CEersel Research Paper
CEersel Research Paper
CEersel Research Paper
The architecture of
science fiction
Chloé Eersel | 4135555
April 6, 2017
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INTRODUCTION 7
PART ONE 11
1. PROBLEM DESCRIPTION 12
1.1 ON (FILM)ARCHITECTURE 12
1.2 RESEARCH GOAL 13
1.3 RESEARCH QUESTION 13
2. METHODOLOGY 14
2.1 FOCUS GROUP 14
2.2 FILM ANALYSIS 16
2.3 INTERVIEWS 17
3. RESULTS 21
3.1 SCOTT CHAMBLISS 23
3.2 SEAN HAWORTH 31
3.3 TOM FROHLING 39
3.4 AARON HAYE 47
3.5 ANSHUMAN PRASAD 55
3.6 ROLAND IJZERMANS 63
3.7 INTERVIEW LEARNINGS 68
4. NOTION OF SCIENCE FICTION 74
4.1 FUTURISTIC TRENDS 74
4.2 SCALE 74
4.3 MATERIAL 75
4.4 DEFYING THE LAWS OF PHYSICS 75
5. CONCLUSION 76
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index
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PART TWO 81
1. READY PLAYER ONE 84
1.1 NOVEL 84
1.2 STORYBOARD 85
2. SCRIPT COMPONENTS 89
2.1 CONTEXT 90
2.2 ACTION 92
2.3 EMOTION 94
3. FIRST CONCEPTIONS 96
3.1 FIRST IMPRESSIONS 96
3.2 ARENA 98
3.3 CLIMBING FRAME 100
3.4 SAFETY NET 102
4. BACKSTORY 104
4.1 TECHNOROMANTICISM 104
4.2 BIOPUNK 106
5. DESIGN CONCEPT 108
6. CONCLUSION 110
REFERENCES 114
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introduction
Film and architecture are two forms of art inherently related to each
other. This goes far beyond the films of Eisenstein and Wiene, two
filmmakers adored by the architecture community. The practice
where film and architecture come together, production design, is
a much overlooked profession by architects. Production design
shows how stories can be told through design, with its main goal
being complementing the narrative of a film. Because film is not
bound to reality, it leaves room for experimentation. Vidler (1993)
calls film “a laboratory for the exploration of the built world” (p. 45).
Film architecture can illustrate different places and times without the
restrictions of the real world (Vidler, 1993)
This is even more the case when moving to the fictional environment.
Science fiction is one of the main genres in film where the stories
reach far beyond what we know from our daily lives. It gives
designers the chance to let their imagination run wild and explore
new and innovative design solutions. Science fiction design can help
inspire humankind. The futuristic civilizations portrayed in science
fiction are an incredibly powerful to reflect on contemporary society
and its technological advances (Fortin, 2011). It can be a warning for
where our world is headed or an inspiration to show us where society
could go. Science fiction scenarios can project the possibilities of
the future, as the seminal 2001: A Space Odyssey (1968) shows, or
leave us in fear about our own reality, like The Wachowski Brothers’
The Matrix (1999) does.
Much has been written on the topic of science fiction. There are
endless amounts of literature discussing the concepts created by
science-fiction authors or the way science-fiction cinema portrays
our world. On the topic of production design, there has been written
much about the practical nature of set building of these fictional
environments. Yet, literature on the topic of translating written
science fiction into (spatial) design concepts is very limited.
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This paper explores the imagination process of science-fiction
designers. Its aim is to map their creative process of moving from
words to imagery. The paper consists of two parts. The first part
focuses on learning from the science-fiction designers. With
watching their work and interviewing them, their imagination process
is decomposed and mapped. The second part puts the learnings
from part one into practice. It explains the process of designing a
fictional environment using the same steps as the science-fiction
designers.
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part ONE
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1. problem description
1.1 On (film)architecture
In architecture, a design should find solutions within internal and external
constraints. These constraints are for example, user, site and legislation.
From the constraints, the architect can start working up towards solutions.
The constraints have the purpose to make the building adequately perform
its demanded functions (Lawson, 2002). The functions that a building has
to fulfil are to be a modifier of climate, behaviour, resources and culture
(Hillier and Leaman, 1972). All the aspects that the architect has to take
into account are things that he can actually find in the real world. There is
an actual site, user, climate and culture that can be observed. A design can
be made based upon a clear frame of reference.
When it comes to design for film, there are also these aspects that are
described in a script. But that immediately points out what sets the film
designer apart from the architect. It is only described. Words are the only
source from which a film designer starts. There is no visual reference and
no actual user he can talk to. That is where the imagination comes in. The
designer has to take the story and for this, comes up with his own imagery.
In film, there is a great variety of worlds that are portrayed. Films that
present an unrealistic and fictional environment become an extra challenge
for the film designer, as he then has to think outside of what he knows from
the real world. We can roughly divide fictional worlds into two categories:
fantasy and science fiction. In fantasy films, scenes often take place in
natural environments like forests, under the sea or up in the mountains.
Science fiction films often times are set in a man-made or built environment.
