Wednesday, October 14, 2009

Disney legend John Hench Grand Interview and Video



Disney legendary artist and Imagineer John Hench was hired by Disney in May 1939 to work as a sketched artist and quickly moved to background painting for Fantasia and later Dumbo. He then joined the layout team on The Three Caballeros and Fun and Fancy Free, served as art director on Make Mine Music, did color and styling for The Adventures of Ichaboad and Mr. Toad , Cinderella, Alice in Wonderland and Peter Pan, developed the cartoon art treatment for combining live action and animation in So Dear to My Heart, created animation effects for The Living Desert , lead title special effect credits for the Academy Award winning movie 20,000 Leagues Under the Sea, worked with Salvador Dali on the animated short project Destino and moved to WED (now known as Walt Disney Imagineering) in 1954.



While at WED, John was first involved in the creation of Tomorrowland for Disneyland and then worked, among other projects, on the organisation of the 1960 ceremonies for the Winter Olympics, on Disney's contributions to the 1964 World Fair, and on Space Mountain. John also lead WED from 1972 to 1982 as Executive Vice President, and remained till 2004 WDI's "color guru".



In June 1996, I had the pleasure of interviewing him in his office at Walt Disney Imagineering. At the time of the interview, John was choosing the colors to be used for the Magic Kingdom castle during the Walt Disney World resort's 25th anniversary celebration.

And now, here is the 1996 interview.

ALAIN LITTAYE: How did you enter the Walt Disney Company?

JOHN HENCH: Well, it happened in 1939. I have wanted to be a fine artist painter, and I reached the point in art schools were I'd like to understand more about images and how images communicate information to people. And I was not getting very far in that from my professors.

So I thought that it would be easier to learn that (if) I worked in motion pictures. So I went to work with one motion picture producer who was developing a color system. This didn't do to me much good. All I did was pick (out) filters for the camera. The other thing I tried was working for special effects. Which was not what I was looking for.

So I finally came to Disney, who was hiring people for "Fantasia." I like classical music, so I thought "This is fine." And I found what I was after, because the studio had developed a great skill in producing images that have great meaning for people.



Mickey is one of the prime examples: Mickey has never been suspected of being an American export. It was déjà vu. They gave him a local name and he's been accepted everywhere he goes. Even in China. Children there, next to the Great Wall, who had never seen Mickey Mouse responded. So the studio did (have) that skill to communicate with images.

Of course, it gave the studio an enormous power, because I don't know any other place -- at that time -- who had that skill with images to communicate with. And the need of these kinds of images are even greater now than they ever were because we are losing our life symbols. We don't have too much ritual in our life anymore. And these life symbols which people rely on to keep their feeling of well being, that life is not too bad after all are required more and more....

AL: You went through a record number of different jobs while you worked at Disney. Which one did you enjoyed the most?



JH: I enjoyed all of them! I still enjoy all of them! But I was curious about how did it work, how did it function. And so I went from one job to another ...

Even the camera (department). One day, I told Walt: "I would like to work on camera for a while." He said "Well, really? What for?" And I explained to him that some of the scenes -- I was in background painting then -- didn't come out right. And I thought they had lit them wrong, particularly on the multiplane camera. So Walt said "Fine," and I stayed there for three years.

And I helped develop Disney's special effects department at that time, which helped very much when we worked on "20000 Leagues under the Sea."



Then I started to work on Disneyland, on the idea of a theme park. Walt said one day when he walked by my desk "I want you to work on Disneyland ... And you are going to like it!" And he kept on going. I didn't have even a chance to answer!

But I did like it. Because it was much the same -- the same kind of things achieved in the movies but in another way -- three dimensional. We have the long-shot when you're coming in, then people come to the close-ups. When you're going from Main Street to Adventureland, there is a threshold. The painting is different, you get information from your feet that you are crossing something, and the music is different, etc. Walt put everything he knew about communication with images into the park, so it was very familiar.



AL: When I am trying to explain to people in France who have never been in the park, I always tell them that Disneyland is a kind of accomplishment of the love of men for illusion. After the magicians in the ancient times, the modern magic from Robert Houdin, then came the cinema, and finally the theme park concept. Which is a kind of three dimensional illusion...

JH: That's right. And it achieved a kind of reality. Like these virtual reality games the children are playing with. I told them we were doing this 40 years ago! Disneyland is virtual reality...

