May 22, 2024

PANEL: Halloween Horror Nights at Spooky Empire

PANEL: Halloween Horror Nights at Spooky Empire

The creative team from Halloween Horror Nights at Universal Orlando Resort took the stage last weekend at Spooky Empire to discuss details about this year’s event. Today, we’re playing that entire panel for you. Watch the panel...

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The creative team from Halloween Horror Nights at Universal Orlando Resort took the stage last weekend at Spooky Empire to discuss details about this year’s event. Today, we’re playing that entire panel for you. Watch the panel here. Support for this episode comes from Gantom Lighting and Controls. See what you’re missing with a free demo. Subscribe to everything from the Haunted Attraction Network here.

WEBVTT

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Halloween Horrnites revealed details on stage at
Spooky Empire that's coming up on today's show.

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Welcome to the show. I'm Philip
on the ah N Show. We

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bring you the news and information you
need to prepare for Halloween. This show

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00:00:24.519 --> 00:00:27.079
is just one small part of what
we do, and the best place to

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00:00:27.120 --> 00:00:31.199
find everything is in our free weekly
industry newsletter. Check the link for that

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00:00:31.280 --> 00:00:35.600
at our website or in the show
notes. Okay. The creative team for

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00:00:35.640 --> 00:00:40.479
Halloween Hornites at Universal Orlando Resort took
the stage a last weekend at a Spooky

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Empire to discuss some details about this
year's event. Of course, not everything,

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because they never do it that way, but they did tease a few

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things and go into more detail about
one of the original houses that they announced

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there. Today we're playing that entire
panel for you, and if you want

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to watch a video version of the
panel, we have a link in our

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show notes provided by Kevin heinknek Okay, here we go in three two one.

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How need a Mordonze panel underway?
I just want to kindly ask that

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you please do not live stream this
event. This is special for your us

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here this weekend at Spooky Empire,
and before we get things under way,

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I'm going to hand the things off. He is the assistant director of Entertainment

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Production. Let's get clown, Let's
getty. Oh my dann shit, Well

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night, Welcome to the Halloween Hornized
panel. Everybody, We're incredibly excited to

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be here. I'm hoping you're all
excited to be here as well as k

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Cade said. My name is Dan
Shaw, and I am the assistant director

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of Entertainment Production, and I've been
a producer. I'm Halloween Horonized for so

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many years now and NHT ten has
been a part of my life for almost

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twenty years. And I'm just so
incredibly excited to introduce you to some of

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my colleagues that I get to work
with all the time, and to really

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take you on behind the scenes look
at how we design, develop and produce

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h ten. Is that sound like
something you want to hear about? That

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gonna be pret three you. Let's
give a more round of blots for all

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the rest of our analysts. Have
them come on out here. Paddy Brown,

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Well, well let's kill that again. Collines been round of the box

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for everybody, all right, So
we're gonna take about thirty minutes or so

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here to just kind of talk you
through, like I said, that behind

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the scenes look of how we design, develop and produce such an incredible event.

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And then we're gonna hopefully have a
little bit of time for a Q

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and A at the end and maybe
have a little surprise or two along the

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way. That sound great, right? It was sood. So we're gonna

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kick us off. We're gonna start
with Nicolette here, Niotte. Yeah,

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it's actually we're gonna do a quick
introduction. I think that's a good place

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to start. Let's start with Ramone
first, if you want to just tell

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us a little about yourself. Hey, everyone, how's it going. My

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name is Ramone. I am a
show director with the creative development team at

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Universal with Entertainment, and currently I'm
working on Halloween Horney's twenty twenty four,

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which we're all really excited about,
right, And they get to work with

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these awesome people on the daily,
So I'm very very fortunate. Hey everybody,

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I'm Nicolette Singer. I'm the producer
of Halloween Hornites from the Entertainment production

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team. Just like Dan love Halloween
Horenites. It's been my whole career that

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you know ever since I started at
Universal, I actually started as this character,

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so this is really full circle for
me and I'm really excited to be

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here. Hi, everybody, this
is super exciting. I'm Kelsey. I

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am the production manager for Halloween Horrnites
this year, so I work closely with

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Danna Nicolette and also very closely with
everyone up here. I'm one Euthenek.

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I'm a lighting designer and technical entertainment
been at Universal for thirteen years now,

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so I love Halloween or Nights.
It's a passion project. This is my

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first time is bookiemyer though, so
excited to be Hi, guys. I'm

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Patti Briswell. I'm a senior manager
with the Technical Entertainment Team. One of

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my co workers is Wendy Finnick.
I work with an amazing group of hundreds

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of technicians that make Halloween happen.
Managers and then designers like when do you

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help make sure that this is a
reality for you? Guys? Thank you.

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I'm Melissa Hill patrick Field, scenic
producer for Halloween Ortonites, and I'm

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fortunate enough to get to work with
some of the most creative people on the

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planet. Been at universals just sixteen
years, a lot of wild and fun

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stuff and looking forward to seeing some
more wild and fun stuff coming out this

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year. Hey guys, I'm Nick
Collins. I'm a senior CD designer the

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Entertainment Department and been with the park
about thirteen years and worked on a lot

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of the houses. You guys have
probably gone through one hundred times, and

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I sweat a lot, but I'm
not a stick arts Nikola. We obviously

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starts really early on in the process. It takes us a long time really

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to get things going. Can you
talk us through how early these are?

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Yeah, so, believe it or
not, we've actually started on HHN twenty

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twenty five already. So it's about
a fifteen month process. And we sit

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down with our creative development team and
our technical entertainment team and we figure exactly

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how long we're going to need to
concept all of that out, and then

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how much time we're going to need
our urn to figure out the how to

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bring that all to life. And
we can't really do that until our lovely

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friends over here in a creative development
starts to concept those things. That's really

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the first step. So I'll pass
it over to Ramon to not through that.

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Yeah, Vermone, I think that'd
be a great thing. So if

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you can talk us through that concept
phase really where we have an idea,

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we all have an idea of what
we want to do, but you start

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to flesh out what that loves.
The process is so collaborative. It usually

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starts in one big room with like
twenty to thirty people all coming together throwing

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ideas on the board to figure out
what concepts we want to move forward with.

