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  • Super classic feeling.  Agreed with terry on the floating rocks syndrome, sink some of those bad boys


  • ^ You're right, it's hard to express the artistic direction here without showing you the interior and then the rest of the studio spaces. This is one of the only facades where it's on a flatter level than usual but that's simply me experimenting with different formulas and trying to do the themes justice.

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    The whole park is essentially, exterior execution vs interior intense theming and I'm really excited for you all to see it.

     

    Got it, very interesting.  Should be a fun one to explore!
  • I love that this is maximalist but still extremely legible.

  • Good on you to carry the foliage into the underwater as well, definitely adds to the overgrown bank.


  • I'm trying to find some constructive feedback from that comment Miri but I'm struggling. It's not a show, it's an entrance to an indoor area of the park.

     

    "Compositionally poor"

    "Eyesore"

     

    Please leave that negativity out of this topic, I want none of what you're serving.



    The feedback was balanced.

    Path environment and decorations: Very nice.  Cozy detail. There's a reasonable sense of place identity, but the buildings says "COCO!" and the path just says "mexican cemetery."  Where's the party or the Calacas, where's the mystery?

    Building decor: pretty zesty.  Cool gradient treatment and relevant iconic imagery.  Using the indoor-outdoor transition to handle the on-theme transition between worlds is clever.  It's good park planning to put the real world in the real world and the fantasy world in the indoor area so you can enhance that submergence-into-another-world effect.

    From here, all I can say is that the storytelling could be better. 
    The path leading up to a magical transition into a fantasy world should be more exciting; this isn't as dramatic as it could be because it is totally flat and the destination building would be obvious the entire way.  The cemetery set changes a bit along the path, but doesn't offer any clear build in intensity or activity or focus as it gets closer to the portal.  If the building structure itself were more in-character, rather than painted with a sign that says the name of the character, then just seeing the recognizable thing in the distance might work to build anticipation.  The castle at the end of main street. But this is not a coco weenie - it's a warehouse.

    Disney is not fond of a noticeably large structure not integrated into the diegetic environment (except in their backlot parks, where the theme is that the building is a studio building, or in the case of a building being outside of a thematic character-world like with Epcot's futureworld).  Since this is a character-movie themed area that isn't obviously a Studios park, my expectation would be that the Disney people character-theme this so that it is like stepping into Coco.  That means Coco character scenes in the graveyard, the portal to the indoor area should be closer to the chapel-on-hill in the film, and that the building structure should not draw attention to itself.  Regardless of how slick the warehouse paint is, there's no warehouses in Coco-world and you're supposed to feel like you're in Coco-world.  

     

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