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Disney Designs Wild Spaces Where Man Meets Beast
Architecture for Disney’s Animal Kingdom is all about creating urban spaces for
wild animals, wild spaces for human beings and congenial surroundings for close
encounters between man and beast
Down to the minutest detail, Disney’s Animal Kingdom was carefully planned and
intensely developed on a 500-acre site to evoke a sense of adventure travel to
the edge of civilization and into a vast wilderness. Landscaping dominates as a
story-telling device.
Here on the southwestern edge of Walt Disney World Resort, Disney Imagineers
have created a nature-rich and protective environment for exotic animals. They
include everything from Komodo dragons to hippos, lions, crocodiles and
gorillas, herds of antelope and rhinos -- mingled where feasible, separated by
natural-looking or invisible barriers where needed.
Architectural scale is suppressed to allow trees to “overshadow” buildings.
Overall building height is limited to 30 feet. Many trees transplanted to the
site are over 40 feet tall. Some are man-made. Others are carefully arranged
dead trees or reshaped growing trees found on the site. In Africa, for
instance, they have been pruned to resemble such African signature trees as the
flat-topped acacia or maringa trees with their sausage-like seed pods added.
Disney’s Animal Kingdom “skyscraper” and principal icon is also a “tree” rising
145 feet over the center of the park. The Tree of Life is not only a
spectacular re-creation of nature with flexing branches waving over little
meadows and pools populated with animals, but a masterpiece of sculpture. A
remarkable 325 animal images large and small are carved into its wide trunk,
roots and main branches.
Surrounding The Tree of Life is the unique Discovery Island, a colorful melange
of art and architecture casually arranged as a celebration of the animal world.
As Joe Rohde, executive designer of the park, describes it, “Discovery Island
is like nothing on Earth -- a place where the love of animals bursts out in
vivid colors across the walls and on rooftops where folk-art carvings and
paintings portray every creature in the animal world -- real and imagined.”
Architectural critics have praised past Disney parks as examples of well-ordered
urban design with a rare ability to attract and entertain millions of visitors
in uniquely Disney stories. They do it with attention to every detail.
Walt Disney Imagineering designers, architects and engineers use highly detailed
“scenery” as an essential part of Disney story-telling technique, along with
vehicles, people -- cast and guests -- which give movement to the scenes.
Color, shape, scale, costumes, illusions, authentic decor and in some cases
inanimate objects “brought to life” through the Disney-developed system of
Audio-Animatronics® -- all are vital to the adventures of Disney parks.
Disney’s Animal Kingdom, however, carries this story-telling within themed
theatrical settings to a new high, creating a whole new entertainment park by
adding live and imagined animals. Unlike Disney’s other parks where designers
sought “cultural” icons like the Eiffel Tower, China’s Temple of Heaven or a
European royal castle to help visitors recognize their surroundings, Disney’s
Animal Kingdom architects avoided “cultural masterpieces.”
As Rohde explains, “We sought less extravagant forms of architecture to keep
human profile low and deliver a thematic message of humility in the face of
nature’s wonders.” Major “lands,” in addition to Discovery Island and Discovery
River which surrounds it, include Africa, DinoLand U.S.A., Camp Minnie-Mickey
and Asia.
Guests see animals as part of adventure stories. In Africa, for instance, they
board a camouflage-painted truck for an exciting safari, where the tire-marked
trail, the recognizably African trees, the rocky ridges and muddy river fords
look absolutely real. Sometimes they are. Disney’s Africa covers 110 acres but
seems like a thousand. Guests walk over a bridge across Discovery River and
down the bustling main street of Harambe on the way to the safari departure
point under a 40-foot baobab tree. Here is a “real” East African port town
weathered by time but struggling with the challenges of the new millennium.
Along the shore are the fishing nets and dhows of the seaside inhabitants. The
Swahili-inspired architecture features hand-plastered buildings with frequently
exposed coral rock substructure, walls weathered by sand and rain storms. Airy
arcades provide shelter and atmosphere with eating places and shopping along
the way. Corrugated metal and thatched roofs predominate.
While inspired by the town of Lamu in Kenya, Harambe designers chose not to copy
a single street or marketplace but to capture the essence of the busy coastal
city. They collected native artifacts, distinctive signs and designs right down
to the cracks in the sidewalk.
Since you are surrounded by a compressed scene of human activity in Harambe, the
contrast is even greater when you move into the animal forests and grasslands
ahead. The queue area for Kilimanjaro Safaris is characterized by small pole
structures and thatched enclosures which give way to progressively expanding
spaces as the safari begins.