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Right, they're show and rankers in
that room, and they're seeing designers,

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costume designers, a whole myriad of
people who come together to come up

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with ideas to see what we can
move forward with. Once we design what

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concepts we want to move forward with, then a show to writer and a

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designer are assigned to that hunted house, for example, and then from there

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they meet and start to flesh out
the scene by scene, what are the

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environments we're looking at, what are
some cool scares we can do? And

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then from there the thing that just
kind of grows and grows and rows,

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and we get to a point where
we can then start passing stuff off to

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our costume, makeup designers, lighting
designers to start to bring all of those

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elements to life. So it starts
with the spark of an idea again,

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people throwing things on the board,
see what we gravitate towards, and then

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we pick our concepts, move forward
and then fleshed out the rest of it

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from there. No, that's fantastic. And speaking of flighting designers, we

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happen to have one here on the
panel. Needs so in this early concept

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phase, obviously, as Ramon said, some of the tech designers are also

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coming up work. Can you talk
us through what that looks like and how

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you guys are integrated into a process. Sure, that's one of my favorite

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parts of the process is we're given
the environment, we're given certain asks,

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but we're able to add our layer. That's when like all these tech layers

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start getting added and oh, it
would be cool if we could do this.

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So what if we, you know, created this thing over here.

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And then the collaboration kind of starts
to grow and grow and grow, and

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we all kind of bounce off of
each other. So we also, you

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know you've been there, you know
your your path is. We like it

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to be nice and cozy, so
it's super scary. We all have to

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figure out how do we all co
exist in here? How are we delivering

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the scares, making it look cool, making it interesting, but keeping it

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immersive where you're not focused on the
mechanics of things. You're still in the

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vibe of the house, but you're
also entertained and then so part of that

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design too. Again, obviously the
tech design is starting to be fleshed out

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nick the scene design as well.
Obviously at this point it's starting to be

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clashed out, and you're in as
a scenic designer, you're also in some

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of those early concept conversations. Can
you talk us through and what it looks

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like on your end? Sure,
After we finish the creative development, we

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go we kind of incubate for a
little bit of all the ideas that we've

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talked about. All the ideas that
we've talked about, we'll go. We'll

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do research period style. If there's
an IP which is an intellectual property,

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whether it be a movie or a
film or a book, we'll do research

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with that video game, and then
we'll start doing sketches. We'll work with

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our other designers to find out other
things that we need to accommodate, like

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you know, putting speakers in a
room so that you don't see them.

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Things like that, talking about color
palettes, all the all the things you

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hear but when you hear design.
But then one of the cool things that

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we do is we lay out the
houses in a program called sketch Up,

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which is a three D modeling program. And we've recently, maybe in the

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last three years or so, thanks
to one of our designers, deal in

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Cola I think is here today kind
of got has turned on to using a

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little more technology, and we're using
metaquest virtual reality glasses like this Oculus.

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It's so cool because we can walk
through the haunted house months before we ever

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see it. We can we can
physically walk through look at every scare.

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And the cool thing about that is
it really helps us design smarter because when

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we walk through, if you turn
around and you're in seeing three, you're

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like, oh, no, I
didn't know I was going to see part

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of scene seven over there. So
it's a way for us to kind of

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do checks and balances and really informs
how we flash out the design that we'd

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give the best product for you guys. Yeah, and that's a that's a

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great question maybe for Ramon as as
a show director, as we're doing some

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of that previ previs and especially getting
to leverage some of these technologies like VR

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from from a concept of scares,
like what are what are some of the

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things you learn early on in that
process from a scare standpoint? Sure,

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yeah, Nick said, getting to
walk through the actual model and see the

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scares that you conceptualize months prior to
right, there might be certain scares where

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you're like, in my head,
I feel like this is going to be

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super super effective, but when you
walk through the model, you're like,

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actually, the way we kind of
turn that corner gives the scare away a

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little bit. Let's revisit how we
design the scene of the scare. So

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that's the benefit of programs like that
is that it can kind of tell us

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and show us what might work and
might what might not work as well as

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we hoped. And it's also really
fun to mess with people when they have

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a VR headset on. Really fun
awesome. So so Nicolette, we at

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this point in the process, we've
we've done some some conceptual work. We

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know what the concept of the house
is being done design work, We know

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what the scenic design ideas are,
what the tech design ideas are and so

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we know what it is that we're
trying to accoulish. Right as the producer

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of the events, one of the
things you have to work on is figuring

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out that how we are going to
achieve that. So what does that look

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like from your perspective at this point
in the process. Yeah, it's a

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contagued collaboration that everybody's talking about up
here. Truly, these are the experts

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and what they do, So it's
my responsibility to kind of keep that communication

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flowing. Okay, we've got this
really cool idea, it's exciting. Let's

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take it past that exciting point and
make it reality. A really good example

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I could give is who remembers dueling
jagons to choose their faith? Super exciting,

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how super cool concept. We all
saw it and we're like, whoa,

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this is awesome. We're going to
bring this retired attraction back to life

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in a spooky way. But then
we all took a moment and paused,

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and we were like dragons in a
haunted house. We figure that out and

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that took months of you know,
collaboration and conversation. You know, what

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materials are we using, How are
we going to accomplish the technical elements that

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need to go inside of that,
what material doesn't need to be made of,

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how do people get up there?
How do we still make it scary?

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So a lot of that is just
collaboration across here and then figuring out

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those really outside of the box things. That's kind of how I look at

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my role to support these people.
We have these really creative ideas. I

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want to take that off their plate
and clear the road for them so that

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we can truly make it happen and
continue to hopefully impress all of you.

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So I'm gonna look at you,
Melissa at this point as kind of the

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keeper of a lot of those things, at least on the scenic design end.

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What does that process look like for
you? As as all of the

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design teams are just starting to kick
out all of these ideas and drawings.

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It's pretty wild, you know.
I don't know if anyone wants ever ordered

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furniture online and it came in a
really small box with some really big instructions.

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It's kind of like that, but
times of thousand. So we did

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know hundreds and hundreds of pages of
detailed drawings that take these huge ideas and

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quantify those into two dimensional building instructions, and then we hand those to a

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bunch of artists and now we take
something two dimensional and turn it into something

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three dimensional, which is quite amazing. But we start with quite a few

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palets of lumber and then next thing
you know, we have amaze and the

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next thing you know, we have
a dead man's pier or carnival graveyard or

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some kind of crazy thing that certainly
didn't. It's much bigger than the box

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that it came in, and we
often have a lot of extra pieces left

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over and that we still can't figure
out where they go. I thought you

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were going to say that we started
with all the palettes of lumber and then

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it became all of the drawings that
we cut the other that's a different pressure.

