CalArts: the first degree-granting institution in the country specifically for students of both the visual and performing arts. Photo: California Institute of the Arts |
“I love Walt Disney’s original concept of creating a school in which the arts could intermingle with each other. “
–Rick Haskins, CalArts Board member
Last month I toured California Institute of the Arts in
Valencia, CA, and began to reflect on its meaning.
The school came into being out of budget hardship in 1961,
with the merger of the Chouinard Art Institute and the historic Los Angeles
Conservatory of Music, when both had financial troubles. One of the benefactors
of Chouinard was Walt Disney, who had been training and finding his artists
there since 1929. His vision culminated
in the merger of the two institutions to create the first degree-granting
institution in the country specifically for students of both the visual and
performing arts.
CalArts was imagined by Disney at the end of his lifetime in
the mid-1960s as a tribute to the many arts that supported his studio empire-enterprise. Now nearing its half-century
anniversary, CalArts has already graduated major talent in music, graphics,
film, and theater, besides its best-known suit, animation. It is also a hub for advancing the global
reach of avant-garde communities across Latin America, Europe, and the Pacific
Rim. As one example, CultureHub is an
international streaming incubator linking artists and audiences to promote
collaboration across continents., with studios at CalArts, SeoulArts, La MaMa
NYC, and Manchester UK.
The school’s deliberate one-building design, mandated by
Walt, provides a single-planet creative space for a unified arts experience. Part of the arts interplay is learning one’s
way around the tunnels without signage—much like the infrastructure at Disney
World park. The CalArts mission for the
arts is interactive, integrative, and international. The curriculum reflects the broad as well as
intricate knowledge base of the original Disney Imagineering team who were
tasked to think like storytellers and filmmakers as they executed on
architecture, city planning, wayfinding, exhibitry, and ride design. By this method of imagination plus
engineering (Imagineering), they pioneered the gold standard of themeatics as
“venu-ology,” the creation of meaning out of space.
Imagineers were constantly asking questions about the ideal
forms to match up to the demands of the exhibit, ride, landscape, parade, or
pavilion on the drawing board: how would
any given artform or effect, drawn from the treasury of cultural history
worldwide, fit into and advance the story and theme? It is the ongoing question of every filmmaker
everywhere. Disney’s talent was to apply
that question in three dimensions on the ground.
To respond, the Imagineering studio had to know how the
guest—the theme-park arts audience—thought and felt about an array of themes
and stories, and the potential of each art form to bring it to life as a design
suite. Leading portfolios of their
solutions can be experienced as Main Street, USA (Hometown, childhood),
Adventureland (exotic places and people), and Tomorrowland (the imagined future
as it blends back into present-day technology).
These theme cores actually form
the heart of the Disney parks and re-create the core values of the American experience
in symbolic form, choreographed to be experienced in small (mainly family)
groups.
Such in-depth insight called for a solid grasp of culture as
it exists in the collective imagination—the way people perceive and value the
world as a shared mental and artistic expression. This turns out to require approaches and
appreciation going far beyond replication of authentic and documentable
reality. John Hench, as lead Imagineer,
outlined this archetypal understanding of the park guest psyche in his career
portfolio, Designing Disney: Imagineering
and the Art of the Show (2003). Hench
lays out the operating principles of theme design based on human perception and
behavior as his Theory of Constraints.
This theory runs what designers can and cannot do--by defining and drawing
the limits, first, to describe the range of physical and cultural spaces that human
beings experience, and second, to understand that creativity has to take place
within those limits of perception, expectation, thinking, behavior, and social
awareness.
Disneyland was an entirely new artform in 1955. Critics didn’t quite know what to make of it. Photo: J. G. O'Boyle, The Center for Cultural Studies & Analysis |
The Disneyland proto-park concoction was first unveiled in 1955. This was a new artform/ critics didn’t quite know what to make of it. It was clearly far more than an amusement park. By now it has far overreached its original concept of public space drawn from film, pollinating and breeding dozens of new design platforms across the past six decades (malls and history museums are just two). It is also the most comprehensive artwork ever devised, conflating and incorporating every other known art within the theme-space berm.
These range from the folk arts to the fine arts, performance
(dance to speech), graphics in every mode from murals to signage to digital;
architectural innovation, film, sculpture, light and sound, and of course,
special effects of every sort imaginable, and hybrids of all these derived from
Ars Mixto technology. It is the
complexity from pairing-up of forms that makes up the native creativity of Themeatics. “This model of creative exchange,” says the
college’s outgoing president Steven Levine, “the crossing over of different
perspectives and influences, has always been in our DNA,” at the root of the
college’s dedication to cross-pollination.
Now CalArts has a new lease on the future of design and the
creative imagination that feeds the “arts in concert.” Elsewhere in Creative Intelligence I’ve
written about Visioneering as the coming phase of creative artsmaking,
outlining the interplay and interbreeding of formats, history, and styles. As these become a working assumption, the
school, with its already global reach and reputation, has a jump start on
becoming the place where Visioneering grows and thrives.
How, then, should this new Omni-arts vision be instructed
and practiced within an arts academy?
The professional organization for theme park design, The Themed
Entertainment Association (TEA), will hold its annual SATE (Story +
Architecture + Technology = Experience) conference on CalArts’ campus this year
in October. Design now operates within a
world in which the theme park is an established arts institution and in fact a
core concept of practice and collaboration that has spun off its magic into the
many arts that created it. However,
there are still few academic centers dedicated to this vision, taking it apart
to make sense of its dynamics, preserving and curating its process and
histories, or teaching it.
An engine of the new age of the arts is the strength of the
colleagueship behind any project and its operation for multidisciplinary
specialization. Here Carnegie Mellon, Savannah College of Art and Design, and Valencia
College are in the forefront of entertainment design. Programs and majors are so far a rarity. Most theme-park designers are the self-made product
of their own CalArts-style personal programming in the tradition of project-based
experimentation. The challenge is to
find more systematic ways of capturing, curating, and transmitting their
hard-won work and knowledge to take it to the huge stage that off-screen entertainment
will occupy for the coming century.
The lead role is now open for the perceptive institution that
can envision itself inventing and reinventing the theme parks of the future—and other launching
pads and creative platforms to come.
You never fail to go so much deeper; and you never fail to enlighten.
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