Horizons, Part 3Managing
the Design TeamFriday, April 30, 2004 by George McGinnis, contributing
writer In this multi-part series,
retired Imagineer George McGinnis shares his memories of the beloved Horizons
attraction in Epcot. To start from the beginning, see Part 1 (link),
and continue with Part 2 (link). The
Industrial Design DepartmentMarty Sklar set up an Industrial Design Department
in July 1980 and asked me to manage it. This was preparation for the coming surge
of work on the various Epcot pavilions and their companion exhibits in Communicore.
Several recent graduates of the Art Center College of Design (in Pasadena, California)
were sent to my office to show their portfolios. I made recommendations and several
were hired. There was to be quite a learning curve for me, for now I was
to be giving assignments and directing design, rather than just designing. My
approach to designing at Walt Disney Imagineering (WDI) is evident in a 1966 letter
to my father, describing 1967 Tomorrowland projects: My work is interesting
in that I have several jobs going at once, and all rush. This was my style,
and I loved it. I had developed the technique of working back and forth
between two-dimensional layout and simple foam core models. These small scale
models not only aided and accelerated design, but also effectively presented concepts
to management. Not everyone is able to visualize from orthographic drawings. This
had worked well on projects such as the Space Mountains. During a very rushed
period on the Horizons project, I would build the small-scale models at home in
the evening so I could meet the schedule of the Dimensional Design Department
(formerly the Model Shop). I encouraged the new department's designers to
try this method. They were certainly able to, for model construction was part
of their Art Center training. These small models were intended to define space
with limited detail. After the concept's acceptance the department's Industrial
Designers detailed the scene, their drawings were then given to Dimensional Design
for building large scale walk-through models. Their purpose was to provide eye
level views of the finely detailed scenes (Horizons scenes were all one-sided,
unlike shows such as Pirates of the Caribbean). Sometimes the walk-through
models were rushed with preliminary sketch information. This was a cause for negotiation
regarding final details, when the full-size sets were constructed. Schedule being
all-important in production, management sometimes had to choose. Gil's kitchen
design was a case in point; it survived as he designed it. Models of this
quality have been used at WDI from the early days as an aid for show sponsors,
full-size set builders, and park construction crews to better visualize the finished
product. Walt Disney used an upside down periscope device to view his models of
Disneyland in true perspective to check how they would look on opening day. The
Industrial Design Department members were assigned to projects throughout Epcot's
FutureWorld. The group put out an immense amount of work over the next three years.
Having been hired after graduating from the Art Center, they never slowed down.
They were used to putting in long hours. The period of the department's existence
was indeed a wonderful experience, especially in group camaraderie. After all
the EPCOT pavilions were open, the department was dissolved. Some of the group
were picked up by project teams and others were let go. A fact of life, but a
new experience for me to tell a personthis is it. 
A great deal of this April 1981 concept plan for the first floor of Horizons (then
under the working name FutureProbe) was done with many people walking past George's
closed office door during an open house at Imagineering. Click on the image
for a larger version. Image courtesy of George McGinnis.
Meet the crew
- John Berman designed sets for SpaceShip Earth, Communicore and great
robots among other things. John has been designing backgrounds for the Simpsons
for years.
- Gil Keppler, who did so much of the Horizons work, was
picked up by the other teams. Gil brought amazing detail to his work as in the
more recent Tomorrowland projects.
- Ernie Soos designed robots for
Horizons' Looking Back at the Future scene, is now pursuing a fine
art career.
- George Trimmer detailed several Communicore hands-on
exhibits, such as Design Your Own Roller Coaster. (I've lost track
of George's whereabouts.) His farewell letter expressed deep appreciation for
having the opportunity to work at WDI.
- Greg Wilzbach went to the
Tokyo Disneyland Team and has lived in Japan during projects. Greg did a great
job detailing the Horizons Family Arriving in Space via Shuttle scene.
- Shim
Yokoyama painted both the Horizons Floating City and Space Habitat scenics,
and has since been a Project Designer for Universal Studios for years.
There
were also summer interns from time to time, both male and female. A New
Way of WorkingAs department manager, I found I actually enjoyed my work
more, for I could concentrate on scene layout, including forced perspectives,
sight lines, and special effects layout, such as the Pepper's Ghost effect. An
early concept model I created for the preshow queue was of the three kaleidoscopic
windows. These created huge spherical illusions by reflecting Bob McCall's inspirational
Horizons concept paintings of Nova Cite, Mesa Verde and Omega Centauri. After
concept acceptance, Gil Keppler designed and detailed the preshow space. He placed
faux sliding doors to nowhere for show in places. 