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That's awesome. Sure, yeah,
So sticking with this same idea of

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Patty, similar question for you on
the tech design end of things, because

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the technical designers are continuing to generate
drawings and models anything like that, So

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what does it look like from the
tech design end of things. So we

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have been really working hard to integrate
our tech designers into that process much sooner

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so that they can work with people
like Nick and make sure that we are

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able to integrate those ideas and at
the appropriate times, and we're not sitting

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there looking at this giant facade and
going ooh, how do we do that?

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Now? You know, we are
working at lightning speed, and the

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amounts of collaboration and on the front
end, all the things that have to

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happen because we might only have literally
two hours to get something installed, especially

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if it's in the streets, and
we have daytime guests coming in the next

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day, So it's an immense amount
of work that goes in on the front

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end, and that design and collaboration
piece so that we can then produce all

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this paperwork so that our management team
and our technicians can start pulling all that

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together to make that a reality.
Awesome, Melissa, at this point,

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we're really, like you said,
we're starting to move into the build,

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right. We have our designs,
we have our plan from the production and

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we're starting to move into the build. And one of the things that you're

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uniquely responsible for as the scenic field
producer is to keep our vendors on task,

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but also to make sure that what
they're building is achieving our original design

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intent. So can you talk us
through what it is you do out in

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the field to keep things moving in
that direction. It certainly challenge, you

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know, as you guys know,
you can't really quantify art. And one

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of my favorite lines of a production
designer told me a long time ago when

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he was being rushed and says,
art doesn't come out of a can.

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He just has to evolve. So
really, we let the artists do what

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they do. If we feel that
we're starting to back up, we kind

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of choose our battles. You know, you guys walk through as a guest,

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you have a certain facing views,
so we want to give you the

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big spots, the things, the
hero moments, and then we'll fill in

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the rest later. But it's really
it's quite a challenge because you know,

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nothing ever assembles quite the same as
you hope it will. Plan A is

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a mythical creature that I've never encountered. I hope to one day. So

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yeah, we just do the best
we can to make it come out as

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well as we can. But on
time, Nicolette gets really happy when we

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do that. And meanwhile Nicolette is
generating, helping generate plane to BC,

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you know, all the way to
Z. So similar question for you Nicolette,

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as we're as we're moving through this
this part of the process with the

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build and and again trying to keep
the vendors moving in the same direction and

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all really all of our tea you've
been in the same direction to to achieve

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that creative intent. What does it
look like from the production and the things

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as far as trying to keep everything
moving in the same direction. Yeah,

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it's it's it's a lot of spinning
plates right and making sure that they keep

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spinning in some way, shape or
form. I truly look at us as

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a resource and a support system for
the group that's out there. Melissa is

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obviously the expert of what's on those
pages, and she'll collaborate with us and

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talk to us about how that's going. We'll go out and support her in

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those conversations with vendors. We'll all
work collaboratively with the technical entertainment team who

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comes right behind those vendors to figure
out how we can come up with some

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creative solutions to make sure that everybody
can get what they need and stay on

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task and get to that finish line
so that we can put out a product

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that we want to put out that
we're really proud of on time, and

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then you have Kelsey there next you
trying to catch all the places they're starting

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to fall and put them back up
on feties Florida. It's right, that's

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right. Kelsey is really the true
owner of that process, and I try

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to support her as best as I
can. And some of those things I've

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become those bigger like how tos because
I'm a little more removed than Kelsey is.

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I try to offer that guidance,
but Kelsey's really the owner of the

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piece. So Kelsey, during this
part of the process, again, we

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have some unique challenges that come up, So it's one of the things,

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one of the parts that you're responsible
for is really helping come up with various

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solutions to those problems. Right,
whenever something comes up, everyone turns to

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production and says, what do we
do? You know, and you're really

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at the front line of that.
So what's the process from the production end

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of things when when those do come
up, when we when we have to

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come up with on the spot.
Yeah. So really, again, I

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couldn't do any of this without all
of the incredible people up here and our

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wonderful teams that we work with,
our partners, so a lot of it

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is just communicating with everybody, So
I'm trying to keep track of where we're

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at and if something's being delayed or
if we're needing to adjust a schedule.

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That affects everybody, right the schedules, all of the schedules we do are

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like puzzles and it's like a domino
effect. So a lot of it is,

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you know, getting meetings together and
trying to find the little gaps where

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everybody's available during all of our busy
schedules and just trying to come up with

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solutions. And like Niko Lett mentioned
already, our team is really really there

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like to provide that support and be
that resource and make sure that things are

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getting done. But the experts are
the ones who we have to invite to

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those meetings to you know, see
what everybody's ideas are, to make sure

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that we say on the on the
right track awesome. So so at this

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point, as we're moving again through
the process, we're obviously still in the

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build phase what we call the build
phase. But but really at this point,

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if we're working through this, the
construction is done, the scenic is

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done, the decor has gone in
our lovely to core teams have added their

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their layers, which really brings everything
to life. You see Melissa year in

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a month. We love our to
core teams. They're awesome. They absolutely

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are looking at the technical end,
which is just the next layer that goes

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in wheny can you talk us through
what it looks like to to to bring

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all of those elements together and one
of the unique parts you're responsible for and

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the entire tax team really is responsible
for making sure everything works and is delivering

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on the creative intent. What does
that look like from here? So it's

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a very symbiotic process. As Kelsey
and Nikola were saying, we have to

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be in communication with each other all
the time. Where are you at on

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this process? What are you waiting
for? What do you need? And

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we're all helping each other get what
we need to keep. It's really like

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a train. Once a train leaves
the station, there's no stopping it,

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right like once the first construction starts
in the first house, that thing,

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that piece moves on and then scene
it and then lighting where lass So we're

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kind of where the last car and
the train. It's a really cool thing.

