Worlds of Pixar is a theme park concept that brings each and every Pixar story to life across a single park.
The park is divided into 4 concept-based lands that echo the storytelling themes of the films: Imagination, Adventure, Exploration, and Discovery. Inside each of those lands, each story is featured in its own immersive mini-world, set in the world of the film after the story we know takes place. The park is formally organized with a central lagoon and 4 "islands" that are the feature worlds of each land, divided from the rest of the park by a scenic canal. On each island is a themed tower, acting as beacons of the park. Terraced park space in each island is oriented towards the central lagoon, which is the stage for daily and nightly entertainment. The towers come to life with light at night to mark the 4 distinct worlds. At the entrance of the park, an entry plaza garden leads to a set of "Emeryville headquarters" style buildings, featuring brick, steel, and glass detailing. Abstract perforated metal screens along the curved entry faces of the buildings show stylized Pixar characters. A glass roof covers the main street between the buildings, which opens up to a park setting and a view of the water beyond. This entry is called Emery Street and holds retail and quick service dining, mainly themed to various Pixar shorts. The main full circle path branches off left and right from this entry park and crosses bridges that connect to the islands. Metal screen archways mark the entrance to each of the 4 themed lands. The path along the canal is an elegant park like setting. Each land features a matching central garden area with retail and a large fountain and stepping waterfalls down to the canal. At the rear of the park is a Pixar hotel designed as a modern grand resort, matching the "Emeryville" style. It is divided in two 6 story wings on either side of a main lobby building and a central garden with a large fountain that steps down to the canal. Rooftop dining overlooks the park below. Each of the 4 lands hold 5 mini-worlds plus space for one expansion mini-world. Each world includes 1 attraction, a variety of retail, and a snack FnB. Some worlds also include quick service or table service FnB, spread out equally through the park.
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ADVENTURE - stories of encountering unexpected challenges and finding ways to overcome.
WALL-E, Luca, Onward, Brave, and Lightyear
WALL-E is the first island and is set in a futuristic settlement on Earth now that humanity has returned from space. The modern buildings are covered by a fabric mesh canopy structure and a sleek steel and glass tower rises above it. Organic gardens spread out towards the water edge. The buildings hold retail, a robot-run quick service, and a trackless dark ride where vehicles travel along upper floor bridges above the world while helping WALL-E find a missing robot friend. Luca recreates the town square of Portorosso right along the edge of the canal. An endless street climbs up away from the square and the buildings step up in the distance. The square holds retail, an Italian table service, and an indoor boat dark ride that takes guests through town and then under the sea to visit Luca and his family. Onward is set in the town of New Mushroomton and features the rustic Manticore's Tavern at the edge of the canal, a mushroom house, the modern fantasy downtown full of retail, and finally the high school at the end of the street. The tavern is a quick service and the high school holds an indoor coaster/dark ride where the Lightfoot brothers take us on a new quest that quickly gets more dangerous and exciting than they expected. Lightyear brings guests to the Space Ranger Corps Base at T'Kani Prime. A large spherical spaceship and service tower sit over the world, surrounded by futuristic structures with retail and industrial equipment. Behind the ship is the main hangar building, where there is a theater flight simulator attraction. Guests take flight with Buzz out into the unknown galaxy and beyond. Brave takes place in the castle and the Highland games festival outside. The stone castle is formed of multiple towers, an inner court, and retail in the great hall. The games outside take place among colorful festival tents and include a interlocking whip flat ride where the two halves are meant to be competing against each other in a race.
