Eddie Sotto
Premium Member
I say "take two fiscal year 2013 maintenance budgets and call me in the morning".
imagine if you were his doctor?
Garner Holt just started a column at MiceChat. This got me thinking. To what extent do designers get "in the weeds" on the technical end? I know you generally have an interest and appetite for all kinds of knowledge, and loved your story about how (and why) you learned to do voice work. How does this play out for you with the technology toys?
Another aspect of it may be getting too caught up in nostalgia. Disney has not been shy about connecting Luigi's Flying Tires to the Flying Saucers.
Prior to that, I was involved in designing the opening credits (Skyscraper with a Roller Coaster in it) for ABC's "One Saturday Morning" kid's format,
You make a good point. There are a huge number of projectors in that ride and from a tuning and maintenance point of view, I'd imagine you'd really have to stay on top of things to keep the magic alive. As a designer, you have to be realistic about what you are asking for in the long term as you could end up watching effects get pulled out or stray from adjustment if you make it too complex.
Why would I want to ride flying tires when there's no purpose to it? I want to bump others. Or do a parcours. Or pretend I'm a hovercraft doing an amphibious landing.Now to DCA. I've been reading about how exit reviews of "Luigi Flying Tires" ride are causing the team to "gin up" last minute fun that the ride system does not seem to be providing, with beach balls, longer ride time, dialog and peppy music. Yikes! At this point, you're kind of in a corner. It's cake decorating.
Unless some kind of limitation in the ride system came up last minute for safety or other reasons that killed the fun, you would think they would have known how "fun or not fun" the ride was going to be ages ago when they tested the vehicles.
:lol:I say "take two fiscal year 2013 maintenance budgets and call me in the morning".
:lol:
Since you mention it, what is your opinion of WDW's current maintenance budget?
Eddie-
I am an old football coach... All week long, you practice plays vs a scout team defense. Then you get to see the results play out on Friday nights...
Sometimes plays we would come up with really worked well, and then other times they would just flop...
After a game there is always discussion about all that went on (good and bad) during the previous games 4 quarters.
Good natured (much more so after a win) ribbing will occur for anyone whose plays flopped...
I've wondered how this scenario might play out inside WED after a ride opens to the public... Any inside stories?
I saw this Disneyland video on another site and could not stop laughing. Nothing but high class entertainment on this thread. I'm sure when the guy is famous, Jay Leno will pull out this video.
http://www.youtube.com/watch?v=62fJxIsKWIg
The art of this whole thing is to see things coming and head them off before they get set in stone. The best way I know of is to forget being the designer. Imagine every nanosecond you can as the guest going through the show. Start with what the expectation is that you've set up and how to exceed it. What they feel, what they look at first, what they have been led to believe by the previous scene, their average age, what would seem magical, and what are you building them up to!
Designers think the guest will love the pretty design, writers think they will actually pay attention to the dialog, engineers think they will notice how smooth the track is. In fact, you experience it all at once and have a collective thought about it. Some sensations overpower others, lighting takes your eye to certain places, etc. The designer has to ride herd on all of that and "sculpt" the experience in to a total vision. You need to know the audience too. So you want to wait in the line and listen to the guests, watching what they are doing in pre-shows and how much they don't care or even hear the dialog, or read the little story based signs. That does not mean it should not be there, but what do you expect them to know. You cannot assume they will read or know how to drive a "Luigi tire", but you can design an interface that looks like something else they've used (like a steering wheel) so it's use is obvious as you can leverage all the times they've "steered" before. Autopia cars are intuitive because they are an analog to something we know. The learning curve is less. Stuff like that.
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