Showing posts with label visual. Show all posts
Showing posts with label visual. Show all posts

Tuesday, 1 October 2013

I-phone game.




Part of my design submission for a Russian games designer, he was working on an impressive tank defence game and wanted logos, splash screens, loading screens etc.

This was a moody tank commanders helmet I drew with a graphics tablet. 
IRON-HERO was the title taken by the designer and so signing this on the helmet
gave it a personal touch along with other details such as the kill score marks etched above the right goggle.

Ref image

Friday, 17 May 2013

Office space, Norwich. visual 4 - Plan and section

Lobby space - office design - how can touch/texture aid stress relief? experimental material finishes and fingerprint ceiling.

Sketchup model for 3ds max export










Office space, Norwich. visual 2


Office space, Norwich visual 1


Tax Dep. inspired by the chalk mines below. Tin veins in the chalk
resemble concrete incredibly well, the light fittings elude at this
vein too. The booths follow the shape of the cliffs
(also kiln formed glass is used to create the
illusion of water). Even the shelving resembles a seam.






Friday, 5 April 2013

RISK - bar/restaurant logo design


Whilst designing my portfolio, I enjoy 'branding' each page,
this new logo for the scheme gives me a raw style and colour/
texture to follow through into the layout.



Logo in-situ


Saturday, 30 March 2013

D&AD entry - spacial design for Holiday inn

 Part of the animated design proposal for a redesign of the holiday inn 
check-in experience. The problem of working on an artificial screen before bed + 
the problem of jet lag could be solved with a 'natural light bar' emitting a dose
of natural light to help reset the body clock and keep people from using laptops
in bed (which aids in solving the problem of erratic Melatonin levels).




Sketchup import to 3dsMAX
 Added walls to help define the angle needed to match up with
the photo of a holiday inn lobby.
Final render with a little photoshop magic and hand drawing to
give an idea of the 'Light Bar' in-situ.

Friday, 29 March 2013

CONCEPT - PwC (Price waterhouse cooper) office design (BDP brief)


 Initial design concepts for Pwc's office space in Norwich
They desire a 'regional concept' with an idea that can be manipulated
and rolled out too various other office spaces, basically a flagship office.
An aspect of helping the community should also be considered.

The regional concept progresses from the chalk and tin mines upon
which Norwich was then built. The mines remain unmapped as the city was
not foreseen and thus the area is prone to sink holes. A famous image can be
seen of a bus sinking into one of these holes, this was used in Cadbury's advertisement 
"nothing fills a hole like a double decker"

The tin and chalk forms fantastic fluid shapes and seams that can be used to
design aspects such as walls, layout and furniture (seen below) ideas for implementing the 
kilns with rotating table arms (based on the plans/sections of the mining style can be seen ABOVE.


In terms of designing for the community I looked into previous pursuits of the company,
they have done work getting the homeless trained up in cooking and then back into 
work through their experience in the financial field. 

One of the favoured aspects from the previous office space was the kitchen which was seen as a social 'hub' for the staff. The concept of smell and taste triggered an idea; have deaf people manning the
kitchen. The office will be based around this idea of senses (sound, touch, smell, taste, sight) 
smell and taste will be covered with the kitchen itself... the others need to be linked with the mining concept somehow.

Touchpoints of different textured rock from the local area (chalk, tin, pebbles from the beach) will be
embedded in the tables, walls and seating areas.

SOUND - it would be fantastic for the deaf to be able to understand sound interaction in the space visually, thus the idea of acoustic pyramids ABOVE. There will be simple hydraulics controlling the hight of these canopies, changing the acoustics of an area based on how loud it is. This helps the deaf understand the sound whilst improving the ambience for office staff too!


Experimenting with the idea of light and dark spaces, this follows the cave concept directly. Miners had difficulty adjusting to light contrast when exiting a cave. Dark was associated with work and light with freedom and leisure - this concept will be inverted by having the lobby area low and dark and office workspaces light. This gives people the sensation and association that work is linked with light and thus work with leisure. 


