This is the first drawing in a deck of concept sketches I did for the FLIGHT exhibition at the Leonardo in Salt Lake City. This was a blue-sky proposal for the exterior of the building.
 This was a proposed "control tower" where young visitors could test their paper/model planes for distance. This was never built.
 This was a proposal for an entry tunnel made of 747 engine cowlings. Unfortunately the museum did not own the exterior space required for this.
 In the interior entry to the exhibit, I wanted to strike a spiritual note. The Tunnel of Dreams represents in rough chronological order the human dream of flying, from the first stone carvings all the way to the New Horizons probe. the tunnel focuses down on a sacred moment in the dream of flight, an American living room in July 1969, where two children watch the moon landing.
 Here is the finished Tunnel of Dreams, with almost 200 original illustrations of flying things real and imagined, from the first Sumerian winged gods, through DaVinci, to the Space Race and beyond.
 The technical aspect of the exhibit focused on the three main kinds of flight, aerodynamic, ballistic, and buoyant. So I designed a thematic kiosk for each idea.
 Here is the concept for buoyant flight.
 This is the finished kiosk for ballistic flight.
 This is the finished kiosk for buoyant flight.
 Hands-on, interactive experience for young visitors was a critical mission for the FLIGHT exhibition at the Leonardo. A flight simulator company was offering hardware and software as a donation. My task was to provide the cockpits and UI. Aside from the cost of creating realistic fighter plane cockpits, I was concerned that would create too individual and experience, making full participation by large school groups too exclusive and creating what I call "engines of disappointment". So this sketch shows my solution.
 We made two of these flight simulators. I feel that the "cool" factor is still there, but the open design allows for much greater participation and group fun.
 These were early concepts for interesting ways to repurpose actual military hardware as instructive exhibits. We eventually settled on more traditional casework. 
 Part of the mission of the FLIGHT exhibition at the Leonardo was to connect interested young visitors to further information and possible careers in flight. I was allergic to the idea of a dusty old pamphlet rack as a final note to our thrilling exhibit, so I came up with this kiosk concept for connecting visitors with further opportunity.
 For Disney's Descendants, we were tasked with inventing a field sport befitting the sons of princes and dragon slayers. We invented Tourney, a modern version of medieval combat games. The normally sleepy midfield is kept moving by "dragon fire" shot from these cannons - whose shape evokes a very famous Disney dragon that later makes an appearance in the film.
 Here is one of the two finished "dragon fire" cannons that keep the game moving on the Tourney field in Disney's Descendants.
 Disney's Descendants begins in the crowded slums of an Alcatraz-style prison island, the Isle of the Lost. Here every classic Disney villain and their henchman have been rounded up and place behind an enchanted barrier that leaves them powerless. So they eke out their miserable lives in poverty and rage. We jammed the open streets of the location with a thieves market of shacks and squalor. 
 We also made all kinds of ramshackle bracing to make it look like the whole place was about to fall down. The idea is that every slat and board on the Isle is on at least it's 5th use in life. We called all this garbage-shackery "Slumatecture".
 Here is Slumatecture in action on the Isle of the Lost in Disney's Descendants. The overarching idea of the Isle is that stripped of their powers, the imprisoned villains have no practical skills. So their world reflects their woeful inabilities at life.
 More rickety Slumatecture on the Isle of the Lost in Disney's Descendants.
 Sketch of the snow boarder's Snack Shack for Cloud 9. 
 The final, prefabbed shack built on top of a 12 deep pad of compacted snow, at 9,000 feet in elevation.
 My initial sketch of the dastardly weather control machine for Teen Beach Movie.
 A sketch of the weather machine's control unit and proposed light for Teen Beach Movie.
 A sketch of the final practical light fixtures for the weather control machine in Teen Beach Movie.
 The completed weather control machine hidden inside an abandoned light house set. The central machine spun in two different directions and had telescopic elements. VFX added Godzilla-style lightening bolts from the four surrounding "Atomic Piles" to the center of the whirling machine.
 In Teen Beach Movie, the plot of the film within the film is a turf war between comedic gangs of bikers and surfers for control of Big Momma's snack shack. Here was my first sketch/draft of the Polynesian inspired restaurant.
 And here is the finished Big Momma's Snack Shack on the beach in Puerto Rico. 
 Here's my first sketch Pop's Surf Shop for Teen Beach Movie. 
 And here it is completed, just down the beach From Big Momma's Snack Shack in Puerto Rico.
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  I recently Art Directed a little mini-series for the Discovery Channel for production designer Ernesto Solo. It was about the California Gold Rush. Here is a notebook sketch I did on location to show how we might build a little mill in the upper Provo Falls in Utah.
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  This sketch is of the 2 sided mill and wheel we built.
  This sketch was to explain to the production how a 19th century gold sluice would work.
  This is a sketch of a Gold Washer, an expensive device that promised to do the work of hundreds of men panning for gold in river sediment. Like most of these devices, it didn't work. We built an approximation of a gold washer extrapolated from what few research images we could find.
  A sketch of the crank and hand-pump end of the gold washer.
  This is an isometric sketch of the gold washer.
  A sketch of the wooden parts required to build the gold washer.
  A sketch of the sheet metal and steel parts we would need to bend for the gold washer.
 This is a photo of the finished gold washer. In the story it is brand new, and pulled out of the crate in the California gold fields after the journey west. 
  Another method of extracting gold featured in Discovery Channel's Gold Fever was a device called a quicksilver machine, which used a resevoir of mercury to seperate gold from sediment. Here is a sketch of the machine.
