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Art - World Building

When we started discussing the project we were focusing on a temple built into a standing rock based off the top two images. Unfortunately both are completely photoshoped but still the idea was stuck in our mind of man made structures and settlements built into rock and cliffs. So from this image we started to come up with many different ideas about what our world could be like. Along the way of diciphering the photoshoped images we came across incredible places such as Algarve Cave.

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Algarve Cave

These early ideas of a city built inside a large cave developed and developed and we started thinking about why people would be living inside a cave and what kind of universe we wanted to set the project. The more we considered the more we wanted to set the project in a realistic enviornoment on Earth. This led to us setting the world in a near future setting very relatable to the audience but stretched and distorted in a way that it isn't a specific place. After the concepting and idea generation took us to a dichotomous city (initially between architecturally traditional and high modern/sci-fi) we tought about problems of the current world that we could exaggerate to create a reason for people to return to living in cliffs and coves instead of open areas. With this question we found that often the civilisations who have lived in cliffs and rocks have done so because of an inhospitable environment and so extreme weather conditions lead us to the idea we have now.

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The city is set in a large cove providing shelter from the harsh storms and winds experienced on the flat planes above. As time went on the cove has been slowly opened up by the extreme weather and the cliffs have broken down opening the city up to the incredibly harsh waves and storms from the sea. This city is struggling to survive between the windswept heaths and the destructive sea. To protect the city a breakwater was created which had little affect on the huge waves and so an even larger breakwater was created to protect the lucky and wealthy leaving behind a section of the city to face the elements. This is where our level will be situated the slum near Breakwater 31. We watched films like Children of Men, Snowpiercer, District 9, Elysium and have used game worlds such as Half-Life 2, Last of Us and Homefront as reference for various ways to create the depth of world.

Meanwhile this week we will mostly be working on Substance based materials so that we have a library of materials to use when we get to asset production. I am also working on the key art image so that we have a concept of lighting and mood to work towards.

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