As a 2D/3D designer, conceptual designer and an inventor, I am available to consult on unique and innovative projects, products, environments and experiences.
In the mid 1970's, following a formal education in industrial design, I was fortunate to apprentice under some of the old-school Disney Masters at WED Imagineering. Since that time, projects have included the design of exhibits, retail environments, theme parks and world fair pavilions; Clients have included such groups as Caesars Palace, Samsung in Korea, and Sanrio in Japan.
In recent years my attention has focused on the development of multisensory systems and software, including the patented Aroma Composer and a suspended relaxation device used for spa and healing applications, special needs training and for other therapies.
Bringing Fantasy to Life: For decades I have devised imaginative concepts and directed their implementation within the Themepark and Entertainment industries, creating "Interactive Entertainment" in multiple medias. In Recent years, I have adapted similar design principles and technologies toward the creation of children's television programming and most exciting, toward the accompanying interactive cross media productions.
In each instance, I develop a storyline that draws participants into a fantasy world, encouraging them to explore and discover, inviting them to act out part, to become involved with characters, settings, and equipment, in a natural and stimulating way. In addition, that storyline weaves the many individual design elements together, defining their appearances, their qualities, and ways that they interact with each other and with out participant guests.
I have become skillful at designing and moving people through 3-D space, built or virtual, and have a working knowledge of the how those environments ca be used to stimulate, motivate and inspire people.
Communicating a Message: There is most often a lesson, or other underlying purpose in most of my productions. Sometimes this message may be an educational one, other times inspirational, or it may be related to selling a product or a company. It is effective to communicate abstract and concrete ideas within a fantasy world, a world alive in allegory and symbol. Through participation in this mythological event, the subject often realizes a truth that may have been hidden from view in the "Real World".
On The Cutting Edge: My experience in the design and development of interactive shows and fantasy worlds often requires me to apply state-of-the-art technology in order to achieve my ends. When that technology is unavailble, I create it.
R. Douglas Nelson
As a Conceptual Designer and a Creative Director, always aware of the "BIG PICTURE". Familiar with the techniques and the technologies of nearly every phase of exhibit and show design, theme park design, architecture and construction. This includes but is not limited to:
1) CONCEPT, MASTER PLANNING AND PRESENTATION: Initial research, theme formation and the development of script, characters and/or storyboards; creation of crowd flow and circulation plans, sight line studies and capacity specifications; production of preliminary drawing packages, renderings, and models; assembly of presentation books, and live or videotaped client presentations.
2) ENVIRONMENTAL SHOW DESIGN: Thematic interior and exterior design and construction; buildings, show buildings, theaters and stages, pre-shows and queue areas, retail and restaurant environments; exhibits, landscape design including fountains and foliage, paving and walls, rockwork, grading, signage and graphics.
3) THEATRICAL TECHNOLOGIES: Knowledge of lighting, audio, video and film systems and production; application and design of special effects, show control systems, animatronics, ride systems and vehicle configurations; set staging, design and fabrication. Expert with forced perspective and diorama techniques.
4) CLIENT/STAFF/VENDOR DIRECTION AND COORDINATION: Providing creative input and direction to various artists, sculptors, writers and designers; as well as to architects, engineers, technical designers, manufacturers and installation teams.
5) BUDGETING AND SCHEDULING: Helping to establish and maintain budgets and schedules.
5) COMPUTER SKILLS: Well versed in use 2 and 3-D graphic design software, Including photo imaging, CAD, page layout and web site design. Multimedia programming skills include 3D Sound recording, processing and computer editing. Video editing.
R. DOUGLAS NELSON
Prior to Multisensory Systems and Alpha Sensory 1997 - present
Highlights from a selection of project types, including: Video and Television, Virtual Reality and New Media; Theme Parks, Fantasy Resorts and Attractions and World Fairs.
I. MISCELLANEOUS VIDEO & FILM PRODUCTIONS; Producer/Director
Wonderland Productions 1991-1996
As owner of Wonderland Productions, a diverse design and multi-media studio, I have produced an assortment of video productions including 30-second T.V. commercial spots, industrial promotional videos and documentaries during this period. In addition, we have developed concepts and designs for various commercial clients.
II. UNIVERSAL STUDIOS FLORIDA EXPANSION; Conceptual Designer
MCA/Universal; Universal Studios, FLA 1993
This project is confidential.
III. COSMO AND THE SUPERSCOUTS; Creative Consultant and Co-Producer
Cosmic Creations, Inc. 1993, 1994
Children's educational television series and related cross media developments including INTERACTIVE MULTIMEDIA PRODUCTIONS. The weekly, half hour, action packed "Journey of Discovery" television show designed to entertain and educate children from the ages of 4 to 12. SUPERSCOUTS integrated sophisticated computer animation, with live action and stock footage, bringing life and magic to its wonderful characters and environments.