You may catch a glimpse of the Wildlife Express steam train puffing its way
along the tracks from the vintage Harambe terminal to Rafiki’s Planet Watch.
It’s the kind of mud-streaked train you might see in Africa with local
passengers riding on the roof with their luggage or hanging from its louvered
shutters. The fact that it is a narrow gauge train makes its surroundings
appear larger.
For concept architect Tom Sze, the big challenge of Africa was to apply modern
materials and techniques which he used in past big-city experience to meet
tough building codes, then disguise them to look like crude native construction
of a hundred years ago.
Careful “aging” by Disney craftsmen makes new walls look old. And construction
workers can be trained (with difficulty at times) to abandon smooth walls and
precise edges to produce a crudely-made look. Achieving “the look,” however,
takes real artists who oversee the work at every stage
Buildings are even more primitive-looking in such areas as Pangani Forest
Exploration Trail. Where steel or concrete supports are needed -- for instance
in a “timber” dam which provides a glass window for underwater viewing of the
hippos -- they are covered with rough timbers, burlap or even epoxy coatings
carved to look and feel like lodge pole construction. A “leaking” timber wall
adjoining adds to the realism.
In some cases, however, primitive materials were found perfectly acceptable,
even to resist hurricane-force winds. Native reed thatch, along with the Zulu
technicians to install it, was imported from South Africa for roofs on several
buildings. It can be fireproofed and has natural resistance to pest and fungus
to last as long as many man-made materials.
Architecture is used to replicate nature in other ways. Typical rock
outcroppings in the African savannah, waterfalls and rocky grottos, a rushing
“Himalayan” mountain stream for the white-water rafting experience in Asia--
all were man-made to look like the real thing
Imagineers created an authentic look throughout the land of Asia with the
crumbling ruins of an ancient village, including temples and a maharajah’s
palace. The land’s rainforest habitat and striking aged murals further develop
the ambiance. Tigers live among the palace ruins, and other Asian creatures,
including a Komodo dragon and giant fruit bats, populate the area.
Designers have reproduced a dig site where children can play beneath giant
dinosaur skeletons in DinoLand U.S.A. The Boneyard looks absolutely real with
researchers’ tools and memos hung on the walls. Casts were taken from real
dinosaur bones found in places like Utah’s Dinosaur National Park, then
reproduced in a plastic-cement which looks and feels real.
Nearby is a light-tight building the size of a movie soundstage built for a
twisting, high-speed ride through time into the pitch-darkness of a mysterious
prehistoric forest where “living dinosaurs” roar and charge in the darkness.
DinoLand U.S.A. is a study in contrast. The dinosaur dig site and playground
known as The Boneyard is a jumble of spaces in disarray, while the well-ordered
natural beauty of Cretaceous Trail offers a serene home for plants and some
animals that are “surviving descendants” of the dinosaur age.
Fueling more fun among the fossils is Chester & Hester’s Dino-Rama! This
mini-land within DinoLand U.S.A. is a wacky dig-side attraction with rides,
dinosaur-themed games and Chester and Hester’s tacky but popular Emporium of
Extinction, always overrun with souvenir hunters.
Inside The Tree of Life in Discovery Island is a 430-seat theater where a 3-D
film special-effects experience with computer-controlled creatures celebrates
the lives of the animal kingdom’s largest population -- bugs.
In animal areas, design plays a vital role. Within guest view, feeding stations
were made to look like trees, stumps, reed clumps or rocky pools preserving the
look of the wild for both animals and human guests while encouraging herds of
antelope, hippos or giraffes to move from one area to another throughout the
day. The result is a complete scenario of life in the wild arranged for the
well-being of the animals and the amazement of guests passing through or
walking along the edge of the forests and grasslands
Overlooks were built where lions can feel at home. Gorillas at play can come
right up to a row of “bamboo” so they can be seen up close but still separated
from guests. Hidden moats and escarpments prevent other mingling of
non-compatible animal species, but always with a “natural” look
Disney designers traveled hundreds of thousands of miles to remote areas,
wildlife preserves and colorful communities. They’ve collected thousands of
sketches, pictures, artifacts and mental images to give realism and
authenticity to their story -- not content to depend on picture books, motion
picture films or periodicals. The result means real “adventure travel” for
millions of Disney’s Animal Kingdom visitors who may never get to Katmandu or
Kilimanjaro.
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