That is why this paper will focus on the latter genre.
When designing architecture, the design process often starts with a design
brief and analysis of the context. When designing film architecture, the
design process starts with an analysis of the script. This script forms the
base of the design but gives no visual reference. That is particularly the
case when the story is set in a fictional world. This makes for some big
differences between the design processes of architects and film designers.
The design processes of both have similar steps, as both parties have to do
with spatial design. Yet, in the first part of the process there might be some
contrasting steps which are crucial in either of their processes.
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Architecture Film Architecture
1.3.1 Subquestions
How do you translate a scenario into a design?
What makes a design seem futuristic or otherworldly?
How can a design complement a storyline?
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2. methodology
The methodology used for this research consists of two parts. The
first part consists of film analyses of nine different films and games
from the science fiction genre. This is followed by an interview with
the designers of these films and games.
Production Designer
The production designer is the head of the art department. The art
department is artistically responsible for the environments in which
a story takes place. The production designer leads the department
consisting of artisans and craftspeople, which are responsible for
the look. Together with the director and director of photography he
decides what the visual look of the film will be. He also oversees
the costume and hair and make-up department in order achieve
a singular design result. The production designer usually comes
in early on in the pre-production phase, as he comes up with the
visual concept of the film together with the director and director of
photography (LoBrutto, 2002).
Art Director
The art director is the executive assistant of the production
designer. He is head the art department crew on set. Depending
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on the production, the production designer may remain off-set and
continue designing and coordinating, while the art director works
on set with the shooting crew. The art director is responsible for the
logistics of getting materials to and from the set. On low-budget
films, sometimes there is no production designer. In that case, the
art director is responsible for the design of the film (LoBrutto, 2002).
Set Designer
The set designer designs and supervises the sets. His designs
are based on the ideas and input of the production designer. Set
designers can design one or multiple sets for the film, depending
on the size of the production and the set. He is brought in by the
production designer create the technical drawings used to construct
a set, drafts blueprints based on concepts, or conceptual drawings
before overseeing construction of the set. The set designer works
together with the director and director of photography to plan how
the set will be used and filmed (LoBrutto, 2002).
Concept Artist
Concept artists draw or paint, mostly digitally nowadays, a conception
of the production designer’s ideas for a set or a design moment for
the film. They are especially helpful in fantasy or sci-fi films where
completely new environments have to be made up. Concept artists
are not often used in low-budget filmmaking, but they can be a
valuable tool when trying to raise money for a specific set that needs
to be built. Concept artists come on in early in the process as they
help drawing out the first conceptions of the production designer
(LoBrutto, 2002).
Of course there are many more roles in the art department like the
set decorator, property master and location scout. But these four
roles were chosen to be interviewed based on their relevance for
science fiction architecture.
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2.2 Film analysis
A selection of science fiction films was watched and analysed, mainly
focusing on the architecture used in the films. Also, as this project
is about the architecture of fiction, the focus lies on the fictional
architecture and not necessarily the realistic designs of a film. The
selection of films is based on the filmmakers that are interviewed for
this research. Two films of every interviewee are analysed. The main
goal of this film analysis is deriving interview questions about the
design. Secondly, aspects that are essential in the design of science
fiction architecture were tried to be found.
The films that were chosen for the analysis were based on the
following criteria.
1. Designed by interviewee
The main purpose of the film analyses was to be able to interview
film designer and better understand their responses due to
familiarity with their work. Questions asked during the interviews are
outcomes from the film analysis.
2. Science fiction
As described earlier, the fictional environment was chosen because
this makes it different from real architecture. But in order to not stray
too far from the subject of architecture, the science fiction genre
was chosen as its stories often take place in built environments.
3. Architectural value
Science fiction films often show an unrealistic or futuristic
environment. Though, in these environments it is not always
necessarily the architecture that looks unreal. Sometimes, this is
communicated through the design of vehicles, graphics or products.
As this thesis is about architecture, the films chosen for this
research show environments where the notion of science fiction is
communicated through the architectural design.
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The following steps were taken during the film analyses.
2. Image Capture
With taking stills from each film, the image portrayed could be
further analysed and details from the sets can be distilled.
2.3 Interviews
This qualitative research was held in form of semi-structured
interviews. This form of interviews was chosen to give the designers
the opportunity to freely talk about their design process, as imagination
is a very personal and subjective matter. Over the course of three
weeks, six different film designers were interviewed in interviews that
took approximately one hour. The interviewees are asked a set of
questions consisting of two parts. The first part consisted of generic
questions that were asked to all of the interviewees. The second
part consisted of questions about their own work. These questions
have been distilled from the film analysis done beforehand. Four of
the interviews were done orally, the method of preference. Two were
done over email, due to preference of the designers.
Interview goal
The goal of this research is to find out how designers of films and
games translate scenarios into imagery and with this map their
imagination and design process of science fiction architecture. For
this research, filmmakers have been interviewed that fulfil several
roles in the art department. After watching and analysing their films,
questions were asked them about imagination and science fiction.