Walt had a marvelous intuition. And because he understood people very well, liked them and had great respect for people, there was nothing cynical about Walt. In other studios I worked for, they were all cynical! When they did bad pictures, they were saying: "They won't know the differences!" But it©ˆs wrong, people do see the difference, and it's because they have feelings. They don't see it from the intellect, but from feelings.

And Walt understood all of those things, and even common things about people. For instance: Usually you get your idea of what kind of day it is by looking at the horizon, because the horizon is your eye level. So what Walt did is to eliminate the horizon. When you go to the park, there is no horizon -- just Disneyland.

And so the environment is very special, because nothing leaks in from outside. Even the sun is brighter! You have an impression of better weather inside the park than you do outside.



You know, since we're born, the first thing we fight for in life is that feeling of being alive -- and it's the last thing, too. We never want to give up that experience of being alive. And this is the secret of Disneyland: Everywhere in the park, it's like a pat in the back telling you: "You're okay. Life is good."

We've achieved this feeling, for instance, with the colors. The colors in the park are harmonious with each other, not like in big cities where they don't. Big cities are chaotic. And chaos for humans -- who have experience from their ancestors -- is the last step before conflict. So, in the park, every kind of visual contradiction has been eliminated.



We were trained from our work with cartoons. Everything who was on the screen was chosen. Anything who was not there was deliberately not there. In live action movies, you just hope that everything works. Because the actor may had a bad morning and doesn't play good, or accidents happen continuously. Many things contradict what you are trying to say. But in cartoons, nothing contradict what you want to say. And I think that's why Walt got into cartoons, because he knew he would have control. A director doesn't have much control, really. Only a little. Except maybe some great directors like Stanley Kubrick or David Lean. Because they're fighting for ...

AL: Talking about movies: You told me before that you worked on "20000 Leagues under the Sea." What kind of special effects were you involved?

JH: Well, there were a lot of special effects as you know. I did what we call dry for wet effects, some of the miniatures work and two animation sequences.

I even took the place of the actor who played Professor Arronax. It's the scene where Professor Arronax is sitting in his cabin, making an entry in his diary about a storm overhead on the surface, but quiet and calm where they were underneath the water. We could not find Paul Lukas that day. So I put on a coat and played his role. Actually, it's my hand that you see writing on the diary. Not in spencerian script, because I didnˆt had time to practice. You'll see it in the movie.



AL: There was this famous animated project called "Destino" on which you worked with Salvador Dali...

JH: Oh, "Destino"! Yes, it was with Salvador Dali. The theme of "Destino" was about space, time and love. It was supposed to be 10-12 minutes long, and included in what they called at that time a package picture, with a number of short subjects that make all together a long feature. It was supposed to be with "Three Caballeros," "Make Mine Music," etc. But at that time, suddenly our distributor -- RKO -- didn't want any more of these package pictures. So Walt reluctantly suspended on the film.

So there is only the story plus a 30 second test that I did. Because I thought that -- when Walt had seen these images on the screen -- he might want to go ahead with production of the picture. I shot a test with Dali. It was supposed to be animated, but I didn't had any animator! So we did something which was more animation effects than real animation.



But the story was complete as were the storyboard too. And even the plans for production. Walt was sorry afterwards. He said we should have gone ahead and made it anyway. Because of the value of the document.

But working with Dali was wonderful. We shared the same sense of irrationality. He came every day at the studio for about a year. There were breaks in between of course, where he went back to his home in Spain. I went up there. We were good friends and we did many other things later. I helped him for the "Leda and the Swan" painting, for instance. He was not good at perspective of shadows. I helped him on several canvases...



AL: What was the origin of the project?

JH: Dali was working for Warner Brothers on the Hitchcock movie "Spellbound", and he stayed at Jack Warner's house in Beverly Hills. And Walt met him at dinner, because Jack Warner and Walt were friends. And Walt asked him if Salvador would like to come over and do something for us. Dali said "Yes." And so he came at the studio.

We had a piece of music, and Walt said "Why don't we make a short animated out of this?" And that's how it happened. The music was very banal, but Dali didn't mind, because he knew he could get a handle on anything. He could take the banality out of anything!

The fact is that Salvador enjoyed banal things, really. He was crazy about the western pictures, the worst ones in the world. And he reinvented the whole story. From the stampede and the long horn cattle, he will tell you that -- in fact -- it was all about the libido of one of the actors!