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 I partnered with an aircraft recycler to repurpose large aircraft engine parts into a furniture line. Here's the sketch of the first prototype.
 And here is the finished prototype.
  The first conceptual drawing for the "Wizard's Cave" from "The Wizards of Waverly Place: The Movie" (2009).
  A working drawing for the torches and hammered reflectors for the "Wizard Cave" from "The Wizards of Waverly Place: The Movie" (2009).
  A photo of the completed "Wizard Cave" complete with torches from "The Wizards of Waverly Place: The Movie" (2009). The strange light effect around the base of the walls was to light the green screen studio floor (here protected under cardboard) to create the effect of a bottomless pit.
  A final scene in the "Wizards of Waverly Place: The Movie" (2009) called for a wizard battle on a wide open field on the Puerto Rican coast. I came up with the idea of druid-like concentric rings of obelisks surrounding a stone table which held the sought-after object. Here is an early conceptual drawing.
  This working drawing illustrates how we pulled the "stone" columns out of the "Wizard Cave" and re-purposed them to be used as the obelisks for the Wizard Battle" scene from "The Wizards of Waverly Place: The Movie" (2009).
  Here is a working drawing for a ring of mystical ribbon-banners that surrounded the concentric stone circles for the "Wizard Battle" scene from "The Wizards of Waverly Place: The Movie"(2009).
  This is a working drawing for the stone table in the center of the concentric obelisks that holds the sought after, magical object in the "Wizard Battle" scene from "The Wizards of Waverly Place: The Movie" (2009).
  A photo of part of the completed "Wizard Battle" set from "The Wizards of Waverly Place: The Movie" (2009).
  A conceptual drawing for a ruined "Garita" that guard's the beginning of a magical path through the jungle in "The Wizards of Waverly Place: The Movie" (2009).
  A working drawing based on the conceptual drawing of the ruined "Garita" from "The Wizards of Waverly Place: The Movie" (2009).
  A photo of the completed ruined "Garita" set on a beach on the edge of a dense jungle in Puerto Rico from "The Wizards of Waverly Place: The Movie" (2009). 
  
  The very first notebook sketch for Troy's treehouse from "High School Musical 3" (2008). The set required the sinking of three 50' tree trunks 6' into the ground in a suburban backyard.
  The first notebook illustration of the final look of Troy's treehouse from "High School Musical 3" (2008).
  A simple model I built to help construction determine the pitch and spread of the three imported tree trunks and how they would intersect with the treehouse from "High School Musical 3" (2008).
  A photo of the completed treehouse from "High School Musical 3" (2008). The oversized deck was required to accommodate the choreography for the musical number "Right here, right now".
  The very first notebook sketch for the "Taxi/dressing room" element for the "I Want it All" musical number in "High School Musical 3" (2008). The idea was that Sharpay (Ashley Tisdale) and Ryan (Lucas Grabeel) would cruise through a stylized Manhattan toward camera in their taxi, which then would open up to reveal Sharpay's fantasy Broadway dressing room.
  A photo of the "Taxi/dressing room" element for the "I want it All" musical number from "High School Musical 3" (2008). Here it's in it's "Taxi" configuration.
  A photo of the "Taxi/dressing room" element for the "I Want it All" musical number from "High School Musical 3" (2008). Here it is in it's "dressing room" configuration.
  Conceptual sketch for a yet-to-be-realized, end of the world themed event.
  Conceptual sketch for a yet-to-be-realized, end of the world themed event.
  Conceptual sketch for a yet-to-be-realized, end of the world themed event.
  Preliminary sketch for Lycus' House for a thetarical production of "A Funny Thing Happened on the way to the Forum".
  Final color sketch for the Roman street scene in "A Funny Thing Happened on the way to the Forum".
  A shot of the finished set for "A Funny Thing Happened on the way to the Forum".
  Full-color working drawing for the multiple "kelp towers" for the "Deep Blue Sea" themed prom scene from "Read it and Weep" (2006)/
  Full-color working drawing for the articulated whale for the "Deep Blue Sea" themed prom scene from "Read it and Weep" (2006).
  A photo of the completed articulated whale and kelp towers at the "Deep Blue Sea" themed prom scene from "Read it and Weep" (2006).
  "Jester" character sketch from an unproduced puppet opera.
  "King" character sketch from an unproduced puppet opera.
  "Queen" character sketch from an unproduced puppet opera.
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  "Lobster" character sketch from an unproduced puppet opera.
  "Aqualung" prop sketch from an unproduced puppet opera.
  "Royal Rut" prop sketch from an unproduced puppet opera.
  "Vacuum" prop sketch from an unproduced puppet opera.
  "Mama/Phone" prop sketch from an unproduced puppet opera.
  "Long Arm of the Law" prop sketch from an unproduced puppet opera.
  "Chief Constable" character sketch from an unproduced puppet opera.
  "Prosecutor" character sketch from an unproduced puppet opera.
  "Priest" character sketch from an unproduced puppet opera.
  "Gavel/Prize" prop sketch from an unproduced puppet opera.
  Pilloried "Jester" set for bloody execution character sketch from an unproduced puppet opera.
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  "Death" character sketch from an unproduced puppet opera.
  "Card/brief/wig" prop sketch from an unproduced puppet opera.
  A conceptual drawing for a stage proscenium for a live music television show.
  Robot character sketch for an unproduced project.
  Robot character sketch for an unproduced project.
  Robot character sketch for an unproduced project.
  Robot character sketch for an unproduced project.
  Robot character sketch for an unproduced project.
  Robot character sketch for an unproduced project.
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