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WALL-E, Luca, Onward, Brave, and Lightyear
WALL-E is the first island and is set in a futuristic settlement on Earth now that humanity has returned from space. The modern buildings are covered by a fabric mesh canopy structure and a sleek steel and glass tower rises above it. Organic gardens spread out towards the water edge. The buildings hold retail, a robot-run quick service, and a trackless dark ride where vehicles travel along upper floor bridges above the world while helping WALL-E find a missing robot friend. Luca recreates the town square of Portorosso right along the edge of the canal. An endless street climbs up away from the square and the buildings step up in the distance. The square holds retail, an Italian table service, and an indoor boat dark ride that takes guests through town and then under the sea to visit Luca and his family. Onward is set in the town of New Mushroomton and features the rustic Manticore's Tavern at the edge of the canal, a mushroom house, the modern fantasy downtown full of retail, and finally the high school at the end of the street. The tavern is a quick service and the high school holds an indoor coaster/dark ride where the Lightfoot brothers take us on a new quest that quickly gets more dangerous and exciting than they expected. Lightyear brings guests to the Space Ranger Corps Base at T'Kani Prime. A large spherical spaceship and service tower sit over the world, surrounded by futuristic structures with retail and industrial equipment. Behind the ship is the main hangar building, where there is a theater flight simulator attraction. Guests take flight with Buzz out into the unknown galaxy and beyond. Brave takes place in the castle and the Highland games festival outside. The stone castle is formed of multiple towers, an inner court, and retail in the great hall. The games outside take place among colorful festival tents and include a interlocking whip flat ride where the two halves are meant to be competing against each other in a race.
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IMAGINATION - stories of dreaming who you could be and working to make it come true.
Toy Story, Monsters Inc, Cars, The Incredibles, and Elio
Toy Story is the next island and takes place in the backyard among toys, boxes, grass, and a wood block tower structure at the center. Oversized objects fill the world, including a trellis-like tunnel made of hot wheels tracks, dining cover structures made of a Frisbee and board games, and a lunch pail snack stand. Oversized boxes hold retail, a quick service with outdoor garden seating, and an interactive indoor/outdoor dark ride where the toys play hide and seek in the yard and guests use flashlights to find them. Monsters Inc brings guests to the company headquarters right in Monstropolis. An outdoor plaza along the canal sits in front of main entry, which guests can enter and explore. The exterior streets hold retail and a monster quick service, while the interior HQ holds a company store retail and a suspended dark ride coaster through the factory. Cars is set in Radiator Springs and includes many of the iconic buildings around the main intersection of the town, most of which hold retail. An autopia style dark ride departs from Ramone's shop and winds through the streets of town, visiting Luigi's, the Town Hall, and then into the caves of the desert for a meetup with Mater and Lightning before returning past the V-8 cafe. The Incredibles recreates the downtown of Metroville where a new superhero exhibit is opening at City Hall. The midcentury modern city sits around a central plaza and a force perspective street extends away to suggest the size of the city. The buildings hold retail, a super's exclusive speakeasy table service, and a media EMV dark ride in City Hall where the Incredibles save the day after a league of villains sabotage the exhibit opening day. Elio takes place in the alien Communiverse where Elio has been appointed Ambassador to Earth. The sci-fi and sleek buildings hold an alien trading marketplace that is retail A flying saucer spinner flat ride sits in the middle of the world and overlooks the alien buildings and the canal nearby.
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Toy Story, Monsters Inc, Cars, The Incredibles, and Elio
Toy Story is the next island and takes place in the backyard among toys, boxes, grass, and a wood block tower structure at the center. Oversized objects fill the world, including a trellis-like tunnel made of hot wheels tracks, dining cover structures made of a Frisbee and board games, and a lunch pail snack stand. Oversized boxes hold retail, a quick service with outdoor garden seating, and an interactive indoor/outdoor dark ride where the toys play hide and seek in the yard and guests use flashlights to find them. Monsters Inc brings guests to the company headquarters right in Monstropolis. An outdoor plaza along the canal sits in front of main entry, which guests can enter and explore. The exterior streets hold retail and a monster quick service, while the interior HQ holds a company store retail and a suspended dark ride coaster through the factory. Cars is set in Radiator Springs and includes many of the iconic buildings around the main intersection of the town, most of which hold retail. An autopia style dark ride departs from Ramone's shop and winds through the streets of town, visiting Luigi's, the Town Hall, and then into the caves of the desert for a meetup with Mater and Lightning before returning past the V-8 cafe. The Incredibles recreates the downtown of Metroville where a new superhero exhibit is opening at City Hall. The midcentury modern city sits around a central plaza and a force perspective street extends away to suggest the size of the city. The buildings hold retail, a super's exclusive speakeasy table service, and a media EMV dark ride in City Hall where the Incredibles save the day after a league of villains sabotage the exhibit opening day. Elio takes place in the alien Communiverse where Elio has been appointed Ambassador to Earth. The sci-fi and sleek buildings hold an alien trading marketplace that is retail A flying saucer spinner flat ride sits in the middle of the world and overlooks the alien buildings and the canal nearby.