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I think the paperwork that gets generated
in the beginning It might sound boring,

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but it's really crucial because we have
to be organized. I have to

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know that there's a speaker going there
so that I don't put a light there,

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or you know, we have to
know that there's an effects guy going

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here, and there are safety measures
that have to be taken. So everything

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has to be accounted for so that
we can get in there and do it

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once correctly, hopefully the first time, and not cause any delays. So

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after after we're done, then we
start doing reviews, which is I really

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love it because now the collaboration happens
in the three D environment where we can

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really look at, oh my gosh, we made this thing and here it

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is, and then it's like,
how is it working? Like I mean,

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seeing it come together is I think
for all of us really is the

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best part, right, Yeah,
and it's it's incredible when we're able to

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do that. I still want to
I want to stick on the topic of

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the technical insults and the question for
for Petty. We're we're talking about a

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lot of different layers that go in, especially on the technical and things.

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Can you talk about some of the
other technical layers as well at this point?

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So sure, when we talk tech. You know, most of you

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guys know that your video, your
lightning, audio effects, show control,

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00:22:04.359 --> 00:22:07.960
you know, all of that's coming
together, right, But we also have

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some technical aspects that we lean on
other partners within Universal to help us out

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with. You know, whether it's
an engineering piece or even our attractions partners.

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You know, what is it that
we're doing from a technical perspective,

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that is in meeting the parameters that
those teams know or write by our guests.

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So as we work through our process, and I will say I think

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over the past five years, we've
gotten really good partnerships with like our EHS

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teams and things like that to really
make sure that you guys have an uninterrupted

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experience. And it really has been
an amazing process to watch. And I

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think that you know, those collaborations
as they build, it only helps us

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be able to deliver bigger and better
things to you guys because we know that

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we can do it safely. Right. So those are some of those like

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00:23:02.200 --> 00:23:06.119
technical aspects that maybe we don't think
of so much, and it might be

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a little a little on the boring
side for some people, but it's because

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of those collaborations that we're able to
really amplify on the on the tech side,

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Well, we're really going through too
and remote maybe you can speak to

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this a little bit. We're really
going through as we're as we're building things

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that we're developing things and learning what
works and what doesn't work and trying to

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catalog that for all of ourselves.
We know, Okay, we're working on

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twenty twenty five. This is working
really great. Maybe use this in twenty

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twenty five if I can. He
talks through Roman a little bit about that

336
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what that looks like, because I
know we have some some go to things

337
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that we use and things we know
that we're what does that look like?

338
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Yeah, Oftentimes the things that you
think are going to go one way based

339
00:23:48.279 --> 00:23:52.480
off previous experiences in Halleen Hornet's always
go in a different way. Right,

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So you think that, you know, we do learn from our past experiences,

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but the event is so unpredictable in
that way, right, And I

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think that's why we always say that
for creatives working on an event like how

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we ornates, the key thing that
you have to have is flexibility because things

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are always in flux and changing on
a day to day process, right.

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So I think having that flexibility understanding
that the thing that you thought would go

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in this way might not go in
that way, and then when you realize

347
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it doesn't, being able to shift
gears right. So having that flexibility and

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being able to lean on our partners
to help us make the product the best

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that it can be, I think
is an essential component. Yeah, so

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what you touched on it briefly,
But at this point in the process,

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we're looking at reviews and really trying
to make sure that what we are seeing

352
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in front of us right, what
we have put together is checking the box

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of the original creative intent. So
one of the first reviews that we have

354
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is a design review. Can you
talk us through that a little bit?

355
00:24:49.400 --> 00:24:53.880
Yeah? I love the design review. So show directors there, scenic designer,

356
00:24:55.599 --> 00:24:57.920
lighting designer, audio designer, effects
designer, I mean, everybody is

357
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there, a designer to court teams. We're all looking at everything. Finally

358
00:25:03.640 --> 00:25:07.799
in one place, we're walking through
in show conditions and you know what's working.

359
00:25:07.839 --> 00:25:10.920
Does it need to be bright or
does it mean loud or does it

360
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need to be scarier? Do we
need to move this actor over here?

361
00:25:15.279 --> 00:25:18.920
Like it's really it's really fun to
get to kind of judge it in person.

362
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You know, it's it's so much
better than just doing it on a

363
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piece of paper or computer. And
then we bring in people who are kind

364
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of outside of our team and they
can experience it and we can see their

365
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reactions too, and like, oh, well, you know, to remote's

366
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point where you have to be flexible, you have to be ready to turn

367
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on a dime. Things change quickly. But sometimes things work out in ways

368
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we didn't even expect, like better, and it's like, wow, that

369
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just happened. Cool, let's do
that again, you know. That's like

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when that happens, it's I think
there are so many times where where each

371
00:25:51.799 --> 00:25:56.319
of us have gone into a design
review or a tech review or what have

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you, and sometimes we have just
an idea in our minds, like it's

373
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you know, this is going to
be what it's going to be, and

374
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then we walk through I'm like,
oh my gosh, it's so much different

375
00:26:04.400 --> 00:26:08.319
and so much better than what we
even thought it was going to be on

376
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paper. Those are the great moments
that I think we we all enjoy.

377
00:26:12.200 --> 00:26:17.720
Yeah, so so seeking with the
same theme, Petty, we have a

378
00:26:17.839 --> 00:26:19.519
we have a design review, but
then we have a tech review as well,

379
00:26:21.119 --> 00:26:25.640
where we're going through and trying to
make sure again checking that box that

380
00:26:26.200 --> 00:26:29.559
does it deliver around the technical and
you talk through that a little bit and

381
00:26:29.759 --> 00:26:33.799
some of the things we're looking for
sure. So as we walk through and

382
00:26:33.039 --> 00:26:37.119
we're looking at all these you know, technical elements coming together, you know,

383
00:26:37.200 --> 00:26:41.240
for the for the most part,
up until that point, a lot

384
00:26:41.240 --> 00:26:44.960
of us have only seen this one
element going or that one element going.

385
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So to Wendy's point, when you
see it all come together. We bring

386
00:26:49.039 --> 00:26:53.599
along a team of a team with
us too, that are they're all looking

387
00:26:53.640 --> 00:26:57.119
through a different lens, right,
they all bring something different to the table.

388
00:26:57.519 --> 00:27:03.440
They've all had different experiences, different
backgrounds, and that's one thing that's

389
00:27:03.480 --> 00:27:07.799
really unique to our team because of
all those different backgrounds, all those different

390
00:27:07.880 --> 00:27:11.079
viewpoints when they walk through there.
Even though I've walked through it fifty times,

391
00:27:11.079 --> 00:27:14.319
at this point, I'm like,
oh my god, yeah, you're

392
00:27:14.400 --> 00:27:18.160
right, totally didn't think about that
when but how could I have missed it?