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Interview questions
The following questions are generic and have been asked to all of
the interviewees.
• When moving from story to final product, what are roughly the
steps you go through?
• When you come up with ideas, do you search for references that
resemble parts of this, or do you draw this out? How do you combine
the two?
• What effect do you think that your role in the art department has
on you creative process?
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• From where do you get inspiration for science fiction or non-
existent architecture?
• When looking at films that are set thirty years into the future, often
the city and its architecture look completely different from our world
today. Though, when looking thirty years into history, the architecture
does not look that different from today. Is design for the future an
architectural task?
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3. results
This chapter explains the results found in the research. For easy
reading, the analyses have been described per person, first
introducing the film designer, then analysing his work and lastly, a
summary of the interview held. After a description of every person’s
interview, a comparison is made between all the interviews.
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3.1 Scott Chambliss / Production Designer
For this research, Star Trek: Into Darkness (2013) and Tomorrowland
(2015) have been analysed of which he both was the production
designer.
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Film analysis
Tomorrowland (2015)
When Casey Newton finds a mysterious coin and touches it, she
finds herself in a place called Tomorrowland, in another space and
time. But the coin runs out of energy she goes out to find out more
about the coin and the place where she was. In her journey, she
meets Athena and Frank Walker, a former boy-genius inventor.
Athena warns them that the future and therefor also Tomorrowland
is in danger. Together they set out on a quest to save the future
(Bird, Chernov & Lindelof, 2015).
The spaces where the crew works and might look fancier than one
would expect a spaceship to be. This supports the narrative it is the
future and space travel is done frequently. Space ships are not just
mere transportation crafts but also serve as a home for the crew. The
story is set in a future in which technology is used for the better. The
technologically advanced spaces have a convivial feel to them. The
primary colour palette complements this state of balance.
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previous Star Trek films. Inspiration for the design came from mid-
century designers like Pierre Cardin and Eero Saarinen. These
designers had a positive outlook on the future, in which technology
would lead to a better future. This opposes the contemporary ideas
in which we think of the future as a dystopia.
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3.2 Sean Haworth / Production Designer
For this research Avatar (2009) and Ender’s Game (2013) were
analysed. On Avatar, Haworth worked as an art director and for
Ender’s Game he was responsible for the production design together
with Ben Procter.
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Film analysis
Avatar (2009)
When his brother is killed, former marine Jake Sully replaces him on
a mission on the distant planet of Pandora. As part of the program,
he uses an avatar identity to attempt to infiltrate the native Na’vi
people. But after falling for beautiful Na’vi Neytiri, he discovers the
true intention of the mission and finds himself right between humans,
led by the evil Parker Selfridge, and the Na’vi. This leads to an epic
battle between the natives and human invaders (Cameron & Landau,
2009). As Sean Haworth was part of the art department that designed
the human interior space on Pandora, this analysis focuses on these
spaces.
The spaces in which the humans reside on Pandora look very earthlike
and familiar. Apart from the digital layer of screens and holograms
that is added, the architecture does not necessarily suggest that the
story takes place in some high-tech far future. Keeping the pods
this familiar, increases the contrast with what is outside on Pandora,
which is a big unfamiliar world with nature and technology that is
figure 3.7 Cryo vault (Cameron & nothing like earth. The use of familiar earthlike architecture could
Landau, 2009)
also suggest a longing among the characters for something familiar
figure 3.8 Link room (Cameron & that reminds them of earth and makes them feel at home on this
Landau, 2009)
other planet.
figure 3.9 Ops center (Cameron &
Landau, 2009)
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Ender’s Game (2013)
Battle school has spaces with many different forms. Long corridors
connect the dorms, showers, canteen, battle room and many more
rooms we see in the film. The use of details like grates, buttons and
handles, give the spaces a rich feel, without looking overly functional.
For the material metal is used mostly throughout the design. This
gives the space a very cold and almost uninviting appearance and
makes the contrast with home even bigger. The metal used has
different appearances, keeping the spaces visually interesting, while
using only one material. Sometimes, the metal is polished, other
times it looks matte or used as a grate. Relief is also used to make
the spaces visually interesting. A relief of horizontal lines strengthens
the perspective and accentuate the lengthiness of the corridors.
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see around you as long as you form it into the logic of the world you
are creating. If you give your design a solid logic or backstory, the
audience will believe it more easily.
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3.3 Tom Frohling / Art director & Set Designer
Tom Frohling is an art director and set designer. His credits as an art
director include X-Men First Class (2011), Transcendence (2014) and
Fantastic Four (2015). He has also worked as a digital set designer on
many productions. As a digital set designer, he has been responsible
for the art direction is the computer generated sets. His credits as a
digital set designer include After Earth (2013), Ender’s Game (2013)
and most recently Live by Night (2016).
For this research the films Ender’s Game (2013) and Fantastic Four
(2015) have been analysed. For Ender’s Game he worked as a digital
set designer, while for Fantastic Four he worked as a supervising art
director.