So he was never bored by anything, because he re-interpreted. One of the things he was doing was taking the dictionary and making a Dali equivalent for every word. He reinterpreted each word in a "Dalinian" manner and gave it a new meaning! This is a tremendous work!



But Walt and him shared the same kind of optimism. Walt believed in himself, and he was optimistic about what he wanted to do. He just knew it will be okay, and Dali was the same way. They had a great deal in common that way.

AL: Can you tell us about the Disneyland attractions projects you work on and that were never built?

JH: Well, nothing really important. Nearly everything was built. One was ten years later and ... Of course, there is this Chinese restaurant project with a golden dragon and Confucius to entertain guests. Both of them were Audio-Animatronics, and Confucius was there to answer wisely to questions. It was supposed to be in the second street project for Main Street. But who knows? Maybe it will be built one of these days. We never throw away any idea...

For instance, some early ideas for Florida were done only recently. The idea of a little village was there from the beginning and now we have this "Celebration" village. Same thing for the Disney Institute. Walt talked about this idea in the very first.

Some other ideas had changed from their initial concept. The "Tiki room," for instance, was supposed to be a Polynesian restaurant. I had ordered tables, I had bought all the furniture. And Walt was listening one morning to a rehearsal of the show, and he said: "If we get rid of the tables, how many more people can we get in here?" So I took the tables out, arranged the chairs in a certain way, etc. ... And he said: "That's what we gonna do. I'll handle the man who was to operate the restaurant. So we can make a show out of it."

But the "Enchanted Tiki Room" show was all done, and it was a show who didn't had a curtain riser. It didn't had a start. It was supposed to start up very gradually. Walt's idea was that -- as soon as the people who were dining got through their main course (They were supposed to all be seated, served at the same time), when they got into the dessert ... This music that was supposed to only come from tapes like in any restaurant ... Something would happened. One bird will start to do a little jazz thing, and another bird will start to answer. And people would have say: "Something is going on here! What is this?" and the show would have come very gradually...

But, with no restaurant, you can't make a show like that. It must have an overture. And we tried to do something about that right up until the last minute before the "Tiki Room" 's official opening.



The show is being changed right now, by the way. Jeff Burke is doing it for the Magic Kingdom. And I think it will be better, with new birds, master of ceremonies, etc. ...

In the first version, we had to pretend that he birds were asleep. Somebody came in saying "Hey, wake up, wake up!" And we started the show that way which was very bad. I was always embarrassed about this. Because you can't design a show for one operation and then make a change so radically.

And not to mention this Offenbach music in the middle. Which is incredibly boring! I remember that I protested. I'm not a musician myself. But we had a big fight, the composer who did the music and me. His name was Buddy Baker. I'll never forget him!



AL: Do you have memories about the original Epcot project?

JH: I worked on the concept, the first layouts and designs for the property. I worked on all the attractions concept. I remember that -- at the beginning -- we had two separate models for Future world and world showcase. And Marty Sklar pushed them together, and we combined them.

I don't think that was too successful. Because I always thought that the two of them should have been more separate. Also I had planned the monorail station to be in the center. So that one day you would have (had to) go to World Showcase and then the other day to Future World. And I still think that would have been better.



AL: What was your worst challenges on your works for Walt Disney world?

JH: Well, I suppose that every time there is difficulty. I remember about Space Mountain: It took us ten years before we found the technology that would allow such a ride. And during these ten years, I had a model that I kept, waiting for the technology we needed.

And one day, we finally found out the technique of separating and getting information about where every train would be at any moment. Of course, I went over budget many times, because -- as you go along -- some things improved, and you get better ideas. And you get advantage of what is there and all that cost money.



When we started a project, all my focus was on it, night and day. You never forget it until itˆs done. I suppose I always had a passionate relation with the projects. Because, you know, it's never a hard work when you enjoy yourself. Look, I've been here since 57 years, and I don't have to explain why I've stayed so long. I always enjoyed it.

AL: I can understand that. Where else somebody can give you 100 millions dollars to build some big toys?

JH: Nowhere, that's right. And no place where they believe in big toys.



AL: What is your favorite achievement on Walt Disney World?