Friday, 8 February 2013

Initial presentation boards

Initial presentation boards for the new Holiday Inn check-in experience and lobby concept. The boards should speak for themselves so i'll keep this short.

Clients - Holiday Inn & D&AD

Audience - The individual business traveler

Problem - Empty lobby spaces and people working in their rooms before bed, creating problems with eyes and dopamine levels.

Solution -













Friday, 25 January 2013

Work in progress.....

My current brief with Holiday Inn to redesign a conceptual lobby space and check-in experience. An audience and problem must be targeted and a clear solution produced and presented digitally. This is a competition brief with D&AD with the prestigious yellow pencil award.

Audience - The individual, a business traveler

Problem - spending an hour in the space I recorded that the vast majority of people entering the space were business orientated and many were foreign travelers on business trips, the first problem that I noticed was that as soon as somebody enters the space everybody else (either in the seating area or restaurant) could see the person entering. This created an awkward and judgmental atmosphere, thus nearly on every occasion the customer felt inclined to go straight to his/her room and work alone.

Solution - My solution is to create a new branch to the company called 'HOP' - this targets the travel side of the audience offering solutions such as being able to buy tickets, plan journeys and have information on various travel links and local interests.

The customer will also be offered an office atmosphere, but somewhere they can work alone with all of the services required. They will often have spent a day in the office and a similar environment will be the last thing they want to see, this space will be fun and quirky... a kind of reward for working out of office hours.

The initial concept for the Lobby, because there are 1200 lobbys
of all shapes and sizes I will be designing each idea separately,
a sort of installation that can be slotted into the specifications of each 
building. Firstly the individual booths allowing people the freedom to 
work without going to their rooms, at this stage the shape is undecided, 
maybe a droplet or cocoon? You will 'board' them from bridges based around
the way you board a plane. The floor will be dropped to make space for
cloud installation (inspired by the ceiling of the EBAY office, next pic).


   

Looking at the plane itself and how different parts function allowed me to experiment
with the form/shape. The final outcome of this was having the rotary blades from within
an engine twisted in the same way as the center of the blade is decorated. This twisting effect
forms around the spherical booth.








A refinement of the previous idea, the blades created voids that took away the privacy aspect
of the space, one of these voids will create an abstracted doorway whereas the others will be
filled with a patchwork of rubber and leather. This idea came across from what bussinessmen/women
carry, such as wallets and breefcases. The rubber will be from the shoes as in any travel scenario
walking is still required... this will make each space bespoke (individual) and give a relate-able scent.










Sunday, 20 January 2013

Zira Island

Bjarke Ingels, Founding Partner of BIG, Copenhagen :

  What we propose for Zira Zero Island is an architectural landscape based on the natural landscape of Azerbaijan. This new architecture not only recreates the iconic silhouettes of the seven peaks, but more importantly creates an autonomous ecosystem where the flow of air, water, heat and energy are channeled in almost natural ways. A mountain creates biotopes and eco-niches, it channels water and stores heat, it provides viewpoints and valleys, access and shelter. The Seven Peaks of Azerbaijan are not only metaphors, but actual living models of the mountainous ecosystems of Azerbaijan.


  Each of the Seven Peaks house a residential development derived from the geometry of a famous mountain in Azerbaijan. Individually each mountain becomes a principle for mixing private and public functions. Together the mountains form an organic skyline merging with the natural topography of the island. A dense vibrant urban community connected to a series of private resort villages by a central public valley and surrounding beaches. A continuous public trekking path connects the mountains and invites visitors to scale the top of all seven peaks. In addition to the Seven Peaks the Master Plan also includes 300 private villas that take advantage of their setting with panoramic views out over the Caspian Sea.








What is really impressive about this scheme is not the aesthetics, or even the architectural design of these structures, it is the concept behind it all. Without a solid conceptual base for design ideas can go off at a tangent and veer away from the true intended spirit of the project. This project has mountains at its roots, everything from structure and form, to an ecosystem of renewables. A very well presented animation, the renders and flythroughs provide the wow-factor but the graphic simplicity of the informant sections shows complex ideas clearly. Please let this be built!