Eddie Sotto's take on the current state of the parks

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flavious27

Well-Known Member
It was a joke as both the "Wand"(Epcot) and the "hat"(DHS) are frequent objects of angst in the fan boards

I don't see how those new icons create angst, they are just defecting on two of the original icons of their respective parks. Eisner and Co say a way to spice up the parks.
 

Eddie Sotto

Premium Member
So, the "busy work" is designing entire theme parks that have little shot of being built and letting Marty Sklar see them.

What a fascinating work environment to try and picture when you're not actually a part of it. :lol:

That tickles me, as does posting on a message board with someone familiar enough with Sklar to call him "Marty." My friend is in a position to talk to him regularly and it makes me jealous as all get out. :mad:

Marty was like an uncle in many ways to me as you could go to him. He shepherded many Imagineers. There were times when I didn't agree with his reviews of my work or decisions on projects, but also times when he was supportive and gave you a shot. He operated in a political environment of "regime change" and had to do things to survive those changing priorities. There were times when WDI or specific careers of certain key Imagineers were at risk and I knew he was lobbying to keep those key players and or WDI itself. That position requires compromise and sometimes he had to do that. Some saw those decisions as betrayal, but overall my experience with him was very special.

"Mission:Space" was a verbal pitch with no art I made to Marty and he saw something in it and trusted me and my team, so he funded it going to the next phase from his own small development fund. He also "greenlit" the Encounter Restaurant when the other management wanted to walk away from doing it. One thing he did that I really liked, was that he always wrote "thank you" notes on his personal note cards by hand (famous red flair pen) and sent them to you. Many of us saved them.

To me, in a more personal way, the Marty I liked best was not the leader of WDI so much as the one that wrote Walt's speeches, and the first real book on Disneyland when I was a young fan. Read it over and over. When he retired he signed and old copy and I treasure that.

Here's a copy on ebay...

http://cgi.ebay.com/Vintage-Walt-Di...5&ps=63&clkid=62052747868864624#ht_5509wt_907
 

RandySavage

Well-Known Member
I appreciate this personal take on Marty Sklar. I know of Marty as one of the last of the 'Old Guard' who was there with Walt. He was a longtime WDI executive, but at the same time, I'm not aware of any tangible work that Marty did, other than the Haunted Mansion 'coming soon' sign. Other WDI legends, like Ryman, Hench, Goff, McKim, Coates, Cambell, etc. were artists and designers who created the original look and content of the parks. Marty started as a writer, right? What are some of his impacts on an attraction or land basis. Or was his impact not as a creative but as a producer/executive? What mark did he leave on the parks?
 

Eddie Sotto

Premium Member
I appreciate this personal take on Marty Sklar. I know of Marty as one of the last of the 'Old Guard' who was there with Walt. He was a longtime WDI executive, but at the same time, I'm not aware of any tangible work that Marty did, other than the Haunted Mansion 'coming soon' sign. Other WDI legends, like Ryman, Hench, Goff, McKim, Coates, Cambell, etc. were artists and designers who created the original look and content of the parks. Marty started as a writer, right? What are some of his impacts on an attraction or land basis. Or was his impact not as a creative but as a producer/executive? What mark did he leave on the parks?

Here's more on Marty. He wrote speeches and scripts for Walt. Many of Walt's quotes are from Marty, so he was not a designer but more of a creative director. As leader of WDI he directed and approved our work. His biggest impact was likely EPCOT with John Hench.

http://legends.disney.go.com/legends/detail?key=martin+sklar

http://en.wikipedia.org/wiki/Marty_Sklar
 

wedenterprises

Well-Known Member
Eddie, here's a loaded question if you don't mind: how does one rise to the top at WDI? How do people rise to become leaders and creative directors? Maybe some advice to wanna-be-imagineers out there?
 