JH: Usually, it's the last thing I've worked on. Now, I worked on colors. Color is a very critical thing. I've found that architects don't like colors. Engineers too. And so somebody has to stand in. Because this is the finish of it. It is the emotional part of a structure. I had great satisfaction in doing that.

AL: Sam Mc Kim was a specialist of western theming, Marc Davis was famous for the humor he introduce in the attraction. What was your specialty?

JH: Well, I suppose that I was a kind of consultant for taste. Is it good taste? Or bad taste? I had an attention to detail, to what would tell best the story. Because many people get excited about the work and drift off from the story.

Like "Pirates of the Caribbean," for instance. When you get in, you see on the door: "Pirates of the Caribbean." So you expect to see pirates. Then you get on the boat, so you think: "This is okay. We're going to see pirates." The boat goes out and the first scene that you see is the restaurant. So people think: "Hey, these are not pirates. These are people having lunch. What happen to the pirates we are supposed to see?" Then we go down the chutes , and it's where the pirates were. But they're all gone. There is nothing but skeletons down here!

Well, it was never supposed to be like that. Walt died before we had finished. The original idea of Walt's was that you came down there, into the caves, and there were no pirates ... But they had been there just seconds before! There was a hot meal on the table, steaming. There were no jewelry hidden. Walt wanted this atmosphere: They were supposed to live here, they've been outside somewhere, but they could come back at any minute and catch us...

Then, you were supposed to discover the city, where they were. But because somebody like skeletons. And that they discovered that they were available at a cheap price, we used too many skeletons all over the place, and the public got the wrong message. Now people don't know what it was...

AL: In the Paris version, they put the skeleton at the end, not at the beginning.

JH: Well, at least they've learned something!



AL: Have you been to Disneyland Paris?

JH: Yes, I like it. The colors I choose there was to paint the first hotel, the Disneyland Hotel. Because of the cloudy sky we had in Paris, it had to be a particular kind of color who will fight those grey days. And also something you can see when you're driving up ... "There it is! We're arriving! " And I think it works well. Better than the castle. Someday, we'll have to paint this castle all over again!

AL: You knew Ray Bradbury who helped the Imagineers on the Orbitron concept. What was your relation with him?

JH: Ray is a good friend. And he was a good friend of Walt, too. We worked on several things for the world's fair together, on some of the exhibitions for industrial companies, and we're still consulting him occasionally. In fact, I think the studios are working on a cartoon picture from one of his books. He has talked with Roy Disney about it. But I don't know at what point is the project.



AL: What are you currently doing at WDI?

JH: Well, I happen to be working on two hotels. One is being rehabbed, repainting.And the other one is a large one. 1900 rooms, themed on the Southwest of the United States. New Mexico, kind of. It's an enormous amount of work: there are 28 separate buildings, and I work on the choice of the colors for everything. Outside colors, balcony colors, etc.. And all of this has to work together, in harmony.

I work also on the WDW castle. We are going to make a big cake out of it for the 25th anniversary. It's a big work. The logistic of that is just enormous.

AL: What is your fondest memory of Walt?

JH: I always admired his optimism. He seemed to know the direction he was going to. When I was at the studio, I remember he kept driving all of us back down to a more fundamental level all the time. When we tried to use -- let's say -- an event that was current, he said: "No, don't use that! It's all right for now. But I want these pictures to come back for years and I want them to have a meaning. If you use that now, it will be okay for today. But four or ten years from now, what will it mean?" And he was right: We still can release a 40 years old picture, and it's still good because it still has meaning.

Another memory I have is when I was working on a Stravinsky animation adaptation. It was supposed to be a ballet, and I didn't like it. Walt said "Why?" And I told him that I didn't know anything about ballet. And he said "Oh....Well, here is what I want you to do."

And Walt called the impresario of the Ballet Russes of Monte Carlo. And he arranged for me to go sit back stage for the whole season! For all the performances! And I made a thousand drawings, went back, and did my job without any complain.

Walt often did these kinds of things. Like letting me go to work down in the camera department. Who does this now? Nobody! You have a job, and you stay on it all your life now. Nobody now is going from department to another department. Only Walt did that.

I was very fond of him, really...

AND NOW , here is a youtube video where you will see John Hench with Walt , during the Disneyland 10th anniversary TV special.





Thanks to leave a comment or discuss this article on D&M english forum on Mice Chat

Interview recorded June, 24, 1996 by Alain Littaye, with the friendly help of Didier Ghez for the questions, and previously released on the JimHillmedia web site.

