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Thursday 25th June

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Good Morning and bring on Thursday.  Look at this work, isn't it neat, wouldn't you think my collections complete...(which Disney movie is this song from?)


Everything you need to know - the task and tutorial videos can be found on the website below.  Today you are going to continue  - Lesson 2 Exercises 6-9 only.  You will complete lesson 3 tomorrow.

Try and be as creative as you can be.


Day 3 & 4 Lesson 2: Build your own attractions

This lesson addresses the question: what do you want to do in your themed land? It introduces students to the range of possible attractions within a themed land with a focus on dark rides. It exposes the importance of theme and storytelling in attractions in general. Following the creative development process at Walt Disney Imagineering, students envision and design their own dark ride. This includes both the artistic (beat sheets, models) and engineering (throughput, footprint) aspects of ride design.

You'll walk out of this lesson with a beat sheet (bullet point summary), a digital layout and a physical model of your attraction.

Material requirements: Includes activities that are computer based and activities that require the use of physical materials found at home.

Time requirement: 6 hours minimum (Wednesday and Thursday's lessons - this is about 3 hours each day, but you can do as much or as little as you like).


Exercise 6: Choose your ride system


What kind of ride system do you imagine will take people through your ride? Here are some key questions to answer:


  • Is the vehicle on land or in water?
  • How many riders do you plan to put in each ride vehicle?
  • Is the vehicle on a track or does it move freely?
  • Do the vehicle seats move or are they facing one direction?
  • How does this vehicle support the story of your attraction?

Provide a rough sketch of what your ride vehicles might look like.


Exercise 7: Paper layout


Activity: Create a paper layout of your attraction by drawing out the track and the location of each scene in your story. Use a blank page as the space (or footprint) of your attraction. Using a pencil draw in your track and your scene locations (number your scenes from start to finish). The width of your track should be at least as wide as your finger on the printed page.


Exercise 8: Ride simulator


Activity: Below is a ride simulator for you to test the timing and capacity of your ride layout from the previous exercise. Your goal is to fit in all of your track and scenes while hitting a capacity above 2000 people per hour. To do this you will need to select the appropriate 

car capacity


dispatch interval

. Be sure to avoid multiple cars per scene (unless that is part of your ride design!)

Question: Once you are done testing your simulation, answer the following questions.

  • What is your ride duration?
  • What is your dispatch interval?
  • What is your car capacity?
  • What is your ride capacity?
  • Did this simulation result in any changes to your ride? Explain.


Exercise 9: Scale model


Activity: Create a scale model of your attraction which can fit on a small table. Try to aim for a 50:1 scale, that means 1 meter in real life is represented as 2 cm (about 1 inch) in the model. Remember your goal isn’t to make a beautiful model but to demonstrate how the elements of your attraction will be arranged in 3D space.


  • Use simple materials you can find at home (cardboard, styrofoam, paper)
  • Start broad and layout everything first in 2D, then build things up in 3D
  • Add the little details after you have a rough 3D shape for your model
  • One way to identify scene locations is with small pieces of paper with drawings on them.
  • Once you finish your model you can try doing a ride preview using a small camera (such as a phone)


Hope you are having fun. Remember to email your ideas to


If you don't want to take part in the project you can carry out the week 9 work on Purple Mash.







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