The scene I'm creating for my project has changed since my initial idea. At first I was going to create a scene that used angles and shapes that where similar to the work of Daniel Libeskind. Since then I've changed the project plan as I could not get a consistent style that truly represented Daniel's work and west clock-town from zelda. I'm now creating a scene that emphasises the shoddy nature of clock town, while making it feel old, "make-shift" and forgotten. I'll be using lots of planks and wood similar to Lebbeus Woods. I'm still suing the iconography and themes from zelda to keep it true to the original.
I'm achieving the look I want by using scattered brickwork, planks and dislodged tiles. There will be scattered props everywhere to give a sense that the town is in a rush, since there is "limited time".
The idea of the town is that It's made from mostly brick and wood. Some of the buildings are constructed with wattle and daub. It gives the impression that the town has been in a flux in terms of it's construction. It's material choice (even in the game) are a bit strange, with materials that in our world span centuries. I'm trying my best to make the material choice appear coherent.
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