An Introduction to 3D Realisation – “The Street” – Mini-Brief: Parts i, ii & iii.

Additional Assignment/Mini-Project: “THE STREET” (5/7 weeks), originally part of Yr 1 BA Games & Animation students Craft & Media Technology sessions, building on skills developed in earlier 3DSmax Modelling sessions A and B.
Now part of 3D Realisation for Games Design Students only…

Parts Ci, Cii and Ciii (part D is in a separate post).

The Brief:

In this mini-project we will eventually be asking you to consider a 3D submission to a larger collaborative project for the design of an interactive “Street” or City Square.

As individuals you are asked to develop designs for a single building/shop facade.

These three sections act as a vital prologue to that.

Part Ci – What makes up a typical high street? (approx 1 week)

You are to write a blog post/report of around 500+ words looking at a high street or naturally evolved shopping and entertainment area (i.e not a Retail Park or Mall) that mixes retail, financial, leisure, and domestic dwelling/accommodation.

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This area can include buildings that have been re-purposed, revitalized, abused, abandoned, left to rot, in construction or under repair.

Good starting points for your research in Hull might be: Newland Avenue, Princes Avenue, Spring Bank, Holderness Road, Anlaby Road, Beverley Road and Whitefrigate and the Old Town area of Hull; or their equivalents more local to you (for example, I took these in Scarborough).

You should try to describe its current use, the demographics of its users, the differences between its use during the day and at night, its history and even its possible future.

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NOTE to TUTORS: Several additional/augmenting caveats could be added to the brief here, for example:

caveat i – IN PARTICULAR! I am very interested in your study of the above where a relationship to water is noted – riversides, waterfronts, quaysides, harbours, canal sides, marinas etc.

You should identify your favourite or interesting elements of the area or individual buildings both from an aesthetic (architectural features, graphic design, graffiti etc) point of view and a sociological point of view (recession, crime, club culture etc.), as well as identifying areas that could be used as possible gameplay conduits and/or mechanics – Fire-escapes, roof-top walkways, balconies, open windows, alleyways, basement stairwells, underpasses etc.

Take a look at the photos below, some of these include features that might seem outlandish if described as part of a brief.

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But as with the images above, so with many “real-life” manifestations of architecture and cumulative urban ontology.

The instance that something is there in reality, whether that be the juxtaposition of bridge and pub and stepped alley (above), or a lonely exposed toilet seat on a disused London station platform, means that it can exist, and so it can be part of your design. In many cases, fact being stranger than fiction.

To access the many wonderful variations of ontic urban reference, photography is clearly a useful resource. Especially if this a primary sourced material taken by the individual. However, observational drawing takes this to a higher level. But whether photography or drawing, the “dasein” experience of a place/location outweighs by an incalculable margin the act of downloading decontextualized reference from the internet.

Hence…

Part Cii (a) – Observational Drawing. (approx 1 week)

You are asked to produce a series of drawings/sketches/thumbnails/i-pad or tablet sketches of architectural and urban details and features within the area you have described above.

As part of this process we will visit one of the areas mentioned above during a college session to produce observational drawings. All these drawings and observations will be added and assessed as part of the overall project.

This process of observational drawing is a primary resource for artists who work with environment design. It focuses the mind and hones necessary observational skills, avoiding the quick glance that along with poor recall results in work that does not fully suspend disbelief in your audience (i.e rubbish designs). There are many helpful sites on urban sketching that show how others have captured information in this way – UrbanSketchers.org and the local Hull Urban Sketchers.

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Part Ciii – Other Practitioners. (approx 1 week)

You are to collect and discuss images by at least half a dozen other practitioners (artists/illustrators/games designers/concept artists) that look at this urban and architectural theme. All examples must be identified with an artists name, a project name/title of work/ and link to the artists gallery or project site.

You might start by investigating the design teams and individual concept artists for games such as GTA IV, Shadowrun, and Darkworks studios Black Death etc. Other concept artists can be found on the side bar of this blog. But don’t be afraid to look beyond games and animation, looking at the work and practices of production designers for film, theatre, fine artists, both contemporary and historical.

Consider differing styles for your finished imagery/product and look at people/creatives appropriate to that style too, whether that be isometric, social realist, “cartoony” or abstract.

Submission of Work

The final submission of work for this section will be in the form of a finished blog post or document describing of a shop/bar/street-based set of buildings, with an appropriate amount of vocational language and development work (for this level – at this point in the course).

Your drawings must be from observation, not from photographs (this includes Google Street View – yes we can tell) – as such you should date and time your work and add notes on features with information visual or written that discusses the relative scale of your subject, and appropriate use of design/architectural language where possible (yes, you get assessed on your developing vocabulary), for example: façade, atrium, bullseye window, portico, blade signage, gentrified, branded and pediment etc.

This project continues in Part D

Part Cii (b), supplements this.

Part Cii (b) – Observational Drawing. (approx 5/6 weeks)

You will be expected to continue your observational studies into this section of the project. We will expect to see half a semesters worth* of observational drawings and visual recording as part of your blog submission.

*If you are having difficulty imagining how many images this might be, take the number you are worrying about in your head, add ten, and double it.

~ by hesir on March 6, 2013.

5 Responses to “An Introduction to 3D Realisation – “The Street” – Mini-Brief: Parts i, ii & iii.”

  1. […] Additional Assignment/Mini-Project: “THE STREET” (5 weeks), part of Yr 1 BA Games & Animation students Craft & Media Technology sessions, building on skills developed in earlier 3DSmax Modelling sessions – Part D (the prologue session briefs to this part of the project can be found HERE) […]

  2. […] 002 – The Street – Parts A, B, C; Part D – Looking at developing production design skills in students while developing 3D […]

  3. […] so you may have seen the culmination to last years “The Street” project that we set for our Games Year 1 students (see video […]

  4. […] Also …photos from the Streets. […]

  5. […] To see the whole brief please click Here […]

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