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"Everything I learned about Level Design, I Learned from Disneyland" Scott Rogers, Walt Disney

GameDesignCon2012-11-08
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💫 Short Summary

Scott Rogers shares insights on game design inspired by Disneyland, focusing on learning from existing creations. The parallels between video game level design and Disneyland paths are highlighted, emphasizing storytelling and theme development. Pre-visualization and constraints enhance creativity in attraction design. Walt Disney's interests influence the creation of Disneyland, aiming to engage visitors and guide exploration. The importance of weenies, paths, lighting, and checkpoints in game design and theme parks is discussed, emphasizing player engagement and storytelling. Disneyland's immersive environments and interactive features create engaging experiences, blending danger cues and suspense elements for visitor enjoyment. The Indiana Jones attraction showcases interactive elements and safety measures to build anticipation and engagement. Overall, thoughtful storytelling, player interaction, and environmental design are crucial in creating immersive and engaging experiences in theme parks and video games.

✨ Highlights
📊 Transcript
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Insights on game design inspired by Disneyland.
03:05
Scott Rogers emphasizes the importance of being inspired by existing creations and learning from them.
Rogers discusses the challenges he faced in starting out as a game designer due to the lack of resources available at the time.
He highlights the impact of a map created by Disney Imagineer Sam McKim on his approach to game design.
Rogers showcases the value of drawing inspiration from diverse sources.
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Similarities between video game level design and attraction paths at Disneyland.
03:32
Parallels in character interactions, environments, and storytelling were noted by the speaker.
Walt Disney's emphasis on storytelling and theme development for attractions was highlighted.
The importance of a cohesive and engaging narrative for guests was emphasized.
Attractions were created through story sessions defining beginning, middle, and end, with moral arcs and lessons incorporated.
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Importance of pre-visualization in theme park design.
06:38
Walt Disney Imagineers use models and concept art to plan attractions.
Starting from the top down, focusing on the overall world and working down to individual experiences.
Walt Disney's criteria of including a train in all designs as a valuable lesson in setting limitations to enhance creativity.
Starting with constraints leads to innovative solutions and a more focused design process.
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Influence of Walt Disney on Disneyland creation.
09:39
Disney's interest in history, futurism, and his hometown shaped the design of Disneyland to create a sense of adventure and curiosity in visitors.
Similarities between Disneyland and video game level design.
Use of maps and attraction posters in Disneyland and video games to guide and engage visitors/players.
Incorporating personal interests and clear paths for exploration to immerse visitors/players in the worlds of Disneyland and video games.
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Posters in video games serve as foreshadowing and provide information to players.
11:35
Examples include posters in Bioshock advertising different abilities and Mortal Kombat displaying locked boxes that can be unlocked as players progress.
Posters help players make connections and feel a sense of progression within the game.
The use of posters as interactive maps is highlighted, showing players their journey and hinting at what is to come.
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The layout of Disneyland is strategically designed with previews and weenies to attract and guide guests.
14:36
The Disneyland castle acts as a central weenie, leading guests to Adventureland, Frontierland, and Tomorrowland.
Each area offers new objectives and attractions such as Big Thunder Mountain and the Tarzan Treehouse.
New weenies are introduced throughout the park to keep guests engaged and exploring different areas.
This design provides a variety of experiences and options for visitors to choose from.
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Importance of 'weenies' in game design for navigation and storytelling.
16:09
Weenies help guide players, convey narrative context, and prevent disorientation in 3D environments.
Examples include the use of weenies in God of War for storytelling and in Disneyland for directing focus.
Weenies act as landmarks for players to orient themselves and explore game environments effectively.
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Importance of guiding players or guests through deliberate paths in a game or theme park.
19:27
Highlighting the main route and secret paths for discovery and efficiency.
Familiarizing guests with paths for quicker access to main attractions.
Enhancing overall experience and making guests feel more knowledgeable about layout.
Strategy leads to a more enjoyable visit at Disneyland or any theme park.
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The concept of expedient paths in gaming.
21:55
Expedient paths provide quick options with fewer choices compared to regular paths in games like World of Warcraft.
Efficient paths in gaming save time and make players feel smarter.
Paths in gaming can contribute to storytelling and theming, as seen in Adventureland's path based on a densely populated African town.
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Design of Adventureland, Frontierland, and New Orleans Square in Disneyland.
22:53
Adventureland is designed to resemble a crowded African bazaar with limited pathways and various attractions.
Frontierland represents the Wild West, offering a sense of freedom and exploration with multiple pathways and open spaces.
New Orleans Square focuses on mystery and exploration, encouraging visitors to take their time and discover hidden gems.
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Importance of Lighting in Level Design
25:52
Lighting is used to guide players in Disneyland and video games like Crash Bandicoot.
Bright paths are utilized to direct player movement and prevent confusion.
Lighting serves as a tool to lead players in the right direction, enhancing the gaming experience.
Using light to draw attention and guide player progression is crucial in effective level design.
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The main goals of video game design include escape and survival, exploration, education, and moral lessons.
28:22
Examples like Zelda games and The Force Unleashed use level design to educate players about various topics.
