Michelle Khare Tries Disney Imagineering: Rock Carving, the HoloTile, Animatronics, and a Droid for Disneyland Paris

Open on YouTube ↗
Overview

As a child, Michelle Khare wanted to be a Disney Imagineer. She applied to Walt Disney Imagineering after graduating from school and did not get the job. In this episode of Challenge Accepted, narrated by Kevin Perjurer of Defunctland, she spends a week inside Imagineering trying a few of the more than 100 disciplines practiced there: dimensional design, the HoloTile floor, audio-animatronics programming, droid engineering, and color design. Her stated goal is to make something during the week that actually ends up in a Disney park. The episode follows her repeated failures, and how the Imagineers she works with treat failure and changes of direction as normal parts of the process.

14 min read
2:01

Arriving at Imagineering

She is greeted by Josh Gorin, an executive R&D Imagineer. She tells him her dream is to make something that ends up in a park, and he replies that they "might just be able to make that happen." The narration says Imagineering is usually very secretive about its process and calls her access "unprecedented." Before going in, Michelle debates with director Garrett Kennell whether wearing mouse ears would look unprofessional. She decides against them at first and then wears them anyway. Josh says they look great "for today."

3:43

The Model Shop: Dimensional Design

Her first stop is the Model Shop with Lori Corral. The narration explains that Walt Disney and the early Imagineers relied on scale models to turn blueprints into something they could understand in three dimensions: how guests would move through a space, how light would fall, and what the sightlines would be. Lori demonstrates sightlines on a 1/8-inch-to-a-foot model. You put your eye at the level of a tiny figure, here a little girl in a yellow dress, and see what she would see. Michelle sums it up as using sightlines to confirm the park looks good from every angle, and Lori agrees that they know what it looks like from every angle.

The challenge is to carve one of the rock spires from Star Wars: Galaxy's Edge at half scale out of a foam block. She measures, does some calculations, and starts removing material. She says she is nervous because carving is a "destructive medium": once material is cut away, there is no Ctrl+Z. She has never carved anything like this, and Lori says an Imagineer would normally make a piece like this in about 20 minutes. That becomes her time limit. Lori shows her how a rasp creates line work and adds texture. Michelle says working next to Lori made it obvious why Imagineers are considered so talented, because Lori was "casually making a masterpiece" while she struggled to keep up.

Earlier that week Michelle had visited Galaxy's Edge, and she says what impressed her most was the detail, down to droid tracks in the cement and every crack in the spires. Lori notes that the model and the built attraction are very close when compared side by side, and that a model like this is used as a construction reference for the whole land.

6:41

Freezing, and the Pivot to a "Two"

Michelle's spire does not come out as intended. Lori says it looks like a "little totem pole" and that the lines feel man-made rather than natural. Michelle admits she struggled with art class growing up because math has one answer, which suits her better than something "so beautifully qualitative." Lori replies that some people are linear thinkers.

Afterward, Michelle reflects that she "froze" because she felt she couldn't make a correct creative choice. Lori then suggested turning the piece into something else entirely: a Little Mermaid–themed rock, the kind you might see at the edge of the sea near the Little Mermaid ride, perhaps at Pixar Pier, with seaweed-like plants and lots of color. Lori also asked how guests would experience it. They decided it was a rock you walk past and added a walkway. A tiny human figure placed next to it suddenly shows the scale. Michelle notes this wasn't the planned shoot at all, and says she appreciated Lori challenging her to change course.

She describes her own thinking as binary: failure is a zero, success is a one. Lori, she says, came in and suggested "a two," and she is happy with her two. Lori explains that this is the actual process. Imagineering doesn't make models to produce a perfect object; models are a study tool. A project heads in one direction, then switches, and changing course is fine. Lori says that when they hand something over, people will often say it's perfect for a different area, or ask to push the theme in another direction.

9:53

Lanny Smoot and the HoloTile Floor

Seeing that Michelle was still struggling, Lori introduces her to someone the narration describes as a master of trial and error: Lanny Smoot. The narration credits him with more than 100 patents, work ranging from flying ghosts to "living lightsabers," and induction into the National Inventors Hall of Fame. He is one of only two Imagineers to receive that honor; the other is Walt Disney.

Lanny shows her the HoloTile floor, which he describes as the only multi-user omnidirectional treadmill floor in the world. Asked how many people have walked on it, he says he doesn't know if there's a record, but "not many." Michelle has to work up through the speed settings to show she can keep her balance before trying the maximum, which the narration says few people get to try.

At first nothing happens. Then the floor "wakes up." She says it feels strange because on a normal treadmill she waits for the belt to move before stepping, while this floor is, in Lanny's words, "undoing each of your steps." The narration explains that the system tracks her motion in real time with sensors and adjusts the direction, speed, and orientation of its tiles to keep her centered whichever way she walks. At the next setting, Lanny warns that the floor will be more responsive, and that if she walks in circles she could tip toward the middle because the floor keeps pulling her back to center. Michelle is struck by how fast it reacts to changes in speed or direction. Lanny says the acceleration "will easily match a human being's movement." She then goes to full speed and compares the experience to trying on the Iron Man suit, with Lanny as Tony Stark.

She then proposes testing the floor in other ways, for example by sleeping on it. Lanny says he can guarantee that no one has ever slept or tried to sleep on the HoloTile. When she says she's giving him "new data points," he jokes that she's giving him a heart attack.

13:38

A Lightsaber and the Source of Invention

To lure her off the floor, Lanny shows her another invention. He mentions that guests can build a lightsaber at Galaxy's Edge, then says, "but you can't build this one," and reveals a lightsaber whose blade appears physically. Michelle calls it "some Mary Poppins stuff." The video does not explain how it works.