The video property is designed to fulfill the F.C.C. educational requirements now being enforced, as well tap into the huge cross media market, including but not limited to video games, CD-ROMs, books and home video formats.
III. POOH'S CORNER; Model Designer/Special Effects Set Designer
Disney Channel and Left Coast Productions 1983
Designed and fabricated the miniature fantasy homes for Winnie the Pooh and his friends, currently seen on the popular Disney Cable show. Ultimatte video special effects were used.
IV. FAIRYTALE THEATER VIDEO SERIES; Model Designer/Special Effects Set Designer
Platypus Productions; Shelly Duval, Producer 1983
Designed and fabricated sets and scenery for the productions of "JACK AND THE BEANSTALK" Jefferson Eliot, Production Designer and "THE BOY WHO KNEW THE SHIVERS". Both originally aired on the Showtime Cable Channel and are currently popular Home Video selections. This show pioneered the use of Ultimatte video special effects.
V. NOAH'S PARK; Concept Designer/Creative Director
Landmark Entertainment Group; Gary Goddard, Producer
Children's television series, currently in development. Based on a series of animal and human characters living within a magical park, learning about the environment through playing within the park's limited yet unlimited boundaries. (Noah's Park is actually a microcosm of our whole planet, its creatures, its biomes and natural laws.)
VI. INFINITE CRYSTAL; Conceptual Designer/Project Designer
Infinite Crystal, Inc. In development
The INFINITE CRYSTAL is a state-of-the-art interactive computer based theater module. (Virtual Reality) It successfully integrates color, sound, aroma and visual images into a fourth dimensional entertainment VR experience. Utilizing advanced biofeedback technology with sophisticated show control and image projection systems, the INFINITE CRYSTAL becomes totally interactive, allowing the user's sub-conscious mind to help create the experience.
Its patented system of mirrored planes and its particular geometric structure permit it to reflect images and energy between each other and the user, creating an amazing sense of infinity. It is this sense of infinity, combined with multisensory stimulus that gives it its unique power to transform the user's psyche and/or the user's emotional state. This phenomenon can be employed dramatically, as in entertainment, or it can be utilized for therapeutic purposes and for personal growth.
VII. CITY LIGHTS, Jazz Club; Conceptual Designer/Project Designer
Kevin's at the Loft Partnership, Bakersfield, Calif. 1994
This innovative remodel of an historic downtown restaurant proved that you don't need a huge amount of money to create a successful entertainment landmark. Phase I of this Jazz/Blue club is complete, and it currently draws standing room only crowds on weekend evenings.
This themed environment was heavily inspired by the artwork of several modernist artists, deriving images from the cut-outs of Matisse, and the paintings of Miro, Kandinsky and even Hockney. This three-dimensional abstract space makes use of dramatic forms, bold graphics, and lively colors to provide the high impact environment that the owners requested. The dynamic composition and powerful sweeping form of the upstairs bar and back-bar are designed to reflect perfectly in the adjacent mirrored wall, giving the illusionary view that it is twice is actual size.
Video has been integrated into the architecture, with Phase I display monitors currently built into the upstairs lounge and back-bar. Programmed video and live video of stage entertainment is presented through this system.
I. "THE WORLD OF CAESAR" at Caesars Palace; Concept Designer/Project Designer/Show Designer.
Caesars World Inc. Las Vegas, Nevada 1986
The popular "WORLD OF CAESAR" attraction at Caesar's Palace set the direction for all future additions to the famed Caesars Palace and inspired in part the recent transformations within Las Vegas.
As Project Designer, working for The Landmark Entertainment Group and Caesar's World, Inc., I was asked to come up with a way to attract more pedestrian traffic into Caesar's Olympic Casino, making use of an existing people mover. The client's goal was to double the number of people entering at this location. UPON OPENING ITS DOORS IN 1986, THE COUNT WAS UP OVER 400 PER CENT!
This project combined environmental design, audio, video and special effects to achieve the desired results.
Credits: Produced by Landmark Entertainment Group for Caesar's World, Inc. Concept, Project & Show Design by R. Douglas Nelson. Concept Design & Illustration by Mike Marquez. Brilliant classical design by Ed Elliot. Project Manager: Anthony Esparza. Big thanks to the Landmark Model Shop and so many other talents that helped change the face of Las Vegas.
