|Posted by scott on February 19, 2015 at 10:15 AM||comments (8)|
This is a project I just finished involving a clear, acrylic "cage" set. I had investigated several options for the skin including plastic shrink wrap, but settled on 1/8" acrylic sheets. They held up great - even with actors punching at it from inside. We used water effects and that looked really nice, too.
Here are some shots from yesterday's shoot.
|Posted by scott on January 17, 2015 at 6:55 PM||comments (0)|
I've been able, over the last few weeks, to complete the building, paint/graphics, and electrics for several of the targets in my laser shooting gallery. It's been a lot of fun firing up the space heater in my tiny workshop and bringing my drawings to life. Here are some photos of the process.
It's a classic "woodie" that forms the background to the Midway area of the game. The target is at the apex of the lift and when hit, ropelights lining the track will chase in a 4-circuit pattern to simulate the motion of the coaster cars. A sound effect of the first drop on a real coaster will also be triggered.
The shop drawing was taken directly from the Sketch Up 3D model I rendered last month.
The Midway section in the foreground is made up of 3 seperate "test your skill" carnival games. They are constructed out of wood and are hand painted before custom designed graphics are applied with spray adhesive.
"Burst-A-Balloon" where hitting either of 2 targets triggers a solenoid to push a cutout ballon up on guide wires.
"Feeding Frenzy" is my version of a water gun game where hitting the target displays a vertical pattern of blue LEDs and water drop SFX.
"Knock-Em-Down" is a bottle game where a direct hit triggers a servo to quickly drop a row of cutout bottles to a glass breaking sound effect.
No amusement park is complete without their own particular version of a hounted house. My design forthis one was inspired by the old haunted dark rides in traveling carnivals. There are 2 targets on this prop with different effects for each; the lower target triggers light behind the windows to reveal goulish shadows. The upper target is a little more complicated than just a relay trigger. I use 1 servo to actuate the movememnt of 2 ghosts sweeping into the upstairs windows then slowly retract back.
Thanks for checking out my progress! I'm in the process of building the case and being able to put the finished pieces into place. My next post will also get a little deeper into the electronics I've come up with to run everything.
|Posted by scott on January 5, 2015 at 11:35 PM||comments (0)|
The motivation for this side project was simply - something to get me through the Long Island winter. Remembering how brutal last winter was around the Northeast, I knew that whatever I came up with had to have enough substance to last more than a few weekends out in the shop. As I thought more about it - I wanted this new project to incorporate many of the diciplines that have always interested me; art, design, model making, electronics, embedded systems programming, and amusement parks! I was inspired by some on-line videos of homemade, single target, laser games and thought that if I built upon that and took inspiration from some of my favorite full-size galleries (Frontierland Shootin' Arcade; etc.) I could come up with something fun to build.
As I did more research I came across some great examples of homemade versions and full size versions, but a noticable lack of anything both substantial and portable got me thinking. How much game could be packed into a box small enough to be put in the back of a pickup truck and brought to a child's birthday party or summer BBQ? Something compact, yet interesting enough for repeat play?
So here's what I came up with. The "Step Right Up!" shooting gallery is a multi-target, laser-style arcade game themed around a classic amusement park setting. Follow me over the next month or so as I bring the project from concept to completion.
I started about a month ago. This is what my initial concept looked like:
And here's my refined 3D model from which I produced the working drawings:
The concept is that the whole game fits in a box that's about 3.5' high, 6' wide, and 16" deep. It folds in half down the middle to make its own case that can be put in the back of any truck or SUV. It will have it's own power supply for the various DC voltages required. Everything will be programmed using an Arduino Mega32 micro-controller. I chose the Mega32 for the huge amounts of I/O ports and its ease of programming - which I imagine will be changed many times as I write the code to run all the lights, servos, sound FX, and scoring.
Thanks for your interest in this very exciting project. Please check back for frequent updates as things progress. My next post will follow the construction of the various "rides and games", and I'll go into some technical detail on the design of each system.
|Posted by scott on January 19, 2013 at 8:40 PM||comments (0)|
As if designing a one-of-a-kind attraction wasn't challenging enough, my classmates and I were given just a few paragraphs to conceptualize an entire Theme Park! Here's what I came up with:
Since “Rock-N-Time!” needs a proper home, my theme park idea is based on American music. Musicland will be the only theme park in the country where you don’t just hear music – you live it. From recording to production to live performance, guests will experience the world of music by being immersed in several key cultural/geographical areas significant to American music.
The park is laid out in a “hub and spoke” style. The centerpiece is, of course, the Rock-N-Time! attraction. Maybe a giant radio antennae on top to serve as the weenie. It’s retail area is a multi-story mega music store. Then, radiating out from there – choose your adventure: Music City, USA – a recreation of the excitement and activity of Nashville’s prominent music scene, featuring an indoor roller coaster (similar to Rockin’ Rollercoaster at Disney), a miniature (in size, not scale) Country Music Hall of Fame, and a variety of clubs and restaurants. Creole Country – a walk down Bourbon Street and down to the Bayou, features New Orleans style jazz and funk clubs/bars/restaurants, a riverboat ride, and Mardi Gras parades and shows. California Dreamin’ – is a celebration of the surf music style. Water rides, an artificial beach, and plenty of outdoor shopping and karaoke clubs help recreate the “totally awesome vibe” of the west coast. Seattletown ( I know, the name needs work) – home of Studio S -an interactive audio/video recording studio where guests create their own custom music videos and recordings. Coffee bars and live acoustic performances alongside shops and cafés accompany the featured attraction. The Jimi Hendrix Experience is a multi-media presentation in the round chronicling the life of Hendrix who was born in Seattle. City Lights – this urban themed land is a re-creation of city streets featuring memorabilia shops, restaurants, clubs and theatres. This area becomes City Nights and stays open after hours. A big steel coaster with “choose your own soundtrack” feature is the main draw here. Finally, World Stage – is a 30,000 seat full blown live concert space for touring and regional music acts.
Access roads around the perimeter allow maintenance, delivery, and load in/out of touring shows. The landscaping changes with each land to enhance the themes with an emphasis on drought-tolerant plants and ground covers. The food service areas are as diverse as American cuisine can be, so any that can share kitchens will be laid out that way. Merchandise includes authentic local art from each area, recorded music in all formats, rare music memorabilia and clothing. Hey, how about a few themed hotels on property? All night bus service to City Nights- of course.
contact me at: SCOTT.P.SUPECK@DISNEY.COM