universal design studios

“Jurassic Park”

To no one’s surprise, the world of the wildly-successful Jurassic Park films made their first theme park imprint with the 1996 opening of Jurassic Park: The Ride at Universal Studios Hollywood. However, when Islands of Adventure opened in 1999, it brought guests a more immersive and all-encompassing visit to the dino-infested Isla Nublar. Seen here is an early concept piece for Orlando’s Jurassic Park. Jurassic Park: The Ride, (renamed Jurassic Park River Adventure) can be seen in the top left, while a never-realized helicopter tour attraction can be seen peeking over the trees on the top right.

Art ©️ Universal Creative

Super Nintendo Land” 2016

2020 may be the year the Olympics return to Japan, but it will also be the year a pint-size plumber and his friends finally crawl out of that green pipe and into Universal Studios Japan in Osaka. This insanely-anticipated new area is Super Nintendo Land, Universal Creative’s latest immersive wonder coming to Osaka, Universal Orlando and Universal Studios Hollywood. Few details are publicly known about the project, but this recently-released piece of concept art confirms Mario, Luigi, Yoshi, Toad, Bowser and Princess Peach will certainly be welcoming guests by the time construction wraps in a few years.

Art © Universal Creative

Week 8/12 ch-ch-changes design studio, University of Auckland #ISA with Chris Barton and 16 Masters Students 📷: @isjeremysmith

“Universal Hollywoodland” 1996

In 1996, The Goddard Group and MCA Recreation Services were tasked by Universal Parks to conceptualize a full-scale, Hollywood-themed park for the European market. This 90s-heavy park would have featured IP such as Jurassic Park, Back to the Future, Apollo 13, Casper, The Flintstones, and Twister. The park’s icon would seemingly have been King Kong Tower, a drop tower that would anchor the central “Movie Land” land of the park. Like most parks, the master plan also included a CineWalk shopping and dining district outside of the park’s berm.

Art ©️Universal Creative/The Goddard Group

My Art Education Realisation

“I haven’t sat down and drawn in my own sketchbook in so long!”
“I really want to paint, but i have so much project work to do!”

Among art students you will very often find people saying things like this. My biggest realisation at college was when it clicked “Why am i not working the way i want to in my project work?”
During my first year of Foundation Art at college i had classes in various mediums from Glass to Photography, Life Drawing and Fashion. I was sitting in my Fashion class, the project brief was to design and make a pencil skirt based on Animals and Insects.
I started out looking at animal patterns, just blindly looking at things i thought would look nice on a skirt (Yeah, this was hard as a guy, but still fun).
A sudden rush went through my head, i looked down at my designs, they were boring, not very entertaining or captivating. This is when i realised i was being a sortof “robot” with my college work, just doing things to meet the brief and not things which i would love to create.
So i started researching things that i like. I looked for animals native to the UK. Then i had a thought to not link it directly to Animals or Insects. I drew out an idea for a teapot shaped skirt. My link with this idea to the orignal brief was that tea was transported on clipper ships which were often carrying animals like mice or rats.
With this change in my way of thinking, i achieved full marks in Fashion… something i had no interest in pursuing.
I started to change how i was looking at my projects in other classes.

Instead of using doing things in my own personal sketchbook, i did them in my project sketchbooks. I’d scribble on pages and write down lists of things i needed to buy. Carried them round in my bag and sat in town drawing people.
I was having fun again. Really enjoying what i was doing.

The end of the year came and i achieved 100% full marks overrall…

TL;DR: So, my advice to anyone studying art (or other creative subject):

  • Project briefs aren’t always set in stone. You can be as vague with it as you want, as long as you backup why with evidence.
  • Try and bend/break the rules. Go on, be a devil!
  • Have fun! If you’re not enjoying what you’ve chosen, THEN STOP what you’re doing and change. As long as you give evidence of your change it will give you more marks than handing in a half arsed piece of work that you don’t like.
  • Ditch your personal sketchbook, make your project book just as personal. Write/draw to your hearts content.
  • Most importantly, HAVE FUN!

Rather than improving stats, gaining a level in Scott Pilgrim Vs. The World: The Game expands a character’s repertoire of moves, providing more intricate and more punishing attacks the farther you go. Stats can be increased by buying certain items in shops, with new stats chosen by the player. This method of gaining moves and stats was included to allow a sense of progression throughout the game, without either A) stopping gameplay to allow the change in stats to be distributed, or B) allowing a player to statistically progress without ever having to actually complete a single level (as money is only kept if a level is completed, unless it is spent in that same level).