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EXPLORATION - stories of leaving safety behind and seeing the bigger world out there.
Inside Out, A Bugs Life, UP, Finding Nemo, and The Good Dinosaur
Inside Out is the next island and is set inside the limitless world of the mind, where the abstract mind control tower sits at the center of the land. The weird and colorful buildings of the world recreate a variety of mind locations, including abstract thought and imagination, and an elevated train track winds through the whimsical world. The abstract structures hold retail, a quick service set in Dream Production, and the station of the Train of Thought, which takes guests above the land and then into a media tunnel for a wild trip through the rest of the mind. A Bugs Life takes place around a large tree where the ants have built a new home and includes a dandelion patch along the canal, the root caves under the tree, the oversized bug circus caravan, and plenty of oversized plants and grasses. The caravan and nearby cardboard boxes hold retail and the root caves hold a table service and the entrance to an outdoor coaster. Flik has built a new flying contraption and is using it to race guests through the grass, around the tree, and into the root caves on a thrilling experimental flight. UP brings guests right to the dense jungles of South America where Muntz's compound has been reclaimed by the Wilderness Explorers as their new exploration base. The rustic Wilderness Explorers camp buildings hold retail and a quick service with outdoor seating under a tied down blimp, parked right along the canal. Beyond is a mountain with a flume waterfall and Carl's house on top. Guests take a boat journey into the jungle to earn an animal spotting badge, and end up accidently going over the waterfall on their way back to camp. Finding Nemo is set at the Marine Life Institute and the waters beyond. A tidal pool and fish tank sit outside the aquarium entrance while the interior holds retail and a submarine dry-for-wet suspended dark ride. Guests venture out into the great barrier reef and discover the colorful world of Nemo and his friends along the way. The Good Dinosaur recreates Arlo's Family Farm after he has returned home. It includes their shelter structure, a grain silo, and a carousel flat ride under a rough canopy of sticks and leaves that is meant to be some kind of farm equipment. Dinosaurs ridden by guests walk around the circle and turn the contraption to grind plants. Retail is inside the pitched roof shelter.
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Inside Out, A Bugs Life, UP, Finding Nemo, and The Good Dinosaur
Inside Out is the next island and is set inside the limitless world of the mind, where the abstract mind control tower sits at the center of the land. The weird and colorful buildings of the world recreate a variety of mind locations, including abstract thought and imagination, and an elevated train track winds through the whimsical world. The abstract structures hold retail, a quick service set in Dream Production, and the station of the Train of Thought, which takes guests above the land and then into a media tunnel for a wild trip through the rest of the mind. A Bugs Life takes place around a large tree where the ants have built a new home and includes a dandelion patch along the canal, the root caves under the tree, the oversized bug circus caravan, and plenty of oversized plants and grasses. The caravan and nearby cardboard boxes hold retail and the root caves hold a table service and the entrance to an outdoor coaster. Flik has built a new flying contraption and is using it to race guests through the grass, around the tree, and into the root caves on a thrilling experimental flight. UP brings guests right to the dense jungles of South America where Muntz's compound has been reclaimed by the Wilderness Explorers as their new exploration base. The rustic Wilderness Explorers camp buildings hold retail and a quick service with outdoor seating under a tied down blimp, parked right along the canal. Beyond is a mountain with a flume waterfall and Carl's house on top. Guests take a boat journey into the jungle to earn an animal spotting badge, and end up accidently going over the waterfall on their way back to camp. Finding Nemo is set at the Marine Life Institute and the waters beyond. A tidal pool and fish tank sit outside the aquarium entrance while the interior holds retail and a submarine dry-for-wet suspended dark ride. Guests venture out into the great barrier reef and discover the colorful world of Nemo and his friends along the way. The Good Dinosaur recreates Arlo's Family Farm after he has returned home. It includes their shelter structure, a grain silo, and a carousel flat ride under a rough canopy of sticks and leaves that is meant to be some kind of farm equipment. Dinosaurs ridden by guests walk around the circle and turn the contraption to grind plants. Retail is inside the pitched roof shelter.