When she asks how he keeps pushing the envelope, Lanny answers with one word: curiosity. He says that if he wants something like a HoloTile floor or a lightsaber and it doesn't exist, he wants to make it so he can enjoy it and share it. Michelle says seeing his joy reminded her of watching a Disney Channel program as a kid in which Imagineers talked passionately about their work. That program is what made her want to become one.

16:06

The Animatronics Lab: Animating One Second of Surprise

With nothing yet headed for a park, she moves to the animatronics lab and meets Avi Tuchman and Kamryn Massey. The narration describes audio-animatronics as Imagineering's storytelling robots. A figure head sits in the room, and Michelle doesn't notice it at first. Asked which character it belongs to, they don't say.

The two explain their roles. Kamryn works earlier in the process, coordinating with many teams to build a "digital puppet" that Avi then animates. Avi defines animation as creating emotion and acting "through the texture of motion." Success isn't just correct motion on the figure. It's believability, motion that feels alive instead of robotic. The narration adds that guests shouldn't think about the mechanics at all, and that even something as simple as an eye blink can take a long time and a lot of skill.

The narration contrasts this with the past. Over 60 years ago, figures were programmed by a human puppeteer, mainly original Imagineer Wathel Rogers, using a control harness that "might look like something from outer space," and recording movements took rooms full of hardware. Now it can all be done from a single laptop.

Michelle picks a surprised expression, which she jokes is basically a YouTube thumbnail face. Avi explains keyframes: snapshots of important poses placed on a timeline, with the computer interpolating the motion between them. He sets one keyframe for the starting pose and one for the open mouth, plays it, finds it a little slow, and moves the keyframes closer together to speed it up. Michelle then animates the eyes on top of the mouth curve, starting with eyes closed and eyes open.

20:11

Escaping the Uncanny Valley

When the eyes and mouth move in perfect sync, the result looks wrong. The narration describes the uncanny valley as the point where an artificial creature just doesn't look right, which it calls a dangerous place for a character. Avi's fix is to grab the jaw curve and shift it about three frames to the right so the eyes and mouth are slightly offset, which looks more natural. When Michelle asks whether he makes faces in a mirror at his desk, Avi says that when he gets stuck he films himself in slow motion and scrubs through the footage on his phone.

Michelle says she quickly realized how intricate the work is. You decide which parts move, how fast, and how they relate to each other, and shifting a keyframe by a single frame can change how the performance feels. At one point she makes a mistake and has to undo. The mouth then feels delayed and needs to move further left. After about an hour on one expression, they play it on the physical head. It lasts about one second.

She asks them to be honest about whether it would go in a park. Avi says that with some polish, it could get there. He explains that early work is always rough, meant to capture the vibe and intent before the extra effort goes in, and that with more time it could become park animation. The narration concludes that her one second will not have a Disney debut, which leaves one last chance.

23:10

Building a BDX Droid

The final stop is the BDX droids. Michelle meets three of them, Oskar, Bes, and Red. Josh says they have spent time at Disneyland and on a cruise ship, that Imagineering needs more of them, and asks her to help build another one. The droid she works on is missing a leg, and Adrene d'Arcy-Lepage guides her through assembling it. When Michelle asks whether a successful build would go into a park, the answer is: "If it can walk, then it could actually go."

Michelle says her building experience is limited to IKEA furniture. She starts with the hip motor, chooses the wrong screw at one point, and learns that parts tightened at even a slight angle will make the leg fall, fail, or look wrong. Next comes the foot on the ankle motor. Then a motor's zero position turns out to be off. Michelle asks whether it was her fault, and Adrene says it's fine and corrects it by turning the motor output. After that come the last motor, the fragile wiring, and sliding the full leg into place, which she says feels like surgery.

For the test, they hang the droid in a safety harness and run it through all its degrees of freedom. It immediately throws an error: a communication problem with the right ankle pitch. That means rewiring, taking the leg apart, and doing it again. The narration calls this the reality of Imagineering: trying something that seems impossible, failing, and trying again. Michelle adds that if Challenge Accepted has taught her anything, it's that allowing yourself to fail is the only way to grow.

On the second attempt there's no error. The leg moves, the droid stands, and then it walks. Adrene says, "You did it. It works." They declare it park ready. Michelle is told the droid will debut during the May the 4th celebration at Disneyland Paris, where, according to the narration, Discoveryland is turned into a Star Wars fan celebration every year and the interactive BDX droids are debuting this year.

28:36

Color Design

First the droid needs to look the part. In color design, the goal is to add touches that make the droid feel alive and belong to its universe. The process shown has three steps. Sanding introduces some damage. Dry brushing makes it look as if the paint has worn off to reveal old metal underneath. A wash is brushed on while the surface is wet and then wiped off, staining the surface and adding another layer of aging. Michelle paints the droid's front plate and is impressed by how quickly it goes from clean to weathered.

29:40

The Debut at Disneyland Paris

At Disneyland Paris, Michelle explains why the moment matters to her. Meeting the droids for the first time made her very happy, and she wants to be part of something that makes other people happy too. Before the droid show in Discoveryland, she visits her droid, notes that the leg works, and points out the front plate she painted at Imagineering. She says it's exciting to see the painting, engineering, and robotics come together, and then watches the droid perform in front of a crowd. She calls it "my baby."

She describes seeing guests react to something she helped build as a full-circle moment. Imagineering was the first job she wanted as a kid and the reason she pursued a creative career. She ends by saying she is grateful to have worked with some of her childhood idols to create magic for a new generation, the same magic that inspired her at their age, and that she hopes it might help them discover their own creative spark.