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for my design I will use hostile architecture in the cyber punk design to make the space feel uncomfortable. as this is often a theme through out cyberpunk interpritations.
film noir emerged around 1940 - 1950 it is centred around the rise of crime during post war America. its set in dark and moody city's.
it follows a protagonist being roped into committing crime. this happens through various means such as manipulation.
the visual language of film noir is often dark and moody. using harsh lighting and shadows to set a mood/tone of emotion.
one of the most famous examples of these lighting conditions is the blinds shadow casting on the detective.
streets are often raining or rain soaked streets. With the atmosphere being misty with dim lighting.
original
The Maltese Falcon - a mystery set against a shadowy urban backdrop helped define the noir style.
Double Indemnity - an insurance salesman who becomes entangled in a murder plot.
Out of the Past - a former private investigator whose attempt to escape his dark past is thwarted by fate and treachery.
neo-noir
Nightcrawler - a videographer who participates and observes.
Sin City - black and white imagery with splashes of colour, high-contrast lighting.
Drive - a getaway driver becomes entangled in a dangerous underworld.
Difference
original noirs visual language consists of contrasting blacks and whites, set in dark, post-war, American streets. neo-noir contains colour and uses this to its advantage to set a mood
Examples
nightcrawler:
Night Crawler contains unsettling murky/muted colours that contrast each other this creates an unsettling and uncomfortable language for the viewer.
Double indemnity:
Double indemnity uses high contrasting blacks and whites. for example in the image you can see the lights but the area is still not lit well. this help the scene feel uncomfortable.
Cyberpunk visual language consists of modern and future tech with lots of wear and tear. designs often show dirt, paint chips and vandalism. you can also mismatch in the same object. things like replacing parts that don't fit. like a lack of care.
The style also brings retro design aspects, such as bright colour schemes. although because of its worn state, its colours have been muted.
using the hostile architecture worked well with the sharp and angled design. i made the fog heavier allowing the lights to create a atmosphere around each part. in retrospect i could have toned it a little down as the structure can be a little difficult se see the structure
idea to finish
from the concept, I took the general structure of a slanted geometric bus stop. I kept the frosted glass design through to the final outcome. as it added to the atmosphere.
I decided to keep the small bench attached to one of the walls but made it slanted as I thought it better resembled the hostile architectures theme of uncomforting spaces.
I believe I could have included more variation in my concept designs such as better shape analysis and some more idea variation.
what went well:
The structure of the bus stop was interesting and brought visual design from hostile architecture and cyberpunk.
I believe the hologram at the front helped set the atmosphere contrasting the light in the main compartment.
the UVs were done right and the textures look nice such as the holographic map and posters. the poster a hologram also have good emission values where they do not distract from the main image.
the background sky dome works well do to its bright neon colors reflect well on the reflective surfaces
what could have been done better:
I think that I could have brighter the general atmosphere to show the shape better.
too many ideas went on and some came out undeveloped, I think that there were a few ideas that didn't have the time or even get spotlighted correctly and could have had more design planning behind them.
there was an idea for a machine that gives power after accepting a coin, the interface did not get completed and could have had a little more planning. looking at the renders I could have also toned down the mist as it blocked parts like the machine.