The Quotable Walt Disney


Kiki Thorpe - 2001
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Building a Dream: The Art of Disney Architecture


Beth Dunlop - 1996
    With the aid of extensive interviews with architects, designers and executives, this book sets out to show how a range of architects, from leading professionals to theme-part designers originally trained as animators, have integrated spectacular buildings into the far-flung Disney empire of theme parks, film studios and resorts.

Marc Davis: Walt Disney's Renaissance Man


Walt Disney Company - 2014
    All I have to do is tell him what I want and it's there! He's my Renaissance man." As such, Davis touched nearly every aspect of The Walt Disney Company during his tenure. He began as an animator, whose supporting work on Snow White and the Seven Dwarfs and Bambi inspired Walt to promote him to full animator. In the ensuing years, Davis breathed life into a bevy of iconic Disney characters, including Cinderella, Alice (in Wonderland), Tinker Bell, Maleficent, and Cruella De Vil. Then, in 1962, Walt Disney transferred the versatile Davis to the Imagineering department to help plan and design attractions for Disneyland and the 1964 65 New York World's Fair. While at Imagineering, Davis conceived of designs for such classic attractions as Jungle Cruise, Pirates of the Caribbean, and Haunted Mansion.As Davis had so many talents and hats, it is only fitting that this tribute be composed by a multitude of talented writers. Experts in fine art, animation, Imagineering, and filmmaking have come together to honor Davis's contributions to their realms. Each chapter is accompanied by a wealth of artwork, much of which was offered up by Alice Davis exclusively for this book. This volume is both the biography and the portfolio of a man who was, on any given day, animator, Imagineer, world traveler, philanthropist, husband, and teacher.

Designing Disney


John Hench - 2003
    His principles of theme park design, character design, and use of color made him a legendary figure, not only for Disney fans but also for students and aficionados of architecture, engineering, and design.Designing Disney reveals the magic behind John's great discoveries and documents his groundbreaking in several key areas: "Design Philosophy" examines the values, attitudes, aesthetics, and logic that went into the original concepts for Disney theme parks. In "The Art of the Show" and "The Art of Color," Hench reveals the essence of what makes the parks work so well. And in "The Art of Character," he lets the reader in on the how and why of the Disney characters' inherent popularity-their timeless human traits, archetypal shape and gestures that suggest these qualities graphically, and their emotional resonance in our lives.

Walt and the Promise of Progress City


Sam Gennawey - 2011
    He saw this project as a way to influence the public's expectations about city life, in the same way his earlier work had redefined what it meant to watch an animated film or visit an amusement park. Walt and the Promise of Progress City is a personal journey that explores the process through which meaningful and functional spaces have been created by Walt Disney and his artists as well as how guests understand and experience those spaces.

Secrets of Disneyland: Weird and Wonderful Facts about the Happiest Place on Earth


Dinah Williams - 2013
    Secrets of Disneyland reveals tons of behind-the-scenes tidbits about the theme park, along with fascinating facts that make it the Happiest Place on Earth. Filled with bright photos, fun quizzes, and information on everything from Main Street, U.S.A. to Mickey's Toontown and Frontierland, it's the perfect guide for planning the perfect visit!  Where else can you :- Visit a haunted mansion that's home to 999 spooks?- Plummet five stories in a log flume?- Fly over London in a pirate ship?- See 1,000 fountains that can shoot water up to 200 feet into the air?

Boundless Realm: Deep Explorations Inside Disney's Haunted Mansion


Foxx Nolte - 2020
    This ride has legions of devoted fans and influenced tributes, spinoffs and an entire entertainment genre: the seasonal haunted house. Why is this?Boundless Realm is a wry tour of the creaky old house on the hill, brushing aside cobwebs, uncovering obscure corners, and prying up the floorboards in search of the answer. Not just an attraction history, this critical appreciation - written with a connoisseur's eye for detail - encompasses American history, popular culture and folklore, and a sharp understanding of design to make a case for The Haunted Mansion as the 20th century's definitive haunted house. Entertaining and opinionated, Boundless Realm will give you a new appreciation for Disney's ultimate cult attraction.

Designing Disney's Theme Parks: The Architecture of Reassurance


Karal Ann Marling - 1997
    Tracing the relationship of the Disney parks to their historical forebears, Designing Disney's Theme Parks: The Architecture of Reassurance charts Disneyland's evolution from one man's personal dream to a multinational enterprise, a process in which the Disney "magic" has moved ever closer to the real world. This is a unique perspective on one of the great post-war American icons.

Little Known Facts About Well Known Places: Disneyland


David Hoffman - 2008
    

Amber Earns Her Ears: My Secret Walt Disney World Cast Member Diary


Amber Michelle Sewell - 2013
    What’s it like to work at Walt Disney World?Amber Sewell spent two semesters “earning her ears” at the Happiest Place on Earth, first in the CareerStart Program and then in the better known Disney College Program.During her time backstage, as the Cast Member areas of the theme park are called, Amber kept a diary of her successes and her failures, her moments of delight and her moments of despair, and most of all, her discoveries about what happens when the pixie dust settles and the guests have gone home.Amber will never feel the same about Walt Disney World again.After you’ve read her book, neither will you.

It's Kind Of A Cute Story


Rolly Crump - 2012
    It’s Kind Of A Cute Story is the life story of one of the most beloved Imagineers, Rolly Crump. Covering his long and varied career, including designing some of Disney’s most famous attractions and working directly with Walt himself, Rolly’s stories weave into a lighthearted yet riveting narrative of his life and accomplishments. Packed with over 200 photos, many of which have never been seen before, It’s Kind Of A Cute Story is a tribute to the life and work of a true original.

St. John Off The Beaten Track


Gerald Singer - 1997
    John was a still sleepy island, this updated version provides a respite from busy Cruz Bay. The guide offers an insiders view into the quintessential St. John with its hiking trails, scrambles and gut walks. Singer, a long time island resident, provides a framework for reference with lots of fast facts and an easy to read description of places of interest, flora and fauna, amidst a well laid backdrop of St. John s rich history and island legend. --Virgin Voice, December 2006 January 2007

From Dreamer to Dreamfinder: A Life and Lessons Learned in 40 Years Behind a Name Tag


Ron Schneider - 2012
    It's an intimate look into the creative worlds of Disney, Universal, and Six Flags Magic Mountain; a no-holds-barred memoir filled with wild characters and wilder concepts, complete with a step-by-step guide to how the magic is made!

Walt Disney's Nine Old Men and the Art of Animation


John Canemaker - 2001
    Think of your favorite moments and characters in Disney films from the thirties to the seventies and chances are most were animated by one of Walt Disney's "Nine Old Men." Through the span of their careers, these nine highly skilled animators exhibited an unparalleled loyalty to their employer. This book explores their artisitic breakthroughs, failures, and rivalries, and their individual relationships with each other and with Walt.

The Art of Game Design: A Book of Lenses


Jesse Schell - 2008
    The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality video games. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses—one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer—and will understand how to do it.