This April 1981 concept plan for the second floor of Horizons (also largely done
during that Imagineering Open House) shows the Omnimax theaters above the load/unload
area. Click on the image for a larger version. Image courtesy of George
McGinnis.
Near the time of Horizons opening, Dick Nunis, the President of
Walt Disney World, asked me to join him in a review of the pavilion. Dick had
an assistant with him. As we walked the queue, Dick was spotting locations for
trash cans, and put one directly in front of one of Gil's faux stainless steel
doors. I've read readers' letters to the Horizons Tribute discussion list (link)
commenting on this. Did Disney want to prevent guests from looking behind the
doors? What was Disney hiding? Dick and I hopped on the ride. When we reached
the Omnimax theater he was impressed, but something was missing. He wanted it
to have simulator movement, to enhance the scenes. Too late; he would have to
wait 'til Soarin' at Disney's California Adventure for the experience he wanted. Next
timePart 4: The Story of Horizons. Thoughts,
questions, or comments? Contact Mark here. |

Industrial designer George McGinnis began his career at Walt
Disney Imagineering in 1966. His senior project at Art Center College of Design,
a working model of a futuristic high-speed train, attracted the attention of
Walt Disney. George was invited to Imagineering by Walt, who showed him the
WEDway PeopleMover system in development. Walt proceeded to introduce
George to Dick Irvine, President of Imagineering, who invited George to become
an Imagineer. George's first assignment was to design miniature transportation
models for the Progress City display, for the Carousel of Progress attraction
that opened at Disneyland in July 1967. He was also responsible for concept
design of both the Mighty Microscope for the Disneyland attraction Adventure
Through Inner Space and the Saturn-style winged rocket with boosters
for the Tomorrowland Rocket Jets for Disneyland (1967). From 1967 to 1971, George designed WEDway PeopleMover trains
and parking lot shuttle vehicles for Walt Disney World. In 1971, he became a
show designer, involved with such major projects as Space Mountain for both
WDW (1975) and Disneyland (1977). In 1979, George became Manager of Industrial Design for EPCOT,
and later, Project Show Designer for the Horizons pavilion. He also designed
SMRT-1 and the Astuter Computer Revue for the Communicore
pavilion. From 1983 to 1987, George designed the Mark V Monorail train for Disneyland,
which debuted in 1987. Following that, George contributed design ideas for the
Magic Kingdom attraction Delta Dreamflight/Take Flight, designed the WDW Mark
VI Monorail, and designed tram vehicles for the Disney-MGM Studios Backlot Tour. From 1990 to 1995, George brought his skills as a show designer
to several projects for Disney theme parks around the world: boat vehicles for
Splash Mountain in the Tokyo Disneyland and the Magic Kingdom; Indiana Jones
Adventure ride vehicles for Disneyland; Space Mountain ride vehicle concept
for Disneyland Paris; river boats, safari vehicles, and steam locomotive
and cars for Disney's Animal Kingdom at WDW. Since retiring from Imagineering in 1995, George has continued
to work for Disney as a consultant for eight years. His last project was the redesign of the Disneyland Space Mountain vehicle. George was born in Greenville, Pennsylvania. He attended Thiel
College and Art Center College of Design, where he received a B.S. in Product
Design in 1966. George currently lives in Glendale, California, with his wife,
Marilyn. They have three grown children. In addition to his consulting work,
he enjoys history, traveling and an occasional design project for Entertainment Engineering of Burbank, California. Projects have included the Grove trolley at Farmer's Market and concepts for the new peoplemovers at Wild Animal Park in San Diego .
Mark is a veteran of many trips to Walt Disney World starting in 1972, with a few Disneyland trips also under his belt. He is also a Disney stockholder and a Disney Vacation Club member who collects Disney sericels, books, clothing, and just about any other thing with The Mouse on it that he can lay his hands on. Between visiting WDW, planning trips for himself and others, fantasizing about trips to WDW, and reading everything he can about Walt Disney and his legacy, there's not much time left for anything other than family time, but he's perfectly happy with that. Mark is a computer geek working for the State of New York. He lives in the suburbs outside Albany, New York, with his wife and son. Click here to contact Mark. 
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