Figment571

Member
Marty was like an uncle in many ways to me as you could go to him. He shepherded many Imagineers. There were times when I didn't agree with his reviews of my work or decisions on projects, but also times when he was supportive and gave you a shot. He operated in a political environment of "regime change" and had to do things to survive those changing priorities. There were times when WDI or specific careers of certain key Imagineers were at risk and I knew he was lobbying to keep those key players and or WDI itself. That position requires compromise and sometimes he had to do that. Some saw those decisions as betrayal, but overall my experience with him was very special.

"Mission:Space" was a verbal pitch with no art I made to Marty and he saw something in it and trusted me and my team, so he funded it going to the next phase from his own small development fund. He also "greenlit" the Encounter Restaurant when the other management wanted to walk away from doing it. One thing he did that I really liked, was that he always wrote "thank you" notes on his personal note cards by hand (famous red flair pen) and sent them to you. Many of us saved them.

To me, in a more personal way, the Marty I liked best was not the leader of WDI so much as the one that wrote Walt's speeches, and the first real book on Disneyland when I was a young fan. Read it over and over. When he retired he signed and old copy and I treasure that.

Here's a copy on ebay...

http://cgi.ebay.com/Vintage-Walt-Di...5&ps=63&clkid=62052747868864624#ht_5509wt_907


That's really cool. I once had the fortune of interviewing him for a project I was working on in 8th grade about the genesis and creation of Disneyland. He was really nice to talk to and shared a few stories with me. Latter on I actually got a handwritten note from him, in the famous red in ink as you said.
 

Eddie Sotto

Premium Member
Eddie, here's a loaded question if you don't mind: how does one rise to the top at WDI? How do people rise to become leaders and creative directors? Maybe some advice to wanna-be-imagineers out there?

If I actually knew that, I'd be running the place. :lol:

As with any company, there are many reasons some make it higher up and other's don't. In the days of being on contract, I used to think you are only as good as you negotiate. It's best to worry about getting into WDI first, and then see where your strengths are. Being a good designer or creative does not mean you'll become an executive as you may be more valuable on the boards designing stuff to the execs. Some designers ascend into management of larger projects or "portfolios" of parks, meaning they oversee design for a park. You get some power to push your stuff through, but inherit tons of drama, politics and meetings. Sometimes designers make lousy managers, and managers are even worse at design. Things get bad when management thinks they have "creative instincts" ("I can do that!") and lord them over the designers. This causes friction. Or designers are on an ego trip as the big VP Director and will not accept critique ("This is my vision") or operational input. You get the idea of how things can get political and very tense in this kind of mix. All in, my take was that it was less politics and evil than I had encountered anywhere else (especially Sears), only people whined more so it seemed worse.

I guess my advice is to know what your talent or gift is, set yourself apart in some legitimate way, and be really useful to others with it. People like busy, skillful people that can get anything done. Low maintanence. No whining. You make others look good and work alongside those who are on the way up. Be the right someones "go to" person. They will likely bring you along, get lots of field experience and go with the flow and you'll be fine.
 

wedenterprises

Well-Known Member
If I actually knew that, I'd be running the place. :lol:

As with any company, there are many reasons some make it higher up and other's don't. In the days of being on contract, I used to think you are only as good as you negotiate. It's best to worry about getting into WDI first, and then see where your strengths are. Being a good designer or creative does not mean you'll become an executive as you may be more valuable on the boards designing stuff to the execs. Some designers ascend into management of larger projects or "portfolios" of parks, meaning they oversee design for a park. You get some power to push your stuff through, but inherit tons of drama, politics and meetings. Sometimes designers make lousy managers, and managers are even worse at design. Things get bad when management thinks they have "creative instincts" ("I can do that!") and lord them over the designers. This causes friction. Or designers are on an ego trip as the big VP Director and will not accept critique ("This is my vision") or operational input. You get the idea of how things can get political and very tense in this kind of mix. All in, my take was that it was less politics and evil than I had encountered anywhere else (especially Sears), only people whined more so it seemed worse.