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Film analysis
The battle room is the place where Ender and his peers learn combat
as they fight each other in teams. The sphere is made of transparent
material so that the earth can be seen as a backdrop. This large,
spherical space forms the centre of the spaceship. Inside the space,
there are floating cubes that can serve as cover during combat.
These cubes form a different composition during every match. This
gives the battle room different look in the several scenes that take
place here.
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constantly that a story is set in the future. He thinks that sometimes
this also just happens because a designer gets on his high horse.
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3.4 Aaron Haye / Art Director
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Film analysis
Battleship (2012)
The mysterious structure found in sea has a very abstract look from
afar. This lures the main character in to come closer as he wants to
examine the structure further. The massive form communicates that
it is something bigger and stronger than humans and has an almost
Mayan-like texture to it. This might suggest that the structure was
made by a technologically advanced species.
When leader of the human resistance John Connor sends Kyle Reese
back to 1984 to protect his mother Sarah Connor and so safeguard
the future, an unexpected turn of events creates a disrupted timeline.
Reese finds himself in a different version of the past, where he is
faced with an unexpected new mission, resetting the future. Kyle,
Sarah and her guardian Terminator set out on a mission to prevent
Cyberdyne from launching Skynet (Ellison, Goldberg & Taylor, 2015).
The most important space of the whole film is probably the time
travel room at Cyberdyne. This space forms the narrative thread of
the story where the most important scenes take place. The form of
the space reminds of the way wormholes are often schematically
drawn. To make this room, with its eccentric form, believable as
an architectural space, smaller elements, like railings, stairs, and
cladding panels have been added and give the space a human scale.
The design of the rest of Cyberdyne looks very much of this time. It
shows all the elements an audience would expect in a building of a
large tech corporation. As the story is set in 2017, this might be a
good way of portraying such a company. The headquarters consists
of a group of uniform buildings, made of the classic science fiction
materials, steel and glass. As Cyberdyne is a powerful company, the
building’s dimensions are bigger than any other building seen in its
surroundings. Extra layers of big screens and holograms have been
added to support the sci-fi look.
When Haye gets a script, he breaks it down into scenes and gives
storyboard images together with references to the set designers,
so they can start designing the needed spaces. Design researchers
come in early on in the process and help inspire him for his designs.
Also intuition plays an important role in his design. Sometimes, his
first instinct ends up to be the best design solution in his opinion.
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the science fiction of the past much better and is fond of taking the
past and pushing that into a different future. Here he talks about
the importance of having a backstory again. Designing otherworldly
science fiction environments is very much about what kind of future
you want to create. In his opinion, the backstory, together with the
script, forms the base of the design.
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3.5 Anshuman Prasad / Set Designer
For this research Total Recall (2012) and Ender’s Game (2013) were
analysed.
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Film analysis
In the beginning of the film, we see Quaid making his daily commute
using the Fall. The Fall is designed as a bullet that falls through earth.
From the outside it looks huge. This is due to the fact that it has to
transport a lot of people every day. In the beginning of the film we
follow the daily commute of the main character from the Colony to
the UFB. The interior is of a much more relatable scale. To make the
scale more human, the interior is divided into many different layers.
It almost is designed as the interior of a skyscraper, with an atrium in
the middle, corridors along it and adjacent rooms on each floor. The
use of white plastic surfaces with smooth edges gives the design the
same feel that the interior of an airplane has.
figure 3.28 Fall interior corridors As the Fall has to be used with gravity in both directions, every floor
(Jaffe, Moritz & Wiseman, 2012)
also serves as a floor and vice versa. This is cleverly used in one of
figure 3.29 Fall interior atrium (Jaffe, the final fighting sequences that takes place inside the Fall. Because
Moritz & Wiseman, 2012)
floor, ceiling and sometimes even walls are used by the actors, this
figure 3.30 Transortation pods (Jaffe, complements the dynamic feel that this sequence has.
Moritz & Wiseman, 2012)
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Interview
As a set designer, Prasad works on sets to be actually built. He
translates conceptual designs into real built environments. This
conceptual nature of the design is decided and communicated by
the production designer and director. In his work, both research
and intuition play big roles. He thinks that there is a fine balance
between the two. Strong research helps him to design better and
lets the audience connect to the story. By adding elements to the
design with which the audience can identify, the story becomes
more believable. On the other hand, intuition lets him create weird
and fantastical designs.
In his opinion, science fiction has been given its style, due to the
fact of what the audience associates with it. Science fiction plays
on our fear of losing control and is about fictional science. Because
science is manmade, the design uses manmade materials. Designing
futuristic environments depends on what kind of future should be
portrayed. In this, he often bases his designs on popular trends.
As a trained architect, scale and proportion are some of the most
important aspects in his designs. Where science fiction uses a lot of
big scaled elements, he still finds it important for his designs to be
of a human scale. As an example he uses The Fall from Total Recall.
From the outside The Fall looks like a huge tube, but from the inside
there is some sort of relatability because of the smaller scale and
references of airplane interiors that have been used.