Photos, artwork and videos: copyright Disney

Thanks to freedogshampoo for the youtube link
Editor's Note: Disney and more Best-of is going on and today i repost the fantastic Tom Thordarson TDS Mysterious Island artwork article. Probably the longest article ever posted on Disney and more and the most acclaimed too, don't miss it, it's truly a great article!

And once you've finished the reading don't miss AL lutz new update on Mice Age. Al will tell you everything about Disneyland's new president Georges Kalogridis, the upcoming inside the park of Starbuck's Coffee and much more!

A Tribute to Tom Thordarson - a.k.a " THOR " - Artwork - Part Three : Tokyo Disney Sea Mysterious Island



Here is the part three article of my Tom "Thor" Thordarson artwork tribute. After being Director of Attraction Development at MCA Universal Studios, Hollywood, Tom became a WDI Disney Imagineer with his role as a Director/Senior Concept Designer.

Among his many assignments at Disney was the task of the concept design for one of the main "E-ticket" rides for the new Tokyo Disney Sea theme park in Japan called, "Journey to the Center of the Earth" the top rated thrill ride of Tokyo Disney Sea. Tom was also a key team player in the early design phases of many other attractions for Disney Sea, especially 20000 Leagues under the Sea at Mysterious Island.

Those of you who had the luck to visit this gorgeous theme park and remember Mysterious Island rides will see below how important Tom Thordarson's contributions were to the design of these rides.

First, i want to thank Tom very very much for the beautiful artwork and pictures he kindly provided to me for this article.

Here is Tom, in his own words, remembering his work on Mysterious Island and Journey to the center of the Earth:

"When I was first invited to be part of the TDS team, it was truly a project that I cannot recall being more excited about. Mysterious Island, with it's magical energy full of classic adventure was where everyone knew I belonged focusing upon, though I played with concepts for Port Discovery as well. They basically said: "This is based on the Jules Verne book in general, but give us your take on it." Disney had explored it loosely as a studio tour designed by Scott Sinclair, but I was allowed to use or scrap any past ideas as to the content of this story as it would become a ride.

I watched the movie with Pat Boone and read the book. I sat in my office at Imagineering for close to a year creating this ride in countless drawings, storyboards and paintings. I presented this ride again and again and was told by staff that my sound effects and enthusiastic body gestures were a "hard act to follow". lol! Michael Eisner was chuckling and well entertained repeatedly at my performances, I recall well. One Corporate Exec. stated, as I finished the very first presentation with my story boards, "Is it HOT in here..or is it me?
I truly lived this ride...over and over and by the time it was in show model form, I felt I had ridden the thing a thousand times. Every rock form, creature and sound was something I had to describe to the team in drawings and verbal dramatizations."

The first paintings below are Tom's artworks for "Journey to the Center of the Earth", Mysterious Island's feature ride. They are presented here in the chronological order of the attraction (If I'm not mistaking!) and also with some pictures that were shot before the opening, all from Tom's personal collection.

Here is Tom's design for the "Terravator" - the lift which "carries" the guests "deep down" to the load area.




This next artwork is Tom's painting for "Journey" load area. Long before it was built.



All the decor of "Journey to the Center of the Earth" is, of course a "subterranean" decor. So, as it is often the case at WDI, Tom and his early team went exploring caves for references for Journey's design. Tom is on the bottom right of the second picture. Tom says, "I could go on forever telling everyone about the details. I have included pictures of one of my early research trips into actual caves where i took countless photos. We had rangers take me deep into the caverns below where most people have ventured in tours. But I had to make all this bigger than life. I had to learn from real nature, but then project a sci-fi logic to the rest."




The painting below shows the entrance of the vehicle inside the "crystal scene".



Tom did a scale section drawings to help WDI set designers translate his illustrations...



...and also pictures of the model of the crystals scene, where Tom placed every Crystal in miniature. All translated accurately into the final ride.



