Toy Tech: Turning Around An Idea (Part 2)

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Dreamworks © 2013, Big Idea, Inc. © 2013, Fisher Price © 2013

Designing for toys is fun for me because I get to be a child
for a while. Well, actually, if you talk to my wife you’ll figure out that I
pretty much act like a child most of the time. The point being is toy design
has specific design principles that must be employed to make a successful production
run and those final design choices must above all meet the decerning approval of the intended target market—the child.

The over all design philosophies that came out of Disney
Imagineering has guided me for most of my career. I loved working with many of
those designers on various projects, especially the old timers who were some of the
best teachers on the planet.

Turning around an idea is taking the initial concept and
working out the details from multiple angles so it can not only be built and manufactured but also
flow into several applications ranging from film to toy and the dazzling array
of licensed product venues.

Imagineering the idea from several key angles and working
the anatomy of the design right down to the smallest of details is an art in
itself. The turn around drawings must all line up, of course, but should also
have emotional impact and personality to give the concept the edge it needs as
it travels down the manufacturing pipeline.

It is crucial that the turn around drawings communicate the same amount of design flair as the originally inspired three quarter view. Each detail must flow seemlessly together from one view to the next while still conveying the same dynamic personality and character. This of course gives the engineers and sculptors the best reference material they need to build the final product in they way it was invisioned to be.


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