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Prasad has designed several environments where there are different
laws of gravity. While designing this, he keeps in mind very much
the technical and practical nature that the sets should have. For
instance, how the actors will be suspended in the set, or how the
camera should be able to move within the set.
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3.6 Roland IJzermans / Lead Concept Artist
For this research, the game Killzone Shadow Fall was analysed.
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Game analysis
Vekta city shows extreme contrasts between both sides of the wall.
The narrative of utopia against dystopia forms the base of the design.
On the utopian ISA side, buildings have the typical futuristic look in
the style of Zaha Hadid and Calatrava with lots of glass. The amount
of high rises makes the city look very dense. This supports the story
line of ISA giving up part of their city to make room for the Helghans.
Yet, there is room for recreation. Between the white buildings, the
player encounters plazas with greenery and fountains.
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3.7 Interview learnings
Story
The story is the start of the design. Without a story there is no
design. This does not necessarily mean an exact script, but could
also mean the story of the world you are designing for. The design
has to be justified by what the story is. From the script the designers
extract the actions, emotions and context of the story. It will be there
job to facilitate these three facets within their design. The script is
the guide throughout the whole design process and is referred back
to often times. It is a dynamic process in which they go back and
forth between the script and the design. Prasad said that the script
guides him through what parts of the design should be more realistic
and what parts can be more fantastical.
Backstory
What might be just as important as the literal story described
in a script is the backstory. Through design a backstory can be
communicated to the audience, helping to evoke certain emotions. If
there is thought of why certain design elements were placed there, it
will make the storytelling richer. You can communicate much more,
without having the actors to actually act it out. The designers gave
the concept of the backstory different names, but meant the same.
It could be imagining a culture of the society you are designing for.
But also setting up rules for the biology or physics, like what was
done for Avatar.
Research / references
Research forms the base of the design and helps the design base in
some kind of reality. With research the designers often mean visual
references. They collect imagery of architecture, art, nature, etc.,
from which they can start designing. From the visual references,
they make up mood boards. Though, research is not solely visual
references, literature is also a source of references used often.
Especially when constructing a backstory, the designers look up
information about history, philosophy, physics or biology in order to
construct a set of rules of how created world works.
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Inspiration
Inspiration can be taken from almost anywhere, which of course
depends on the production. The designers named art, personal
experience, machines, nature, architecture and literature as sources
of inspiration. Some designers like to take inspiration from things
that seem completely unrelated to the subject of design in order to
give the design a new and innovative feel. Production designer Sean
Haworth said that a designer can basically take any element and
adjust it to the rules of the created world to make a new design.
Tools
In the design process, the designers use an array of different
tools. They mix these tools in their process. They named drawing
or sketching, but also making physical models, computer models,
Photoshop. Mixing those tools helps them coming up with new ideas.
Mood boards are a great communication tool in art department. It
helps the designers come up with different designs that together will
be a coherent whole. When designing with the computer, designers
should be careful because a computer can be too restrictive
sometimes, especially early on in the process. On the other hand,
working in a computer allows the designer the work in 3D and be
able to move around a design like a camera would.
Art directors Haye and Frohling called the typical science fiction style
boring and overused. They had critique on the same futuristic trends,
like holograms, parametric architecture or designs with moving parts
that are used repeatedly. Both Haye and Frohling called using the
same visual cues repeatedly a shorthand to communicate that the
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“you can draw inspiration from just
about anything around you”
/ sean haworth
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“all science is manmade, hence the
association”
/ Anshuman Prasad
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story takes place in a sci-fi environment.
Futurism
Futuristic environments can be created by looking at where society
is right now and projecting this forward. Designers take trends that
the audience already associates with futurism, like touch screens,
holograms or flying cars and add these to the design. This they
do in exaggeration so the audience does not constantly have to be
reminded that the story takes place in the future. Futuristic design is
very much grounded in the time the design was made. If we look at
films from the seventies or eighties, they will look very different from
the future we predict today.
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4. notion of
science fiction
The design of science fiction environments uses certain themes that
come back in most films. Although designers say that they draw
inspiration from almost anywhere, there is somehow often a quite
uniform look when it comes to the design of sci-fi environments.
The inspiration might be translated to fit into one or multiple of these
science fiction design themes. Here are some examples of science
fiction notions seen throughout the research. This does not mean
that these are true for all films or that there are not more sci-fi design
themes that frequent the science fiction environment.
There are certain futuristic styles and trends that the audience
associates with science fiction. Elements like holograms, parametric
architecture, smart materials etc. are used frequently in science
fiction films. This is not necessarily because the designers think that
this is the way we could or should design in the future, but it is done
in order to engage the audience. As the audience already associates
these trends with futurism, using them makes telling a story much
easier.
4.2 Scale
Another thing that is seen in the films is that the buildings are of a
huge inhumane scale. Megastructures dominate the science fiction
cities. Several designers explain it as an embodiment for the sense
of horror that often is sought for in science fiction stories. People do
not have control over technology anymore, so the machine takes
over their lives. The use of big intimidating architecture is one of the
ways this is communicated through design.