Tom now explains more about this scene and how he designed these "crystal vortex's".
"I placed ever single crystal in the model for the rockwork department to chart and blow up to scale in the actual ride precisely. The way this looks is all out of my head...not anything real. I designed this "Vortex" of crystals as an idea where there was a "swirling energy" in the earth that caused these formations..like a magnetic tunnel. All the rock formations from the beginning to the end, I designed to have a psychological effect. In the beginning, the forms are friendly shapes like swirls and circles and crystals. As we move into the more dangerous and dramatic areas, I designed the look to be sharper and actually look like the rock shapes are "pulling you" or forcing you towards the creature and out the volcano's eruption. Again, when I design a ride or even just a painting, every form tells a story. Rock...seems simple but it is a stage and opportunity to tell a story...that can allow us to control our audience's emotions, depending on how we stage it."




Here are two rare pictures of the real set decor shoot before the park's opening...




...And a picture of the crystals with the show vehicle.



Tom also did all the storyboard sketches for the ride like this one below. As you will note in the early concept, Imagineers envisioned a kind of "train" of three vehicles together.



Here are two storyboards for the "mushrooms forest scene"...




...Two "fabrication drawings" for the mushrooms of the mushrooms forest scene. Tom had to draw all these details for construction.




And one painting for the same scene.



Did you note these little animals with their back colour red on the painting above? Well, Tom did this next artwork to describe how these life forms should look with a "phosphorescent" back.



Tom also did artwork showing some subterranean animals like this "caped skenk"...



This next one is a "Moss Plucking Skenk". They were both ideas...but the one below became the final design.



Tom also designed this "Winged Nudibranch", a drawing for the production team.



The two next pictures are rare photos of the real decor, also shot before the park's opening.




Tom recalls, "In the Giant mushroom forest, I made it all up on my own. The movie was really fake and unimpressive. So, I researched real glowing fungi and mushroom species'. I created a world where light came from the natural bio luminescent mosses and plants and the water was full of phosphorus plankton. This thinking made me believe in my story and so I could paint it and describe it to others like it was a place that really existed. The creatures were my creations that I believed could really have evolve. The team was VERY amused by the names I gave them like the "Moss plucking Skenk", "flying nudibranch" and "leaping tri-pedal beetle". You should have seen the figure animation department trying to say the names when they were building the creatures. The meetings were a real hoot! The creatures have parts that glow because..well, they eat the phosphorus and glowing vegetation, of course."

Here are other storyboard sketches. A few ideas never made it to the finished ride...




This next one shows the vehicle entering inside one of the cavern scenes where guests can see the Lava monster's giant egg sacks.



The next picture is a photo of the model Tom Art Directed inspired by his renderings .



The photo below was shoot by Tom at WDI: "This is the "Test" in full scale using concrete that the WDI rockwork department did to show me. They wanted to see if they could duplicate my designs in the rack sculptures."



This next painting Tom created is one of my favorite and absolutely gorgeous. It shows the scene of the "Storm upon the subterranean sea" at the center of the Earth!

Tom states, "I did take certain key scenes from the book, like the idea of a "subterranean sea". Here is a rendering that shows the way I pictured such a place. A cavern so huge it had it's own weather and atmosphere inside. I wanted it to feel very phosphorescent and electrical and that those were the only sources of light so deep below the surface."



Of course there is the climax scene of the attraction, the encounter with the Lava Beast - in the ride, one of the biggest audio-animatronic ever built by WDI. Here is Tom's early concept for the Lava Creature.



...Tom's storyboards of the attack by the Lava Beast...




...and the spectacular final painting of the scene!



Here is a picture of the Lava creature, in "real".



Tom recalls, "I liked a few elements from the studio tour but things like the creature being a worm was not as exciting for me. I wanted to be scientific in how I made this ride believable. The creature, in my mind was a prehistoric life form that, because we were in a lava tube peppered caldera of rock, had to look like it could have evolved to withstand incredible heat and yet move through tunnels with great speed. If you look at the first drawing of the lava creature, it is almost like a crustacean, hard exoskeleton amour to insulate it from the heat. However, it could swim out into the undersea tunnels too, to the open sea. Even when I deal with fantasy..I like to believe it could be possible in some way."

Right after the attack, the ride vehicle is going up at full speed, escaping from the creature and the center of the Earth. Tom did some storyboard proposals for this sequence and here they are. The first one shows people as the vehicle is launched in his fun storyboard, but in reality, it's exactly how your face is looking in this high-speed scene!



The next one is a "leaping idea in the final run". For technical reasons the vehicle couldn't actually jump over a gap, but the final effect is almost the same.



Tom did also a concept for the car landing in a "lava tube" after the above "flight".