Moral lessons from sources like Pirates of the Caribbean can be integrated into game design to influence player choices.
These elements add depth and engagement to gameplay experiences.
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Moral lessons from a pirate-themed video game level and Euro Disney attraction.
30:26
The segment features encounters with dead pirates and warnings about greed and sin.
Pirates are portrayed as villains with negative outcomes, emphasizing ethical decision-making.
The speaker reflects on the importance of making ethical choices based on the experience.
Euro Disney attraction reconstruction offers the opportunity for enhanced storytelling elements.
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The unique storytelling approach of the Pirates of the Caribbean attraction at Euro Disney Land.
32:30
Bioshock as a video game that effectively conveys moral lessons through gameplay.
Main Street at Disneyland offering a nostalgic experience for older generations through its backstory on Walt Disney.
The importance of showcasing simpler, non-thrilling, and affordable attractions in theme parks.
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Importance of frequent checkpoints in gameplay.
36:09
Checkpoints provide resting points for players in games like Angry Birds and Final Fantasy, allowing breaks and easy return to the game later.
Small distractions, like interacting with kids playing jump rope, enhance the gaming experience without progressing the story.
The concept of a hub as a safe space for players to regroup and reorient themselves is discussed, drawing parallels to Disneyland's hub for guests to reunite if separated.
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Enhancing Theme Park Experience with Hidden Treasures
38:35
Adding small distractions and hidden treasures, like Pirates Lair in Tom Sawyer's Island, increases excitement and depth for visitors.
Encouraging exploration off the beaten path, such as finding fake treasure, boosts visitor engagement.
Utilizing treasure maps and interactive elements, like a suspended treasure chest, brings a playful element to the park visit.
Non-monetary rewards, such as these hidden treasures, contribute to the overall enjoyment and immersion in the theme park environment.
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Disneyland's attention to detail and surprise elements enhance guest experience.
39:50
Themed objects and interactive features, such as funny sounds and rewards, create immersive environments.
Walt Disney designed closed-top trash cans for park cleanliness and aesthetic appeal.
Incorporating storytelling techniques like illusions and narratives are essential for engaging game levels.
Reusing assets and unexpected twists contribute to a sense of realism in virtual environments.
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The Peter Pan flight attraction demonstrates economic storytelling through a compact space.
42:14
The attraction utilizes statues and positioning to create a cause-and-effect narrative without excessive movement.
The importance of careful scenario setup in game design is emphasized.
Contrasting examples of well-executed and poorly thought-out character scripting are discussed.
Strategies like reusing animations and voiceovers to save time and resources are highlighted as effective game development techniques.
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Incorporating elements of danger and excitement in video games can increase player engagement.
45:53
Examples like Disneyland attractions and the Indiana Jones temple demonstrate how cues like narrow bridges, fires, and danger signs create a thrilling experience.
Foreshadowing, statues, and carvings further enhance immersion in the game.
The success of these attractions is not only in the ride itself, but also in the design of the queue to build anticipation and excitement.
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Tips for building suspense and tension in level design.
47:35
Utilize elevation changes and misdirection to create suspense in gameplay.
Examples from Dead Space and Indiana Jones queues are used to illustrate effective design techniques.
Storytelling is crucial in creating compelling experiences at Disneyland.
Educating visitors on the backstory of attractions enhances immersion and engagement.
Psychological elements like anticipation and fear are key to captivating audiences in themed environments.
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Highlights of the Indiana Jones attraction.
49:55
Interactive elements such as decoder cards and surprises like ropes and poles are included.
A tutorial level is available to teach guests about safety measures, including the use of seat belts.
A map of the attraction is hidden in the solar room, displaying all the dangers and details.
The design of the attraction aims to create anticipation by having guests navigate through obstacles before the main adventure.
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Design elements in Disneyland for immersive experiences.
52:41
Importance of storytelling, player interaction, and environmental cues in guiding the player's journey.
Use of lighting, illusions, and strategic placement of objects to engage and train players.
Role of maps and posters in directing player movement and maximizing emotional impact.
Designing levels that prioritize player experience and immersion through thoughtful storytelling and environmental design.
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Real skeletons were once used in Disneyland attractions, with 1994 skulls in an Indiana Jones room and the last real skull mounted in the Pirates of the Caribbean.
54:07
The use of all real skulls in the park became illegal due to ethical concerns.
The speaker has written books on game design and offers them for sale.
The audience is thanked for attending, and a picture is taken to prove their presence.
The speaker answers questions and addresses design elements in attractions to ensure everyone has a good time.
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Immersive experience at the Indiana Jones attraction focuses on storytelling and character immersion.
57:30
Cast members are dressed similar to Indiana Jones, enhancing the guest experience.
Initially, attractions like Mr. Toad and Snow White did not feature main characters for an immersive experience.
Over time, the addition of figures of main characters became expected by guests.
The design emphasizes the importance of storytelling and providing the right information for an engaging experience.
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Engaging the audience during breaks.
59:14
Encouraging audience participation by asking for questions and comments.
Providing assistance with book copies for those interested.
Expressing gratitude for the audience's engagement and participation.