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4.3 Material
What is possibly the most uniform in all the science fiction stories
that are set in a built environment, is the use of material in the
architecture. It is always the same materials that we see. The typical
manmade materials like steel, concrete and glass dominate the
palette of the design. Barely used are natural materials like wood,
stone or clay. Production designer Scott Chambliss explained this
stating that “science fiction itself is manmade”.
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5. Conclusion
Although the design processes of the interviewees might be different
in some ways, there can be seen a similar design process that all
of the designers go through. This is an observation made based
on the outcome of the interviews in which their design process is
decomposed into different steps.
The story or script is the start of the design process. It forms a guide
throughout the whole process and is referred back to very often.
A backstory goes beyond the dialogue and actions literally written
in the script and gives more depth to a story. The backstory can
especially be communicated through the design. The production
designer needs to expand on what is written in the script. Using a
backstory in a design can communicate the origin of a world or a
history or personality of a character.
From the story and backstory the designers extract the context,
actions and emotions that are described in the script and can be
seen as the requirements of a design. The context holds information
of a setting. It describes the geographical place, time and culture
in which the story is set. The environment designed needs to
facilitate the actions that are described in a script and make them
visually interesting when captured through photography. While
watching a film, the viewer goes on an emotional journey with the
main characters. Design can emphasize the emotions felt by the
characters.
The next step is to find references that match these contexts, actions
and emotions. These references can be taken from anywhere. This
step can be seen as the most intuitive part of the design process.
In this phase, the designer takes references that he associates
with the notions of the story and references that he assumes the
audience associates with the notions of the story. These references
are not solely visual, but can also be references from nature,
scientific theories, or whatever the designer might associate with
the story. Grounding the design with references from the real world
increases the believability and relatability of a story. The collection of
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references is the basis from which the designers start creating their
own imagery. In their drawings, models and collages, they combine
different references to come up with new concepts.
All these steps do not solely count for the science-fiction environment,
but can also be applied to other fictional and even realistic
environments. The notions of science fiction described in chapter
four are components that come back in almost every science-fiction
story and might be the design elements that give the viewer the idea
that the story is indeed set in a science-fiction world. In order for the
design to be a science-fiction design concept, a translation has to
be made that evolves a regular design into a science-fiction design.
This translation has been given the term scification.
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REFERENCE
CONTEXT REFERENCE
REFERENCE
REFERENCE
STORY
+ ACTION REFERENCE
BACKSTORY
REFERENCE
REFERENCE
EMOTION REFERENCE
REFERENCE
REFERENCE
SCIENCE-FICTION
REFERENCE SCIFICATION DESIGN
CONCEPT
REFERENCE
REFERENCE
SCIENCE-FICTION
REFERENCE DESIGN
CONCEPT
REFERENCE
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part TWO
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Part two of this paper describes the design process as learned from
the interviews with the designers put into pratice. This description
follows the process of moving from written story to design concept.
The order of steps is written in chronological sequence. As the
design process is a dynamic process, this does not mean that one
step was fully completed before moving onto the next one.
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1. Ready player one
The story chosen for the design project is Ready Player One by
Ernest Cline (2011). This novel was chosen because it includes a lot
of components that are often seen in science fiction. The story is set
in the future, the main character lands different planets and the story
involves technology and physics that are unfamiliar but have a great
influence on society.
1.1 Novel
Ready Player One is set in the year 2044. The world has become
an ugly place. There have been several energy crises and people
live in poverty. In the stacks, on the outskirts of Kansas City lives
Wade Watts. He is an orphan who lives with his cold-hearted aunt in
one of the many stacked trailers. Like the majority of the people, he
spends most of his time in the OASIS. This is a virtual universe which
he enters through is virtual reality glasses. Inside the OASIS, Wade
goes to school and meets up with his friends under his avatar’s
name Parzival. This way, he escapes his own miserable life in the
real world.
When OASIS founder James Halliday dies without any heirs, his will
states that the winner of a heist he has set out inside the OASIS
will win his fortune. This includes a controlling share of Gregorius
Games Simulations, the company that owns the OASIS. Halliday
has hidden three keys that unlock three gates that lead to the Easter
egg. The first avatar to find the Easter egg will be the winner of the
contest. Many avatars start hunting for the egg, but this appears to
be harder than thought at first. Then, years after the announcement
of the contest, Parzival finds the first key.
On the location of the first key, Parzival meets Art3mis. He has had
a crush on her for many years, through reading her blog. After their
first meeting they end up spending more and more time together,
while falling for each other.
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One company that will do everything in their power to win the
contest is Innovative Online Industries (IOI). They are a multinational
corporation planning on monetizing the OASIS after winning the
contest. This will have a great effect on society, as entering the OASIS
has always been free, so that even the poorest people can use this
place as an escape. IOI’s employees or nicknamed the Sixers. Many
gunters, as the Easter egg hunters are called, have made it a true
sport hunting down Sixers, as they will do everything to keep them
from winning the contest.