393
00:27:18.920 --> 00:27:23.039
And it truly does take that many
times of walking through and making sure

394
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that you know, I don't want
to say that we've become jaded or anything

395
00:27:29.279 --> 00:27:32.079
like that, but it's like anything
else, you know, you drive down

396
00:27:32.079 --> 00:27:34.799
I four every day going to work, it starts to become muscle memory.

397
00:27:34.880 --> 00:27:40.039
Right, So, as we're going
through and doing all of these installs and

398
00:27:40.039 --> 00:27:42.519
all that kind of stuff, like
we're passing by stuff and not even realizing

399
00:27:42.559 --> 00:27:48.160
that the core is now put in
an immense amount of items and so now

400
00:27:48.160 --> 00:27:49.480
we need to go back and take
a look at that and see if we

401
00:27:49.519 --> 00:27:52.519
can make sure that we're highlighting that
so that you get to experience it.

402
00:27:53.559 --> 00:27:59.440
So, yeah, those tech reviews, that's really where we start to get

403
00:27:59.480 --> 00:28:03.599
into the nut and bolts of is
this all coming together? Is this is

404
00:28:03.640 --> 00:28:07.359
there something that we can do to
enhance the guest experience? And also from

405
00:28:07.359 --> 00:28:12.319
an operational perspective, that's something that
maybe you don't think of when you're walking

406
00:28:12.359 --> 00:28:18.559
through, but I mean think about
the immense amount of people and hours and

407
00:28:18.720 --> 00:28:23.319
days that these effects are happening,
that these triggers are going off. Is

408
00:28:23.359 --> 00:28:27.160
it going to work the entire time? That's huge. It's a lot of

409
00:28:27.200 --> 00:28:32.000
abuse on this tech gear and that's
one of those things that we're also trying

410
00:28:32.000 --> 00:28:37.680
to calculate as we do these installs
in these tech reviews. And it's really

411
00:28:37.680 --> 00:28:41.880
great at this point because we're,
like we said, we're really starting to

412
00:28:41.240 --> 00:28:45.440
see it come together and this really
at this point, once we're hitting these

413
00:28:45.480 --> 00:28:49.359
design reviews and tech reviews, it's
ninety five percent exactly what you, as

414
00:28:49.359 --> 00:28:53.480
our guests would see, which is
a great Again, it's great. It's

415
00:28:53.480 --> 00:28:56.400
great to be able to walk through
that and catalog some of those moments of

416
00:28:56.480 --> 00:29:00.440
life. This is working so much
better than we thought. Going to use

417
00:29:00.440 --> 00:29:04.640
it again and having those moments is
fantastic. But at this point, the

418
00:29:06.039 --> 00:29:10.319
one crucial element that we're missing,
of course, are our scare actors.

419
00:29:10.599 --> 00:29:15.119
Right, So, as we're going
through this process, really, as we're

420
00:29:15.440 --> 00:29:18.240
coming up on the tail end of
the process, Kelse, I'm going to

421
00:29:18.319 --> 00:29:22.119
look at you because, like we
said a little bit, you're responsible for

422
00:29:22.599 --> 00:29:27.319
overseeing this process, the rehearsal process, getting all of our hundreds of performers

423
00:29:27.319 --> 00:29:30.759
rehearsed and ready to go for this
event. Can you talk to through a

424
00:29:30.799 --> 00:29:36.160
little bit about what that choreography looks
like and just bringing all of that together

425
00:29:36.200 --> 00:29:38.759
in such a short amount of time. Yeah, absolutely so. I mean

426
00:29:38.799 --> 00:29:42.319
that's that's when it gets super exciting, right, because we're having all these

427
00:29:42.319 --> 00:29:47.599
performers start to come in for the
rehearsal process, and everybody's finding out maybe

428
00:29:47.599 --> 00:29:51.359
where you're at, or people who
have been there previous years, a lot

429
00:29:51.359 --> 00:29:53.759
of better performers. This is a
really exciting time when we're like, Okay,

430
00:29:53.799 --> 00:30:00.519
this thing's about to open, but
rewinding months before that. Just like

431
00:30:00.759 --> 00:30:04.039
I already mentioned with many things that
we do in this process, the rehearsal

432
00:30:04.039 --> 00:30:11.119
schedule is built months before rehearsals actually
begin, and then we start casting.

433
00:30:11.119 --> 00:30:14.759
When I say we, not me, but we start casting and then those

434
00:30:14.839 --> 00:30:18.640
hundreds and hundreds of performers are being
cast and then hand it over to our

435
00:30:18.680 --> 00:30:25.079
team. So throughout that process,
we then bring on our seasonal leadership team.

436
00:30:25.839 --> 00:30:27.440
They find out, you know,
what areas they will be managing for

437
00:30:27.519 --> 00:30:32.839
the year, and then we throughout
the process, we'll tweak that rehearsal schedule

438
00:30:32.880 --> 00:30:36.519
as needed, you know, based
on our partner's input as well. But

439
00:30:36.640 --> 00:30:40.359
then we gear up for rehearsals.
We have our leadership team, they're reaching

440
00:30:40.400 --> 00:30:44.000
out to the performers, they're making
sure they're aware of the dates, getting

441
00:30:44.000 --> 00:30:49.119
them scheduled. Oftentimes, when a
rehearsal actually begins, we may have multiple

442
00:30:49.160 --> 00:30:53.599
groups there on the same night,
so it's a lot of organizing and making

443
00:30:53.599 --> 00:30:57.799
sure that things are being done,
and we're using that minimal time that we

444
00:30:57.880 --> 00:31:03.480
have to make sure everyone's ready when
the operation actually begins. So well,

445
00:31:03.519 --> 00:31:06.480
it's an incredible dance, right,
Like if you ever get a chance,

446
00:31:06.480 --> 00:31:08.519
I mean, and I see some
scareacters out in the audience is getting around

447
00:31:08.559 --> 00:31:15.200
and blots for them to love the
arc and it's such a rediate because if

448
00:31:15.200 --> 00:31:19.599
you've ever seen it, just seeing
our wonderful consuming and makeup teams getting everybody