Tom has great memories about the design of that scene. He elaborates, "Then came to the part in the ride where the vehicle accelerates and we are sucked into the erupting lava tube. Just before we almost get eaten by the lava creature, we are blasted out the top of the volcano. I wanted it to feel like we are suddenly air-borne and maybe feel zero gravity for a short moment. Well...they said,"Ummmm, Ok...so for how long are we at zero g's?". I was busy painting a key frame at the time and said,..."Ohhh, I dunno, 10 seconds or something". Well..that taught me a lesson in being careful what you ask for as a show designer at WDI. Two days later they take me to a private pilot in Malibu. He was told to take me up in his small plane and test what 10 seconds feels like in zero gravity. He had said he could fly small parabolic arcs like the big planes do for NASA to train the astronauts. So....this we did!"

Tom continues... "I held a chalk eraser in my hand as I was loosely belted in the back seat of this flying Volkswagen of a plane...and the pilot, at 10,000 feet over Malibu began zero gravity manoeuvres. When the eraser floated from my hand, we were at zero G's and he held that speed and arc as long as he could...well, 10 seconds is an eternity at no gravity for the average person!! In the end, we never do zero in the ride as the ride was built...just about .1 or .2 for a couple seconds when you first blast out and down. Anyway...it was a fun memory."

This last concept-art shows the unload area of "Journey to the Center of the Earth".



We will now see Tom's artwork for 20000 Leagues under the sea.

Tom states, "Here are a few of the storyboards I did for the 20,000 Leagues Under the Sea ride. In the beginning, I was developing ideas for both rides. These storyboards and the familiar shot below of the first mini sub design showing the giant squid attack was my pass. It was the first image the press saw in the project announcements in the beginning of TDS. The ride was turned over to other art directors from there and I focused on journey through the finished models and drawing package."



The next painting below is showing some Atlantis clues...



And this one is a "view of Atlantis".



The next painting shows the 20000 Leagues ship graveyard...



And this one the "sunken ship hull".



This last "20,000 Leagues" painting is of course showing the giant squid attack as Tom saw it.



Creating a land or an attraction is never the work of a sole person of course, but considering the obvious contribution of Tom's design to Mysterious Island attractions, I think it's fair to say that he fully deserves the tribute I'm doing today, and I'm quite sure you agree with me. So, it's with pleasure that I let Tom conclude this article.

Tom agrees and states, in his own words, "With all my passion for these rides, they would never have made it to being built without all the amazing team I worked with at Imagineering. It definitely does take a team of minds to make it all a reality. I would like to personally acknowledge the talent of Imagineer, Greg Combs who was so instrumental in his leading the show/set effort that brought all this craziness into working drawings and reality. Also, to Imagineer, Gwynn Ballantyne, who took the baton into the field and saw that all this and her own creative contributions would be become something we could all step into as the ride it is today. Thanks so much Gwynn. Lastly, to fellow show designer and Imagineer, Dave Durand. He was the creator and Art Director of the Crystal Skull, Indiana Jones ride for TDS and I recall many a day when we had lunches in the courtyard there at WDI and inspired each other with our passion for making magic and adventure we believed Walt would be so proud of today!


Magic and regards, Tom (THOR)


You can watch a great Youtube video of Journey to the center of the Earth HERE and of 20000 Leagues under the sea HERE

I would like also to remember you that Tom Thordarson have his own web site and a gallery in Hawaii - more precisely on the Island of Oahu - where you'll be able to find his beautiful Tiki and Hawaian artwork, including the Tiki idols series. Some of them are on sale, and whether it is the originals or very affordable prints, any Tiki lover will find his happiness! Also, if you're a fan of Tom's artwork and want to contact him, feel free to do it through his MySpace page.

Tom have also a new gallery in Honolulu, Hawaii, in the U.S. Navy Exchange Mall. It's the "THOR STOR" in the NEX Mall. Most of his underwater and diver paintings are there now. Below is a painting he just finished, and you can see how his Disney Sea past influenced his work today.



Please have a look to the previous article to discover Tom Thordarson Tiki and Pirates artwork.

Thanks to leave a comment or discuss this article on D&M english forum on Mice Chat

All artwork by Tom Thordarson and copyright Disney and WED Enterprises

Last picture "Tentacle Difficulties" copyright Tom Thordarson