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Disney Fighter reveals how Kingdom Hearts helped inspire an unreleased crossover brawler packed with action-figure versions of classic characters.
Before Disney Characters Shared the Same Arena
Some of the strangest great video games begin with a pitch that sounds obvious only after someone has already imagined it. A Disney Fighter featuring action figures from across the company’s animated worlds feels like one of those ideas—a cheerful collision of heroes, villains, and plastic limbs waiting to happen.


Back in 2013, a collection of previously unseen Disney project artwork brought attention to several ideas that never became finished games. Among them was a pitch for a fighting game modeled after the crossover mayhem of Super Smash Bros., but with Disney characters represented as action figures.
The project never reached store shelves. It barely made it beyond the prototype stage. Still, the idea is fascinating because it appears to have grown from the same creative shift that made Kingdom Hearts possible in the first place: the realization that Disney characters could exist together without the sky falling.
That sounds simple now. At the time, it was apparently a much harder sell.
Kingdom Hearts Had to Break the Ice First
The first surprise is that Kingdom Hearts wasn’t treated as an automatic home run inside Disney. From the outside, combining Disney worlds with Square Enix’s characters seemed like a dream pairing. Inside the company, however, there were serious questions about whether those worlds should interact at all.
Ken Christiansen, a former Disney Interactive concept artist, worked on Kingdom Hearts in a limited capacity. He was one of two credited “senior artists,” alongside Mary Ann Ramirez, who passed away in 2017. Christiansen contributed costume ideas for Donald and Goofy, as well as concept art for the Monstro level, while acknowledging that Ramirez had a much larger role.
Even with that limited involvement, he saw the hesitation surrounding the game. The major sticking point was the idea of allowing characters and settings from separate Disney properties to cross paths.


The concern was especially clear when considering combinations such as The Lion King and The Little Mermaid. Those films had very different tones, visual identities, and internal rules. Putting their characters in the same adventure may have sounded less like a natural crossover and more like someone tipping two toy boxes onto the same carpet.
Christiansen described the issue this way:
“One of the reasons Kingdom Hearts was so difficult to get started was because Disney was so reluctant to have that possibility of crossing over The Lion King into The Little Mermaid world. That was the main hangup for Disney America. They couldn’t get over that. So, I think there was maybe just a little bit of butting of heads, but it all worked out in the end. All of the creatives, though — like me, the other artists, and the producers — we all thought it was the greatest idea in the world. Like, ‘Yeah, let’s cross over everything.’”
— Ken Christiansen
That tension is easy to understand, even if it seems amusing in hindsight. The creative teams saw endless possibilities; the executives saw a stack of beloved properties that might not fit neatly together. I’ll admit, my first impression was that Kingdom Hearts must have been an effortless celebration of Disney’s catalog. Looking closer, it sounds more like a very persistent argument that happened to end with an iconic game.
The Artwork Behind Disney’s Action Figure Face Off
Once Kingdom Hearts launched and proved that Disney crossovers could work, the company’s position began to soften. The floodgates opened—not completely, and certainly not without more convincing—but enough for new crossover ideas to take shape.
One of those ideas was titled Disney’s Action Figure Face Off.