449
00:31:19.640 --> 00:31:26.039
fit into their costumes and handing it
off to our show direction team. Ramon,

450
00:31:26.079 --> 00:31:29.880
can you talk us through a little
bit about the rehearsal process from the

451
00:31:29.920 --> 00:31:32.559
show direction and what you're looking for
and trying to achieve. Yeah, the

452
00:31:32.599 --> 00:31:36.319
rehearsal process for me is my favorite
part of all of it. Right,

453
00:31:36.640 --> 00:31:41.079
Like Kelsey said, it's not until
our scaracters come in and actually try on

454
00:31:41.119 --> 00:31:44.519
the costume, wear the makeup and
getting the bootholes to do their scares that

455
00:31:44.559 --> 00:31:47.759
the haunted houses in the event comes
to life, right, And we as

456
00:31:47.759 --> 00:31:51.400
show directors feed off of their energy
because they come in so excited and that

457
00:31:51.400 --> 00:31:53.880
boosts our excitement in turn. Right, So it's such a cool process.

458
00:31:53.880 --> 00:31:59.160
It's a very collaborative process. We
have a team of performance coordinators that are

459
00:31:59.200 --> 00:32:01.039
extensions of the show direction to Eve, and they work hand in hand with

460
00:32:01.079 --> 00:32:06.000
the scar acters to block and work
through what the scares look like right.

461
00:32:06.480 --> 00:32:08.480
And again, we work with a
lot of veteran scare actors, so there's

462
00:32:08.519 --> 00:32:13.519
a lot of collaboration there and kind
of taking their feedback and seeing what they

463
00:32:13.559 --> 00:32:15.359
feel works and what you know doesn't
work right, and just making that a

464
00:32:15.400 --> 00:32:19.680
fluid process. So it's so cool, it's super collaborative. And again,

465
00:32:19.759 --> 00:32:22.559
it's like that final march to the
finish line right before we open, right,

466
00:32:22.559 --> 00:32:24.720
it's it's my it's my favorite part
of the plot, and it's where

467
00:32:24.759 --> 00:32:28.640
we put a bow on it and
say this is ready to go for our

468
00:32:28.720 --> 00:32:34.000
guests to see. And then it's
again that's that's just another level of excitement

469
00:32:34.039 --> 00:32:37.440
for all of us. It's done, it's ready, let's see what they

470
00:32:37.480 --> 00:32:40.680
say, and it's a great part. So that is that is really our

471
00:32:40.799 --> 00:32:47.640
process of designing, developing and producing
these these houses, and the same process

472
00:32:47.680 --> 00:32:52.920
goes for our scare zones and our
shows. We follow the exact same process

473
00:32:52.920 --> 00:32:58.160
for everything we do and and so
that's that's the process. What I wanted

474
00:32:58.200 --> 00:33:00.599
to do before we turn it over
to a little bit of Q and A

475
00:33:01.720 --> 00:33:06.440
is we all were talking and we
wanted to acknowledge the fact that we're just

476
00:33:07.000 --> 00:33:12.160
a small fraction of the amazing team
that puts HHN together. So I would

477
00:33:12.200 --> 00:33:15.039
love to just get a round of
applause going for all of the other teams

478
00:33:15.079 --> 00:33:22.119
to get really defends together, for
all the whole audience stories, hard type

479
00:33:22.119 --> 00:33:25.480
of teams, under your audio video
effects, all of our intimate team,

480
00:33:25.880 --> 00:33:30.000
all of our designers, all of
our short production and then of course our

481
00:33:30.079 --> 00:33:34.960
performers. So then it's starting to
beziers of people that gets the company event

482
00:33:35.559 --> 00:33:39.480
to make this ding events happen.
So we're we're incredibly excited to just share

483
00:33:39.559 --> 00:33:45.200
this with with everybody and and to
really rely on each other. As we

484
00:33:45.240 --> 00:33:50.160
said, it's an incredibly collaborative process
beginning to end. So we're going to

485
00:33:50.240 --> 00:33:53.119
open it up to a little bit
of question of Q and A. So

486
00:33:53.200 --> 00:33:57.400
I think what we talked about is
anybody that has a question, will have

487
00:33:57.519 --> 00:34:01.400
them come around to the side here
the stage, and then we'll have the

488
00:34:01.480 --> 00:34:06.160
mask ask the question of me and
all we'll get some answers going, so

489
00:34:06.559 --> 00:34:15.039
we'll give a minute for anybody with
questions to come on up. Try to

490
00:34:15.039 --> 00:34:22.920
come on that waste I think I
want turned around, right question. Yeah,

491
00:34:22.960 --> 00:34:27.880
that's a great question. So the
question is all of our houses are

492
00:34:28.039 --> 00:34:30.559
are filled with a lot of stuff, and where do we stored that head

493
00:34:30.639 --> 00:34:35.280
throughout the year. I'm gonna look
to Melissa on this one to help answer

494
00:34:35.840 --> 00:34:38.679
Dan. We need more space.
We do more space. We have an

495
00:34:38.679 --> 00:34:43.840
off site warehouse and you would be
amazed at all the things that are there.

496
00:34:43.880 --> 00:34:45.880
I don't think we even always know
everything that's in there. And it's

497
00:34:45.960 --> 00:34:49.840
like Christmas. Sometimes you go and
open a palette and you're like, oh,

498
00:34:49.960 --> 00:34:52.840
I remember that from this house fifteen
years ago. Let's use it a

499
00:34:52.880 --> 00:34:57.199
hand. It'll be fun. And
sometimes why is it still here? We

500
00:34:57.280 --> 00:35:00.400
can use it again. We all
always can use it again. Yeah,

501
00:35:00.639 --> 00:35:02.719
great question. First of all,
thank you guys so much for everything to

502
00:35:02.800 --> 00:35:08.360
do EXPAN is what's been the most
challenging rich house? Okay, it's a

503
00:35:08.360 --> 00:35:10.840
good question. So the question,
if you had didn't hear it, what's

504
00:35:10.880 --> 00:35:15.760
the most challenging original content house that
we've worked on before We're going to and

505
00:35:15.800 --> 00:35:21.519
take some one. Yeah, I
think for me personally, i'd say Fiautas,

506
00:35:21.559 --> 00:35:24.119
which we did a couple of years
ago, and the US say that

507
00:35:24.320 --> 00:35:29.320
as some challenges because we were trying
to take strides that we hadn't taken before.