1.2 Storyboard
The scene chosen to design is halfway through the book. When
Parzival and Art3mis get invited by Ogden Morrow, a co-creator of
the OASIS, they cannot refuse this invitation, even though they know
it will be dangerous to go out in public because they are hunted down
by the Sixers. The next pages show a storyboard that illustrates the
events of the scene designed for this project.
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Parzival lands on Neonoir and finds himself in an unfamilier
cyberpunk-themed world.
Inside the Distracted Globe, Parzival finds that the laws of physics
are different. On the inner surface the avatars are walking, while
in the middle people are floating and dancing around. He goes to
the bar to meet Art3mis.
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Parzival and Art3mis go dancing together.
The dj, R2-D2, is playing several eigthies tunes with his robotic
arms.
At first, Parziival and Art3mis seem very much in love, but they
end up fighting over the contest.
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2. script components
As described in the conclusion of part one, the designers extract the
actions, emotions and context that are told in the script. Then they
search for the right references to go with these descriptions. Here
a collection of descriptions of the actions, emotions and context
described in the chapter and references that could go with them. All
these decriptions are derived from the novel by Cline (2011).
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2.1 Context
The writer has visually described the world Parzival finds himself in.
The world of Neonoir is described as a cyberpunk-themed world.
The cyberpunk theme suggests a classic science fiction look of a
city at nighttime filled with bright neon lights.
The dancing in the center of the club needs open space in order
for the avatars to float around freely, without bumping into objects
or each other constantly. In the centre of the dance floor is the DJ
booth. The booth houses the DJ equipment and the DJ should be
figures from left to right, top able to spin around, with or without equipment.
down
figure 2.9 Sensation Dubai (no The shooting scene might ask for object behind which the opponents
source) can hide for cover. During this scene, Ogden Morrow bursts out of
figure 2.10 Ministry of Sound the DJ booth, while in the ending of the scene, he moves back into
London (Ministry of Sound it, suggesting that it did not have to be broken in order to burst open.
London, N.D.) At the end of this sequence Art3mis flies out through the hole that
figure 2.11 Net blow-up (numen/ was blasted into the top part of the globe.
for use, 2013)
When Parzival meets Art3mis at the bar, he is very happy to see her.
The following sequence has a romantic feel. In their dialogue and
actions, Parzival and Art3mis flirt and dance together. A happy and
figures from left to right, top dreamy feel matches this sequence.
down
figure 2.16 James Turrell artwork But then everything goes wrong. Parzival and Art3mis get in a fight
(Kujda, 2004) about the contest and Art3mis tells Parzival that she wants to break
figure 2.17 light beam (no source) up with him. At the height of their argument, the Sixers bust in. There
is a sense of danger and Parzival gets scared as he realizes that
figure 2.18 Barbie Shanghai the Sixers have come in to hunt down him and Art3mis. When he
Flagship store (Slade
Architecture, 2009) reaches the point that it seem inevitable that they will lose the battle,
Ogden Morrow takes action. With eliminating the Sixers, he leaves
figure 2.19 disco ball (no source)
Parzival and the other avatars awestruck. While the other avatar
figure 2.20 sparkles (no source) dance happily again, Parzival feels sorrow as Art3mis drifts away
figure 2.21 coloured bubbles (no
source) Overall the scene goes from Parzival feeling full of wonder and in
love with Art3mis to him being scared and feeling sorrow. In the
figure 2.22 glass shatter (no design, these feelings could be impleted using using lighting of
source)
different colour, or by giving the part of the globe where the Sixers
figure 2.23 gamma-ray burst (no bust in, an agressive form.
source)
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3. first conceptions
3.1 First impressions
The storyboard combined with the first references found, resulted in
these first visual conceptions of the scene.
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figure 3.1 city on Neonoir
figure 3.13 layered seating (Svet This concept might not fit well because in the chapter, the interior
Vmes Architects, 2014) is illustrated as if it is oriented towards all sides. The layering would
give the space a more horizontal orientation. This also gives the
space a sense of up and down, contradicting the feel one would
have while being weightless.
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figures on left page from left to
right, top down 3.3 Climbing frame
figure 3.14 climbing frame This organization of the globe has some clear references to the
(Tucky’s Photography, N.D.)
real world. The interior surface is cladded with the frame we know
figure 3.15 light structure (Peters, from classic climbing frames. This structure is a well-known form
N.D.)
spherical constructions. The geometrical look, suggests that this is
figure 3.16 honeycomb (no a space that can be easily calculated. The lines of the grid are used
source) as pathways, while the deeper lying parts house the functions of
figure 3.17 a-sides (Occams the club, almost dividing the interior surface into rooms. There are
Laser, 2015) several bar and lounge rooms. While being in one room an avatar
does not necessarily feel that he stands on a curved plane. Only
figure 3.18 King’s Cross station
interior (own picture, 2017) from seeing the opposite side, an avatar can detect that he finds
himself in a spherical space.
figure 3.19 lamp structure (own
picture, 2017)
This concept might be too conventional for a world as distant as
figure 3.20 space-time the virtual universe in 2044. The use of this spherical construction
continuum scheme (no source)
might not look as advanced as one would suspect in a world as
figure 3.21 climbing frame technologically advanced as a cyberpunk world.
