Wednesday, 4 October 2017

Invisible Cities - Online Greenlight Review

Below is my Online Greenlight Review for the Invisible Cities project.

2 comments:

  1. OGR 4/10/2017

    Hey Tom - well done on getting this up and out there and for rolling up your sleeves and getting stuck in over the course of this first two and half weeks. So, Sophronia - okay, so I really like that big idea about the two cities being on two huge cogs that click around, so that the two cities have periods when they mesh together - and then part ways again. This is cool :)

    I just want to say a few words about 'steampunk'... I like the idea straight away that you're thinking about this fairground city as deriving from Victorian influence - this really opens things up for you architecturally in terms of deriving forms and shapes from older fairground-style elements. Sometimes 'steampunk' can be applied to projects like a sort of aesthetic gravy - a fancy surface gloop! What I'd like to see if you really looking at period detail and real-world reference and extrapolating your ideas from that, as opposed to using Steampunk as decoration.

    In addition to this, I think you could think in a more hybridising way about your fairground city. So let's imagine that this isn't simply a city that has fairground elements in it - let's decide that the city has been engineered, designed and envisioned by fairground ride designers - therefore, the transport system has been designed by fairground ride designers - and the architecture itself - churches, towers, houses etc - has been designed by fairground ride designers. This puts a slight different spin on things and begs the question 'what would that look like?' There's a real sense set up by your clockwork/age-of-steam idea that your fairground city would be very kinetic - full of moving parts and dynamism - you might want to look at automata as another source of inspiration re. finding forms by which to inspire architectural elements.

    The brief asks you to move from an establishing shot to much more specific shots, designed to get 'under the skin' of your city. Have you consider your interior yet - the space that tells us something 'more' about your Calvino-inspired Metropolis - obviously, I think the contrasts between the two cities might form the basis for your 'low exterior shot' maybe - perhaps the mesh point between the two great cogs? Maybe there's an argument for the interior to be the mighty cog-room itself - the great mechanism that turns the world? Just in terms of not thinking generically about your various buildings etc, just try and derive a logic from your world that makes choosing types of buildings easy - so ask yourself questions like 'In a city designed in the image of a fairground (a city dedicated to fun, and escapism and adrenalin!), what would its landmarks be?' Which professions would be housed in the most important/grandest buildings? I suspect in Sophronia, the transport system would be hugely celebrated... let's take the scenic railway to work!

    https://i.pinimg.com/736x/64/c8/2f/64c82f8098059d48179de557e280b238--scary-roller-coasters-kings-island.jpg

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  2. I shared this with Annie - who has also opted for Sophronia... thought you might like it too :)

    https://youtu.be/RVeHxUVkW4w

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