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DISCOVERY - stories of self resilience and learning who you are and were meant to be.
Elemental, Coco, Soul, Ratatouille, and Turning Red
Elemental is the last island and takes place in the bustling streets of Element City. The eclectic buildings show evidence of the way of life of all 4 elements, and a central urban tower building rises above the land. The streets include a busy marketplace district that holds retail and a quick service. Above the land, tubes and bridges connect the various buildings and serve as tracks for a coaster that weaves through the world. Guests board a sled in Water Town for a trip through the sewer, pipes, and skies of the city with Wade and Ember. Ratatouille recreates the romantic streets of Paris, including an elegant park and the terraced waterfront along the canal. The Parisian buildings hold retail and a quick service, while at the back of the world, guests can find Remy's restaurant. Inside is a interactive dark ride through the rat kitchen where guests help prepare that nights menu by finding recipies and shooting various ingredients into the pots and pans for Remy to cook. Turning Red is set in Toronto right outside the stadium where 4*Town is about to have their makeup concert. A small city block and a park sit outside the stadium and hold retail. Inside the stadium is a musical spinning dark ride where guests travel into a 4*Town concert along with Panda Mei and her friends, where of course chaos and fun ensues. Coco takes place in the arrival station of the world of the dead. Entered through a tunnel in a grand mausoleum structure, the main area of the vibrant and alive world is under a vaulted glass roof. A second level of elevated walkways sit on either side and cross the atrium in the middle. The atrium holds retail, a Mexican table service, and the cable car station, where guests board for a large suspended dark ride through the world of the dead, featuring encounters with flying alebrijes and the most famed residents of the city. Soul brings guests to New York City with a bustling block of buildings and a small park right along the canal. The street's buildings and the park pavilion structures across the path hold retail. A marquee at the back of the block advertises the Jazz Club and inside is an indoor double teacup flat ride where guests can swirl among the surreal sounds of jazz and get lost in the melody of the music of Joe Gardner.
Elemental, Coco, Soul, Ratatouille, and Turning Red
Elemental is the last island and takes place in the bustling streets of Element City. The eclectic buildings show evidence of the way of life of all 4 elements, and a central urban tower building rises above the land. The streets include a busy marketplace district that holds retail and a quick service. Above the land, tubes and bridges connect the various buildings and serve as tracks for a coaster that weaves through the world. Guests board a sled in Water Town for a trip through the sewer, pipes, and skies of the city with Wade and Ember. Ratatouille recreates the romantic streets of Paris, including an elegant park and the terraced waterfront along the canal. The Parisian buildings hold retail and a quick service, while at the back of the world, guests can find Remy's restaurant. Inside is a interactive dark ride through the rat kitchen where guests help prepare that nights menu by finding recipies and shooting various ingredients into the pots and pans for Remy to cook. Turning Red is set in Toronto right outside the stadium where 4*Town is about to have their makeup concert. A small city block and a park sit outside the stadium and hold retail. Inside the stadium is a musical spinning dark ride where guests travel into a 4*Town concert along with Panda Mei and her friends, where of course chaos and fun ensues. Coco takes place in the arrival station of the world of the dead. Entered through a tunnel in a grand mausoleum structure, the main area of the vibrant and alive world is under a vaulted glass roof. A second level of elevated walkways sit on either side and cross the atrium in the middle. The atrium holds retail, a Mexican table service, and the cable car station, where guests board for a large suspended dark ride through the world of the dead, featuring encounters with flying alebrijes and the most famed residents of the city. Soul brings guests to New York City with a bustling block of buildings and a small park right along the canal. The street's buildings and the park pavilion structures across the path hold retail. A marquee at the back of the block advertises the Jazz Club and inside is an indoor double teacup flat ride where guests can swirl among the surreal sounds of jazz and get lost in the melody of the music of Joe Gardner.