(Beebop, N.D.)
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figures on left page from left to
right, top down 3.4 Safety net
figure 3.22 Janet Echelman The concept of the safety net is the most dynamic variant of the three
artwork (Echelman, 2014)
concepts. This concept is derived from the idea of nets that children
figure 3.23 rope climbing frame can climb in on playgrounds. The net structure of the surface looks
(no source)
like an organic structure. It seems to be very lightweight and elastic
figure 3.24 Weaver bird’s nests and suggests a bounciness. From the elastic nets, several forms can
(Mathema, 2012) be made to house the functions of the night club. With coloured
figure 3.25 safety net bioluminscent lighting, the atmosphere of a club can be captured.
(Zipgatlinburg, N.D.)
The concept of the net seemed to be most fitting with the story
figure 3.26 spiderweb (no source)
and also the most visually interesting. It stood farther away from
figure 3.27 aerial net (no source) reality than the first two concepts and suited the narrative of the
figure 3.28 plaster work (own
virtual utopia of 2044 best. For the next steps, I built forward on this
picture, 2017) concept.
figure 3.29 Chinese lantern plant
(no source)
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4. Backstory
With a base for a design, there was sought for a logic or bigger idea
behind the design, a logic in which the digital, the virtual, futurism,
cyberpunk and biology would coincide. For this, the theories of
technoromanticism and biopunk were used.
4.1 Technoromanticism
Technoromanticism concerns digital narratives that will provide
mankind the ideals of a utopian virtual future. It describes a reality
in which a shift from the physical to the digital is an enrichment
to the lives of individuals. In Technoromanticism, Coyne (1999) has
described several romantic digital narratives. Information technology
creates transcendental realities which will set the mind free from the
body. A state of ecstasy is reached by immersion in data streams
through electronic communications. The virtual world creates new
possibilities as individuals have immediate access to any place in
data space. Its digital communities induce an egalitarian social order
in which individuals are not measured by their occurrence in the real
world. All these narratives result in a unified digital society (Coyne,
1999).
For the narrative of the backstory the universe of the OASIS is built
on the theories of biopunk. After a destruction of the real world,
mankind gets the chance to redesign its world and takes inspiration
from the clever design solutions of nature. This results in a world
where the architecture has an organic feel, with using algorithms
found in nature as main component of the code this virtual utopia is
built from.
This led to the idea of using a Voronoi diagram as the base of the
globe. This diagram is found a lot in nature. Some examples are the
wings of insects, the structure of leaves or the growth of columnal
basalt. Yet, this diagram can be calculated completely mathematical.
For the structure of the interior functions, there was looked into fractal
patterns. The interior is layered into several zones. The zones closer
to the center and dj booth house more exclusive functions, while
the functions on the shell are more public. Because the exclusive
functions come in smaller numbers than the public functions, this
lead to the idea of using a fractal pattern that divides itself into more
pieces, as it goes further from the center.
The scheme on the next page shows the personal design process
in moving from written script to design concept. The starting point
still is the story and backstory derived from this. The interviewees all
made it very clear that this is where the design process starts, and
does not differ from the conclusion drawn from part one. The next
step, like concluded earlier, is deriving the actions, emotions and
context illustrated in the script. Using these script components as a
base for references has been found very helpful as a starting point
for the actual designing. After this, the first drawings of the scene
could be made. These drawings can be seen as design conclusions.
From these conclusions, new ideas arise that ask for new references.
Opposite to what the process scheme from part one suggests, this
was the first cycle in many more design cycles before reaching the
design concept described in chapter five of part two. As the design
phase is not over yet, more cycles will be made before reaching a
final design concept.
What sets science-fiction design apart from other fictional genres like
fantasy is the story line. The story will ask for the right references that
the public associates with the notion of science fiction. The subjects
of technology, science and futurism are inherent to the science fiction
genre. The script directly asks for references that fit these subjects.
This is in contrast to the scheme of part one in which the typical
science-fiction look is seen as an added layer. With using science-
fiction references already at the start of the process of combining the
references into new design, a design will automatically look science
fictional.
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CONTEXT
STORY
+ REFER
ACTION
BACKSTORY COLLE
EMOTION
REFERENCE
ADDITION
DES
CONCL
REFERENCE
COMBINATION
SIGN
LUSION
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Bird, B., Chernov, J., & Lindelof, D. (Producers), & Bird, B. (Director).
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Card, O., Chartoff, R., Hendee, L., Kurtzman, A., McDonough, L.,
Pritzker, G., Orci, R., & Ulbrich, E. (Producers), & Hood, G. (Director).
(2013). Ender’s Game [Motion Picture]. United States: Summit
Entertainment & Lionsgate Films.
Goodman, G., Kinberg, S., Kulzer, R., Parker, H., & Vaughn, M.
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(Producers), & Trank, J. (Director). (2015). Fantastic Four [Motion
Picture]. United States: 20th Century Fox.
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