Monday 21 January 2013

Research into Aesthetics: Part 2

Industrial design and architecture: Image analysis
 for this stage of my research i have done some image collecting, i want to look at real world "industrial style designs and take from them common themes of, form, colors  materials ect that i can use in my own designs. i intend to analyse a range of images that i feel typify the design aesthetic.


Picture 1:
i found this picture online of some "grungy" industrial looking structures, i have cropped it to isolate the parts of the photograph that interested me. I thought this section emphasized the no nonsense aesthetic of industrial designs. i have taken particular note of the materials used in the picture, and how they are implemented in the construction. the air duct (if that is what it is) appears to be made from a sheet metal (aluminium or steel- this will be usefull to take into consideration when looking at textures to use for my own concepts and model) simply riveted together. both structures are supported with steel struts or beams. i want to take structural support into consideration in my own creation to help it to feel and look technically feasible. it also shows me an example of how rust forms on surfaces - this will be a useful reference if i wish to add "ageing" detail to the texture of my asset. 


Picture 2
This crop also is simply an example of materials and textures used in an industrial environment, it is also from the same source photo as picture 1. Corrugated sheet is often used in such constructions as it increases the strength of the surface from one direction. This building is obviously very bland and reminds me that i will have to strike a balance between function and form in my own designs, function (so that the assets work in the game, and the aesthetic feels realistic) , but without neglecting form (making sure the environment is an interesting, distinctive, and attractive place for the player to inhabit. 

This kind of design is common among "realistic" first person shooters like the Call of Duty franchise, and is tailored  to appeal to an audience who wants who favors a "gritty realistic" gaming experience. I an aware that this kind of design ethic would, for example not be applicable to a game aimed at a younger audience.


Picture 3
I thought that this image would illustrate the common use of repetition of shapes in industrial architecture. Cargo containers are one of the simplest forms of tessellating shapes, they are designed to easily stack one on top of another to maximize spacial efficiency. industrial design seems to be all about efficiency, efficiency of material (to reduce cost), space (to capitalize on available space), and design, simple designs are easier to produce and manufacture (time efficient) though i will obviously not be putting my designs into production (in the same manner as these) i still want to bare such things in mind as theory to help the believability and grounding of the world i am designing.


Picture 4:
I chose this crop just to illustrate the importance of usability in such designs. accessibility is an important factor, the ergonomics of how a player will interact with my design.The access ladders are my focal point. 


Picture 5:
This photo interested me due to its importance of repetition and symmetry. while a symmetrical design may not create as strong a silhouette  in terms of how a prop may stand out to a player, it does create a strong sturdy looking shape. valves and piping seem to be synonymous with the style of design that i am going to go for. it is something to do with the utilitarian functionality of the shape, i think, that lends itself to looking tough and ultimately functional. 


Picture 6:
As i said with regards to a previous picture, pipes seem to be a common theme in this style of design. they are a good example of modular design as they are often built in sections and bolted together as is appropriate to the site they are being used in. The use of simple shapes and right angles in this construction also shows a no frills attitude to design, in that it uses no unnecessary space and material, the pipes seem to take the most direct route. 


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