508
00:35:29.400 --> 00:35:31.280
Right, Like we we cast a
full cast of Latino performers, so

509
00:35:31.440 --> 00:35:35.079
I had to work hand in hand
with those performers to make sure that the

510
00:35:35.159 --> 00:35:37.719
authenticity of that house was what we
wanted it to be because we were so

511
00:35:38.360 --> 00:35:42.760
proud of what we were presenting with
that haunted house, with it being what

512
00:35:42.840 --> 00:35:47.039
it was and what it represented to
So that process all of our houses kind

513
00:35:47.079 --> 00:35:51.519
of require quite a bit of attension, but in that particular instance, it

514
00:35:51.639 --> 00:35:53.119
was a it was a unique challenge
and we felt that it paid off.

515
00:35:53.199 --> 00:35:55.360
So I say, off the top
of the head then, and I think

516
00:35:55.360 --> 00:35:58.920
that's a great answer, because you
can you talk us through a little bit

517
00:35:58.960 --> 00:36:04.559
about how we really end to end
made sure that that authenticity carried. Can

518
00:36:04.599 --> 00:36:07.039
you talk through that a little bit? Yeah, I think it was all

519
00:36:07.119 --> 00:36:09.719
the teams that came together to make
sure that it was authentic from every standpoint.

520
00:36:10.559 --> 00:36:17.039
The entire management team were LATINX individuals. So from that standpoint, everybody

521
00:36:17.079 --> 00:36:21.079
who was working on it from a
production standpoint, we tried to make sure

522
00:36:21.079 --> 00:36:22.119
that it was authentic in that way
too, And again, like I said

523
00:36:22.119 --> 00:36:27.239
about casting, we made sure to
cast LATINX performers in those roles so that

524
00:36:27.320 --> 00:36:30.000
they could again bring those characters to
life in an authentic way. So we

525
00:36:30.119 --> 00:36:34.000
tried to look at it from every
different lens and every different angle to make

526
00:36:34.000 --> 00:36:37.480
sure that we were doing our due
diligence to prevent something that was diverse and

527
00:36:37.599 --> 00:36:40.159
cool. Love that we love the
challenges. It's a great question, what's

528
00:36:40.159 --> 00:36:45.039
the process of getting into the creative
aspect of things remote? You want to

529
00:36:45.079 --> 00:36:46.159
touch on it a little bit,
and maybe Nick as well. Yeah,

530
00:36:46.280 --> 00:36:51.840
totally. It's so funny because everybody
on the show direction team, we all

531
00:36:51.880 --> 00:36:55.480
have different pathways how we got to
where we are right, but the common

532
00:36:55.559 --> 00:36:59.480
thing that we all share is a
passion for the content and a passion for

533
00:36:59.559 --> 00:37:01.239
creating. So I would say,
try to figure out what it is that

534
00:37:01.320 --> 00:37:06.000
you like to do, whether it's
directing, writing, designing, constant design

535
00:37:06.039 --> 00:37:07.519
and makeup design, whatever it is
that you want to do specifically within the

536
00:37:07.599 --> 00:37:13.199
created level, find out what that
is and take tangible steps to move forward

537
00:37:13.239 --> 00:37:15.519
in that direction. Right. Again, a lot of us started as scaracters.

538
00:37:15.599 --> 00:37:20.400
I think everybody currently on the show
direction team started as performers at Universal,

539
00:37:20.679 --> 00:37:22.840
So that's an excellent gateway into the
universal level, right, So you

540
00:37:22.880 --> 00:37:27.480
can get your foot in the door
with things like scare acting for Halloween Cornet's

541
00:37:28.039 --> 00:37:30.199
Yeah, and then just find out
what it is you want to do and

542
00:37:30.320 --> 00:37:32.199
just take those tangible steps to get
you closer and closer with your goal.

543
00:37:32.760 --> 00:37:37.400
Awesome. And then another pathway,
of course, is in some of the

544
00:37:37.480 --> 00:37:40.320
other design elements, Nick, can
you talk us through that pathway? Sure,

545
00:37:40.719 --> 00:37:45.239
being able to communicate with a piece
of paper is fair amount. You

546
00:37:45.280 --> 00:37:47.639
don't have to know like all the
craziest software and things like that, but

547
00:37:47.840 --> 00:37:52.599
just being able to sketch on a
napkin is really helpful to be able to

548
00:37:52.639 --> 00:37:55.480
explain your ideas. A lot of
people come to us and say, oh,

549
00:37:55.519 --> 00:37:59.920
I'd love to design hunted houses and
say, well, what hunted houses

550
00:38:00.119 --> 00:38:01.079
be designed it? They're like none, And I'm like, oh, well,

551
00:38:01.360 --> 00:38:04.840
you have to start in some place. So even even big up a

552
00:38:04.880 --> 00:38:07.360
fake on a house and put it
together. And that's that's how some of

553
00:38:07.400 --> 00:38:10.639
our designers that currently are working with
us that started with us. They just

554
00:38:10.719 --> 00:38:15.079
had a passion. And if you
want to do exactly when we do,

555
00:38:15.199 --> 00:38:16.559
just look at what we do,
look at the content that we created,

556
00:38:16.599 --> 00:38:22.360
and think in those terms, but
don't put any specific things on a pedestal.

557
00:38:22.440 --> 00:38:24.360
You have to soak up a lot
of things and do a lot of

558
00:38:24.440 --> 00:38:29.440
research. There's no way you're gonna
know sorry, I'm not a tech guys.

559
00:38:30.679 --> 00:38:32.880
There's no way that you're gonna know
everything there is to know about,

560
00:38:34.039 --> 00:38:36.760
you know, certain architecture and things
like that. So you do a lot

561
00:38:36.840 --> 00:38:39.280
of research and soak up and just
learn everything you can about a little bit

562
00:38:39.360 --> 00:38:43.079
of everything, and it'll really serve
you well, especially when the creative an

563
00:38:43.280 --> 00:38:46.920
our favorite prop that we've used in
the house before. Let's see, I'm

564
00:38:46.920 --> 00:38:52.639
gonna look to what you maybe give
us, maybe what you'r thos. You

565
00:38:52.719 --> 00:38:55.679
know, there's so many good ones
it would be really hard to choose.

