That's the title of one of the sessions at the 2009 Game Developer's Conference. I would love to attend or at least read a transcript.
Everything I Learned About Level Design I Learned from Disneyland
Speaker: Scott Rogers (Creative Manager, THQ)
Track: Game Design
Format: 60-minute Lecture
Experience Level: All
Scott Rogers (GOD OF WAR, MAXIMO series, PAC MAN WORLD) reveals his secret weapon for designing levels with beginning and experienced designers: Disneyland. Learn how to inject the genius of the original Magic Kingdom into your own game levels. Discussion topics include thematic goals for players, pathing techniques, and the theory of illusional narrative. Don't worry if you've never been to Disneyland, every example will be lavishly illustrated. From skeletons to trash cans, there’s a lot to learn from Disneyland!
Attendees will learn how to design their levels from the ground up using the techniques of Disneyland's creators and how to improve their level designs and story telling using new and proven concepts found at Anaheim's Disneyland. Pre-production advice, level design tricks, trouble shooting techniques and personal experiences will be shared.
Intended Audience and Prerequisites
Aspiring, novice and experienced game and level designers, level artists, producers, planners, creative directors and anyone with a desire to learn about the creative process and techniques on level design. Audience members familiar with Disneyland and the work of the Imagineers will best benefit from this talk, however it is not a necessity as there will be plenty of images and diagrams through the talk.