While it may be true that anyone can design a haunted house, what sets a great haunted house apart from an okay haunted house? Learn the process that leading attraction designers use to develop an attraction that is on the cutting edge on haunt design in this quick paced seminar from veteran Haunted Attraction designer Leonard Pickel. In this thought provoking session Pickel will explain how he uses his Architectural education and 35 plus years of professional haunting experience to design terrifying Haunted Attractions, and how you can use these methods to strike terror into the hearts of your patrons. Take your attraction to the next level by taking this exciting class. Check out www.hauntrepreneurs.com for more design tips!
It's Just a Haunted House... How Hard Could It Be?
1. By Leonard Pickel
Hauntrepreneurs® Haunt
Design and Consulting
www.hauntrepreneurs.com
972-951-5100
hauntrepreneurs@gmail.com
Tweet Your Notes and Questions to #itsjustahaunt
2. The Goal of Any Successful Business is…
To Make OBSCENE Profits!To Make OBSCENE Profits!
7. “A Haunted Attraction is a Play That You
Walk From Scene To Scene!” - Leonard
Pickel
Why is This Place Haunted and By Whom?
Create Your Own Characters
Why Are We
Going in?
26. Special Amusement Building Code
Mandatory Sprinkler System
Hard Wired Smoke Detection
Alarm to Stop All Confusing Lights and
Sound
27. Assembly Occupancy Requirements
“A” Rated Flame Spread All Surfaces
Perimeter Egress Corridor
All Doors Swing in the Direction of Travel
Emergency and Exit Lighting
30. Modular Construction - Taller is better
Thin Wall Panels
Triangular Grid
Props as Walls
Bracing
31. Step 1 - Create storyline that defines the characters, setting and room
themes
Step 2 - Designate each scare and what is needed to facilitate them.
Step 3 - Logically order the rooms to tell the story; best scares first and
last
Step 4 - Design each room with backstage area and variations
Step 5 - Draw building/location to scale/locate entrance and exits
Step 6 - Layout perimeter egress pathway and set the wall grid
Step 7 - Place rooms to maximize travel distance (less hallway
towards the end)
Step 8 - Redesign for better order, better fit and/or longer travel
distance
Step 9 - Sleep on it and repeat step 8 until the best compromise is
reached
32. “Today’s teen and young adults are not easily frightened. “
Not Scary
Classic Monsters
Witches
Ghosts
Bats
Insects
Rats
Snakes
Skulls and skeletons
Sci-fi
Gore
33. Scary
Very Realistic Images
High Set Detail
Outlandish Images
Weird people lurking or staring
Characters suddenly appearing unexpectedly
Sudden Disappearance was also disturbing
Not Feeling Safe
Fear of the Unknown
Scary Music
Sound and Noises
Scent and Texture