The pitch used a clever twist. Rather than pretending every Disney character naturally belonged in the same universe, the game would frame them as action figures. That gave the developers a built-in explanation for the crossover, borrowing a little of the logic behind Toy Story while turning the characters toward competition instead of adventure.
The proposed roster would have included figures inspired by Tarzan, The Lion King, and Treasure Planet. The exact lineup appears to have been limited to those examples in the surviving material, so it’s difficult to know how broad the final cast might have become. Still, the basic idea is immediately readable: Disney characters, reimagined as toys, battling one another in a colorful arena.
That framing also solves a problem that had troubled Kingdom Hearts. In a conventional story, Simba wandering into Ariel’s world raises questions about continuity and tone. In an action-figure fighter, the answer is simply that they’re toys placed together for a game. It’s not subtle, but it’s effective. Sometimes the best fictional glue is a cardboard box and a pair of plastic feet.
Pitching a Game With Giant Boards
The way Disney presented game concepts was almost as theatrical as the games themselves. Christiansen recalled that teams created enormous presentation boards covered in artwork, logos, and visual material.
These weren’t modest mood boards pinned to an office wall. They could be six or eight feet long, around four feet high, and built from thick foam core. The goal was to guide executives through the proposed game with an immediate visual punch.
That detail helps explain why a project like Action Figure Face Off could feel real even before it had a finished design. A room filled with oversized character art would make the pitch tangible. You could point to the heroes, the worlds, and the central gimmick without asking anyone to imagine the entire game from a paragraph of notes.
The approach also led to completed projects, including Disney’s Extreme Skate Adventure, which Christiansen identified as Mary Ann Ramirez’s game. That comparison is useful because it shows the concept process wasn’t limited to wild ideas that vanished instantly. Some pitches became products. Others stayed on the presentation boards.
And here’s where my enthusiasm needs a small brake pedal: a Smash-style Disney fighter sounds perfect as a sentence, but the concept alone doesn’t tell us whether it would have played well. A colorful roster can’t carry a fighting game forever. The controls, arenas, balance, and personality would have mattered far more than the logo on the box.
Why the Prototype Never Became a Full Game
Despite the bold pitch, Disney’s Action Figure Face Off only reached the prototype stage before being abandoned. Disney ultimately chose to focus on safer projects, particularly games tied directly to movies and television shows.
Christiansen explained that during his four years at Disney, he worked on many concepts that never became finished products. Projects connected to films or television programs generally had a clearer path to funding. Examples included Treasure Planet, Atlantis, Peter Pan 2, and Kim Possible, along with Pixar-related properties such as Buzz Lightyear and Monsters, Inc.
That business logic is easy to see. A movie tie-in already has recognizable characters, an established release window, and an audience waiting for more of the same world. A crossover fighter built around action figures has to prove its own identity. It might become a hit, but it begins life as a question mark.
Disney’s internal discussions reportedly often returned to the same problem: what should the company do with all these properties beyond simply adapting them? The action-figure concept was one answer. It treated the entire catalog as a toy chest rather than a collection of separate franchises.
I’m not entirely sure how far the prototype went or what its combat system looked like. The surviving artwork tells us about the visual direction and the central pitch, but not whether it had a complete roster, working multiplayer, or a distinct gameplay hook. That missing information makes the project more tantalizing—and also keeps us from turning a rough prototype into a mythical lost masterpiece.
The Road Toward a Mixed Disney Toy Box
Even though the fighter disappeared, the broader idea of mixing Disney properties eventually became much more familiar. Not long afterward, Disney Infinity presented a world where characters and settings from different properties could share the same playground.
From Christiansen’s perspective, that kind of mixture felt obvious to the creative teams. The challenge was persuading decision-makers to accept the idea. In that sense, Kingdom Hearts didn’t merely create a successful franchise; it helped demonstrate that Disney’s separate worlds could be brought together without losing all of their individual flavor.
The action-figure framing seems especially important here. It provides a clean, flexible excuse for crossovers. Characters don’t need to belong to the same story universe. They only need to exist as figures that can be placed on the same table.
There’s a pleasing bit of irony in that. Disney had to be convinced that its characters could cross into one another’s worlds, yet the eventual solution was to make those characters feel even more like merchandise. The toy shelf became the universe.
Was Activision Going to Build It?
The remaining clues point toward Activision as the company that may have been expected to turn the idea into a full release. References to Disney’s Action Figure Face Off appeared on the LinkedIn profiles of former Activision employees, including a software engineer and an associate producer named Peter Walsh.
Those references suggest the project had a connection to Activision similar to Disney’s Extreme Skate Adventure. However, the available details don’t line up perfectly when it comes to platforms.
One profile listed the game for PlayStation 2 and PC. Another listed PlayStation 2, Nintendo GameCube, and Xbox. That disagreement might reflect changing plans, different stages of development, or simply inconsistent profile information. Without a full production record, there’s no reliable way to settle the matter.
Still, the platform possibilities paint an appealing picture. The PlayStation 2, GameCube, Xbox, and PC were all natural homes for a colorful multiplayer brawler of this type. I can almost picture the box art now: a plastic-looking Simba charging toward a treasure-hunting hero while Donald Duck stands nearby, already dressed for the occasion and probably regretting nothing.
What we can say with confidence is that the game had a name, artwork, a prototype, and enough internal discussion to appear in former developers’ professional histories. That’s more than a daydream, even if it never made the leap to a finished retail release.
Conclusion
A Disney Fighter inspired by Super Smash Bros. could have been messy, uneven, and wonderfully strange. It also might have arrived before Disney was fully comfortable with its worlds colliding. Kingdom Hearts helped change that attitude, turning a once-awkward idea into a creative possibility. The prototype vanished, but the thinking behind it later surfaced in broader crossover projects.
Would you have played Disney’s Action Figure Face Off, and which characters would have earned a place in your starting lineup?
FAQ
- What was Disney’s Action Figure Face Off?
It was an unreleased Disney crossover fighting-game concept featuring action-figure versions of characters from properties such as Tarzan, The Lion King, and Treasure Planet. - How did Kingdom Hearts influence the project?
Kingdom Hearts helped demonstrate that Disney characters from separate worlds could interact in one game, making later crossover ideas easier to pitch internally. - Did Disney’s Action Figure Face Off become a full game?
No. The project reached the prototype stage before Disney abandoned it in favor of safer movie and television tie-ins. - Which company may have developed the game?
References on former Activision employees’ LinkedIn profiles suggest Activision may have been involved, although the exact development arrangement remains unclear. - Which platforms were considered?
Available listings mention PlayStation 2 and PC, while another account also includes Nintendo GameCube and Xbox. The conflicting information suggests the platform plans may have changed.
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