August 19, 2026 — Frontier Developments has officially rolled out the red carpet for its latest expansion, the Planet Coaster 2: Silver Screen Pack. Available now for $14.99 / £11.99 (requiring the base game, priced at $49.99 / £39.99 on PC, PlayStation 5, and Xbox Series X|S), the DLC transports players straight into the glamorous, neon-lit heyday of 20th-century cinema.
Featuring seven new rides, over 650 scenery items, and more than 100 animatronics, the expansion equips virtual theme park architects with everything they need to construct sprawling studio backlots, vintage Art Deco movie palaces, and action-packed film set pieces ranging from classic Westerns to cops-and-robbers chases.

Behind the glittering facade and sweeping searchlights, however, lies an intensive design process. To uncover how Frontier’s art team successfully translated a sprawling historical era into the distinct visual language of a modern simulation game, we sat down with Principal Concept Artist Jack Griffin and Senior Concept Artist Bryan van der Linden.
Main Facts: What the Silver Screen Pack Delivers
The Silver Screen Pack represents a significant addition to the Planet Coaster 2 ecosystem, bridging the gap between historical architectural movements and playful theme park design.

- Release Date: August 19, 2026.
- Pricing: $14.99 / £11.99 as an add-on expansion; base game required ($49.99 / £39.99).
- Platforms: PC, PlayStation 5, and Xbox Series X|S.
- Content Highlights:
- 7 new rides, including an intricate slot car track ride.
- Over 650 individual scenery and architectural items.
- More than 100 animatronics.
- Specialized film set pieces, including green-screen boat setups, Western town facades, and criminal-chase backlots.
- A brand-new abstract mascot character: Cornell Butterworth, a movie director brought to life.
Chronology: From Concept Sketches to Community Creation
The journey of creating a themed expansion pack like Silver Screen is a multi-layered marathon that spans months of research, prototyping, cross-departmental collaboration, and eventual community adoption.
Phase 1: Research and Defining the Era
The development cycle begins with deep visual research. For the art team, the primary objective is capturing the essence of the golden age of cinema—identifying the imagery that registers instantly with the human brain.

"Setting these boundaries gives us a good space to explore the theme well and provides the team with a clear vision of what we’re aiming for," explains Principal Concept Artist Jack Griffin.
Once the team locked onto motifs like large searchlights sweeping the night sky, flashbulb-wielding paparazzi, and red-carpet premieres, they gravitated toward Art Deco as the foundational architectural style. This period-specific look provided the structural blueprint for buildings, pillars, and grand entryways.

Phase 2: Developing the Visual Language
Translating a real-world, highly sophisticated architectural style into the signature Planet Coaster aesthetic requires careful moderation. Franchise art style demands a slightly simplified, "chunky" proportion system that remains readable from a bird’s-eye view.
"For Gothic, it would be pointed arches, and for our Art Deco theme, it was tiering," Griffin notes. Art Deco structures rely heavily on stepped surfaces rather than clean 90-degree angles. By establishing these simple, repeating rules, the concept team ensured that any artist on the project could build assets that felt cohesive.

Phase 3: Asset Pipeline and Cross-Team Collaboration
Once the overarching visual style is approved through initial concept paintings and park overviews, individual assets enter production.
- Deconstruction: Large architectural concepts are broken down into individual modular components: walls, windows, doors, benches, bins, and decorative trims.
- Orthographic Views: Concept artists provide multi-angle orthographic projections to guide 3D modelers.
- Modeling and Technical Integration: 3D artists build the assets, applying textures, hitboxes, lighting parameters, and Level of Detail (LOD) models to ensure smooth performance when objects are viewed from a distance.
- Specialized Passes: User Interface (UI) teams integrate flexi-color and lighting controls; audio, rigging, animation, design, and localization teams then add their respective layers. Production oversees the entire pipeline to guarantee harmony.
Supporting Data: The Fine Art of Exaggeration and Realism
One of the greatest challenges in video game art design is striking the ideal balance between realistic functionality and stylized exaggeration. In a simulation game where players view the action from a distance, true-to-life precision can quickly become visually exhausting.

"A realistic rollercoaster may have lots of nuts and bolts, which looks very functional, but if we directly copied that into the game, it would look too busy compared to our other assets," Griffin explains. "We’ll often reduce the noise… by simplifying and reducing them."
Furthermore, the team leaned into the inherently theatrical nature of theme parks. Much like real-world imagineers, Frontier’s artists embraced the concept of "magic"—such as hiding structural support poles to give the illusion of floating objects, or turning everyday items into stylized lighting fixtures.

Senior Concept Artist Bryan van der Linden points out that theme parks inherently rely on facades rather than fully realized structural buildings. "When you see fly-over footage of real theme parks, you’ll notice that it’s mostly facades for the guests and grey block buildings behind them for staff," van der Linden says. By mirroring this approach in the Silver Screen Pack, the team added an extra layer of authenticity and storytelling to studio backlots while keeping the workflow efficient for players.
Official Responses: Insights from the Artists
On Mascots and Abstract Design
When tasked with creating a mascot for the expansion, the design team moved away from the more humanoid costumes of past packs in favor of a striking, abstract aesthetic. The result was Cornell Butterworth, a cinematic director whose design underwent numerous iterations.

"For Cornell, we knew early on that we wanted some kind of movie director as our mascot… We explored making his body and head a camera, his face a clapperboard, giving him a little cart with an extending director’s chair, and tried a variety of different outfits before finally settling on his current look," van der Linden shares.
On Creative Freedom Versus Prescriptive Storytelling
To ensure maximum replayability, the development team consciously avoided tying individual rides and scenery pieces to overly specific, rigid narratives.

"There isn’t too much focus on defining a specific story for each ride, as we want to leave plenty of room for players to create their own," Griffin emphasizes. By keeping assets versatile—such as multi-use western facades, green-screen boat sets, and open-ended architectural elements—the art team acts as a facilitator rather than a director, empowering players to invent their own cinematic universes.
Implications: Empowering the Community
The ultimate test of any simulation game expansion is how the player base responds once the tools are placed in their hands. For the artists at Frontier Developments, handing over months of meticulous work to the community is simultaneously daunting and deeply rewarding.

"One of the best parts of the job is seeing players pick up the pieces and rides we’ve been working so hard on for months and create unbelievable buildings and rides out of them," says Griffin.
By actively monitoring community spaces—including YouTube creator showcases and the Planet Coaster Reddit community—the development team uses direct player feedback to steer future design initiatives. As the virtual theme park community begins constructing their own Hollywood blockbusters using the Silver Screen Pack, the collaboration between developer intent and player ingenuity enters an exciting new chapter.

