North America and Planet Watch.

This plan was designed during the development of the World of Avatar but before its opening, so the south west corner of the park is left vacant. I will likely work out one or two other proposals for this corner, including Beastly Kingdom, at some point in the future.



I wanted to give an update on what is going to be happening with the blog soon.

Right now I am in the last weeks of the semester so am extremely busy. I had hoped to do a new project this week and save Animal Kingdom for later on but didn't have the time to write and edit the work for a new post. But soon I will be a little less busy and will be able to start something new. I have a list 20 or 30 projects deep of things in progress or that I want to work on to put up here so it becomes difficult to figure out what should come next. But I have tentatively set out the next few months of work, and I believe I have given myself realistic time frames to get it all done.

If all goes according to plan, over the summer and fall, I will be going in depth on an original resort plan, including attraction plans and elevations, as well as a few more WDW attraction plans that you have not seen before. I also want to try to get more into analyzing the architectural and cinematic tools that make a successful theme park design by writing a series of posts about significant design elements. That will be near the end of the year. I also plan on making some edits to my presentation drawing style soon, so all the existing plans will be replaced over time.

Leave a comment with thoughts or suggestions about the plan, and please share it with anyone who would be interested. Thanks!