566
00:38:59.199 --> 00:39:01.559
It's gonna be a rare answer.
I'm a fan of the Pugers. Whenever

567
00:39:01.639 --> 00:39:08.400
we have I think it Billy is
that the name Billy? I don't remember,

568
00:39:08.719 --> 00:39:19.400
but the name though, you can
stand, yeah, yeah, thank

569
00:39:19.400 --> 00:39:27.039
you awesome. Anybody else going to
let you go sure, I'm actually going

570
00:39:27.079 --> 00:39:30.800
to go to Chublicbra because that was
my first project as a production manager and

571
00:39:30.960 --> 00:39:35.800
figuring out how we can bring that
creature to life was really exciting. And

572
00:39:35.880 --> 00:39:39.280
then seeing it come on property and
exist in the space and really tell the

573
00:39:39.320 --> 00:39:44.079
story of the Chublicabra, which I
also grew up with, which was very

574
00:39:44.119 --> 00:39:46.440
exciting to me. So that's probably
mine. Yeah, the creatures that we

575
00:39:46.559 --> 00:39:52.599
do are incredibly challenging to get them
to work the way that we intend,

576
00:39:52.639 --> 00:39:57.280
but when we do, it's so
gratifying. I think for everybody everybody here,

577
00:39:57.480 --> 00:39:59.480
it's one of the best things that
we can when we can see them.

578
00:40:00.039 --> 00:40:01.679
I think we got time for one
more question. What advice would we

579
00:40:01.719 --> 00:40:07.239
give to a character for the first
time? Maybe Ramone and then Kelsey.

580
00:40:07.159 --> 00:40:13.599
So one of the top things that
we look for in our auditions is energy.

581
00:40:13.960 --> 00:40:16.039
We can feel your energy through your
video, through your in person audition,

582
00:40:16.280 --> 00:40:19.960
and we get to feel for your
personality and we can kind of start

583
00:40:20.000 --> 00:40:22.559
to figure out where we can place
you. That gives us a good idea

584
00:40:22.440 --> 00:40:25.480
of how you would perform as a
character. So I'd say kind of overall,

585
00:40:25.599 --> 00:40:29.679
energy and personality are two big things
that we look for from our people

586
00:40:29.719 --> 00:40:35.280
that are auditioned awesome else the D
I mean, I would say definitely mean

587
00:40:35.320 --> 00:40:38.880
heavily on our show direction team for
the casting process and then we take over

588
00:40:39.960 --> 00:40:51.199
after that. But I would say
availability too because I have to make any

589
00:40:51.239 --> 00:40:54.199
all right, I think we are
about at time for questions. We want

590
00:40:54.239 --> 00:41:01.119
to thank everybody for this incredible opportunity
to take away. I thought there was

591
00:41:01.159 --> 00:41:05.159
one more thing we wanted to talk
about. Did we have one more thing

592
00:41:05.199 --> 00:41:10.559
we had to talk about? Like, it's something we wanted to share with

593
00:41:10.679 --> 00:41:23.119
everyone? Yeah? Right, I
thought we had something to announce. That's

594
00:41:23.239 --> 00:41:31.960
right. We were gonna make the
first official announcement for Halle right right?

595
00:41:32.280 --> 00:41:38.079
Is that something you all want?
Without further adod, we are thrilled to

596
00:41:38.159 --> 00:41:44.559
announce our very first original content Haunted
House for Halloween, Hornet's thirty three,

597
00:41:45.559 --> 00:42:22.719
the sequel to a fan favorite Very
Man Tell three t Hell's Breaking Loose.

598
00:42:28.840 --> 00:42:31.920
That's right, We're going back to
the very driving for Slaughter Cinema too again,

599
00:42:32.000 --> 00:42:36.360
a sequel to a fan favorite,
Haunted House. We're so so excited

600
00:42:36.400 --> 00:42:39.320
to present you this house at Halloween
Cortin. It's thirty three We're exploring eight

601
00:42:39.519 --> 00:42:45.119
brand Newslaughter Cinema films in this house, one of which is Heavy Metal Health

602
00:42:45.159 --> 00:42:51.599
three D, which is where this
characters from. Well, what aside from

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the new stuff we're presenting, we're
also calling back to some fun things from

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the first Slaughter Cinema that you the
fans will will appreciate. For sure.

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00:42:59.639 --> 00:43:02.119
Charles Great, Dylan cole Ath and
everybody who was involved in bringing this project

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00:43:02.159 --> 00:43:07.599
to life pourts so much passion into
making Mishunted House everything you've wanted it to

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00:43:07.719 --> 00:43:12.559
be for years, and we cannot
wait for you all to experience it only

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00:43:12.840 --> 00:43:20.840
and Halloween hornit's thirty three. What
we want to maybe a shot were discoming.

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00:43:20.880 --> 00:43:22.480
The Empire for Alping has made this
awesome announcement. This is the first

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00:43:22.480 --> 00:43:27.079
time we've announced an original Haunted house
out of panels or we're super stoked about

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00:43:27.079 --> 00:43:32.440
that. But we are now officially
in announcement season right, so make sure

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00:43:32.480 --> 00:43:37.400
to keep your eyes peeled on Halloween
Horneight's Orlando socials for future announcements. We'll

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00:43:37.440 --> 00:43:44.480
see you in the thought. Today's
episode was edited by me Philip Hernandez,

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00:43:44.599 --> 00:43:49.760
with post production by David Swope and
original music composed by Chris Thomas. Support

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00:43:49.840 --> 00:43:53.719
for today's episode comes from Gantum Lightning
hand Controls. Gantum eliminates attractions worldwide with

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00:43:53.840 --> 00:43:59.440
the world's smallest intelligent spotlights. From
Dark Hour to nether World, Super Mario

617
00:43:59.559 --> 00:44:04.360
Land to Hagrid's Bike. Gantum goes
where other fixtures can't. See what you're

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00:44:04.360 --> 00:44:07.480
missing With a free demo sign up
at gantum dot com slash demo. That's

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00:44:07.480 --> 00:44:13.519
scantum dot com slash demo. The
h a N Team includes Daryl Plunky,

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00:44:13.840 --> 00:44:19.239
Emily Luis Rua, Megan Spells,
Gavin Burns and Omniadventures. Until next Time,

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Stay Scary. This is a Haunted
Attraction Network production