II. SANRIO PUROLAND; Executive Show Director/Show Designer
Sanrio Co., Ltd., Tokyo, Japan 1986-1989
Indoor themepark based on Sanrio Characters (HELLO KITTY, etc.), opened 1990. Estimated cost 1.3 bilion dollars. In addition to my position as overall Executive Show Director, I was responsible for the following attractions within the facility:
* FAIRYLAND RESTAURANT; Concept Designer/Show Director.
Dinner Theater within a Fairyland Fantasy-World setting. Live actors join with audio-animatronic and projected characters to present a fairytale musical experience. This multimedia environment is loaded with programmable lighting and lasers, waterfalls and water effects, show-action equipment and many special effects. Guests pass through a Celtic archway, then enter the multi-level restaurant through an underground cavern (pre-show holding area) Facility even includes treetop dining. This project was the inspiration for the Ginza Fairyland store.
* PURO VILLAGE AND MINI-PLANTS; Show Director.
Magical Virtual-Village and educational attractions within it.
* PURO FOOD MACHINE; Concept Designer.
Computer controlled animated food machine/show/cafeteria restaurant.
* DREAM SQUARE; Concept Designer.
An amazing Rest Area, set within an abstract world of clouds, projections and music.
* MASTERPLAN, EXTERIOR, AND ENTRY HALL; Concept Designer/Show Designer.
Tama New Town, Tokyo, Japan
CREDITS: - Produced by Landmark Entertainment Group, for Sanrio Co., Ltd., Tokyo, Japan. Concept Designer/Project Designer: R. Douglas Nelson. Thanks to the Landmark and Sanrio teams, subcontractors and the many other talented individuals (too many to list) that made this Fairy Dream come true.
III. SANRIO GALLERY; Concept Designer/Design Director.
Sanrio Co., Ltd., Tokyo, Japan 1987
Award winning Fairyland themed, multimedia retail store.
INNOVATION IN RETAIL; The Sanrio Gallery: While working with the Landmark Entertainment Group and Sanrio Co. of Japan, I developed the concept, and directed the design and show teams, for a very special retail store. This store is called the "SANRIO GALLERY" and it was built in the Ginza District of Tokyo, Japan.
In this highly interactive kid-space, a series of themed merchandise displays are assembled as a fantasy Fairyland environment. Each display is designed to act as a Three-Dimensional commercial for a different product line. High tech electronics and control systems, audio animatronics, video and special effects are integrated into these merchandise zones. A story, music, and friendly characters welcome young customers to this world and help to create merchandise appeal.
Since its completion in 1987, this award-winning store became a "must see attraction" in Tokyo.
IV. FANTASTICA; Concept Designer/Show Designer.
Taiyo Juken Company, Japan 1990
Fantasy resort and themepark along the lines of a "WESTWORLD". Based upon these three themes: 1) The Civilization of Atlantis. 2) Camelot. 3) Ancient Rome.
V. SPACE NEOTOPIA; Concept Designer/Show Designer.
Space Age Japan, Inc., Nagaoka, Japan 1990
Space and Space exploration theme park complex.
* FUTURE SPACE PAVILION; Concept Designer/Show Director.
Virtual visit to a Space Station/City of the Future, including numerous future game arcades, shops, restaurants and rides. Fully interactive experience.
VI. WORLD EXPO '93; TAEJON, KOREA:
* SAMSUNG PAVILION; Concept Designer/Show Designer.
Samsung Company, Korea 1991
Fantasy travel through time from ancient astronomers to future of man in space. This virtual world included a state-of-the-art motion based simulator attraction, and was the most popular attraction at the expo.
* SSANGYONG EARTH PAVILION; Master planner/Concept Designer
Ssangyong Cement Industrial Company, Ltd. Korea 1991
Communicated the theme of harmony between man and nature through the broad use of symbolism, expressed through architecture and materials.
VII. MASTERS OF THE UNIVERSE; Show Designer
Mattel, Inc. 1987
Traveling trade show exhibit, included audio-animatronics, theatrical lighting effects, music and video; controlled by a computer.
VIII. THE FUTURE CITY; Concept Designer/Show Designer/Producer.
Six Flags Power Plant; Baltimore, Maryland 1985
Large forced perspective window into the future, as seen from the past, through the eyes of Professor Phineas Flagg, a Victorian scientist and inventor. This diorama attraction very successfully created the illusion of "BEING THERE", (VR), through the use of various theatrical tricks and special effects.
I. EPCOT AND WORLD SHOWCASE; 3-Dimensional Designer
Worked on the design of various projects and pavilions during the period of 1976-1980.
* HORIZONS PAVILION - The Future, Desert Home Scenes; Concept Designer/Show Designer
Sponsor: General Electric. 1980
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Text and Images C. 2008 by R. D. Nelson. All rights reserved.