I guess my advice is to know what your talent or gift is, set yourself apart in some legitimate way, and be really useful to others with it. People like busy, skillful people that can get anything done. Low maintanence. No whining. You make others look good and work alongside those who are on the way up. Be the right someones "go to" person. They will likely bring you along, get lots of field experience and go with the flow and you'll be fine.

Thank you for the advice!! Invaluable.
 

devoy1701

Well-Known Member
Here's a piece Marty wrote that may be relevant to you.

Mickey's Ten Commandments...

http://www.themedattraction.com/mickeys10commandments.htm

This one stuck out to me as we are currently talking about the black tarp over where a moving rock used to be on one of the BTMRR lifts in another thread.

10. Keep it up - Never underestimate the importance of cleanliness and routine maintenance, people expect to get a good show every time, people will comment more on broken and dirty stuff.
 

Eddie Sotto

Premium Member
^ Unfortunately that may be one of the "commandments" WDI has the least amount of control over.

I think that is the good thing about the list, it isn't limited to WDI, but refers to what a great experience needs to be and that applies across the board.

The one thing you CAN do as an Imagineer, is to design things that are reasonably maintainable.
 

wedenterprises

Well-Known Member
Remarkable.

Ya, super nerdy, I know. I also carried around a pocket guide for cast members that my friend got from DCL. It had the 7 dwarves and gave tips on customer service.

People would laugh but this actually helped me get a job once. In an interview I was asked what I know about customer service and so I pulled those two things out and was offered the job on the spot!
 

Eddie Sotto

Premium Member
Ya, super nerdy, I know. I also carried around a pocket guide for cast members that my friend got from DCL. It had the 7 dwarves and gave tips on customer service.

People would laugh but this actually helped me get a job once. In an interview I was asked what I know about customer service and so I pulled those two things out and was offered the job on the spot!

I love that story. That probably blew them away. I would have offered you the job too. Being "who we are" can come in handy at times. Good thinking!
 

wedenterprises

Well-Known Member
I love that story. That probably blew them away. I would have offered you the job too. Being "who we are" can come in handy at times. Good thinking!

Ha ha thanks! I didn't do it on purpose for the interview either. I forgot they were in there.

I just carried them around casually as sort of a visualization exercise. The question came up and suddenly I thought OMG should I take my wallet out or is that too nerdy? hahah. Good thing I did, it was a great job and allowed me to use what I understood to be the "disney difference" every day. Super fun job.

Maybe I should carry them around again...but all those Benjamins are in the way though eh? :rolleyes: At least I have an old DL ticket in there now, and somewhere I have a fake WDI business card that I made a while back... : Actually it's a real WDI card but I scratched out the person's name :lol:
 

Eddie Sotto

Premium Member
Ha ha thanks! I didn't do it on purpose for the interview either. I forgot they were in there.

I just carried them around casually as sort of a visualization exercise. The question came up and suddenly I thought OMG should I take my wallet out or is that too nerdy? hahah. Good thing I did, it was a great job and allowed me to use what I understood to be the "disney difference" every day. Super fun job.

Maybe I should carry them around again...but all those Benjamins are in the way though eh? :rolleyes: At least I have an old DL ticket in there now, and somewhere I have a fake WDI business card that I made a while back... : Actually it's a real WDI card but I scratched out the person's name :lol:

Frank Wells had a piece of paper in his wallet that said "humility is the final achievement".
 

devoy1701

Well-Known Member
Frank Wells had a piece of paper in his wallet that said "humility is the final achievement".

Speak of the devil...I have a coin I carry with me that says. "Humility: A superior man is modest in his speech but exceeds in his actions." I guess I'm on the right track!


When are you going to get around to riding the new Little Mermaid attraction Eddie? Would love to hear your thoughts on the attraction, though I'm not sure how willing you would be to critique a new attraction that you had no part in designing. I'm just curious to see if your thought mirror those that we're hearing from the fan base.
 
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