Tuesday 11 February 2014

Major Project - Influence Maps












For this project I have been looking at such architects as Santiago Calatrava and Leebeus Woods, mainly Santiago architect work in Zurich and Leebeus futuristic style in general.  

the main influence for me is Pyestock, with its baring pipes and large circular doors.
Iv also been looking at Oil rigs and abandoned asylums and hospitals, for me lighting and sounds is key to make an environment eerie.

Information on Pyestock:

For over fifty years, Pyestock was host to the development and testing of gas turbine engines. From the 1950s through to the 1970s, it was the largest facility of its type in Europe (if not the world), and the design, experimentation and testing atPyestock helped to usher in the jet age. From running up Concorde's Olympus jet engines in a simulated supersonic conditions through to the endurance checking of every gas turbine installed in the ships of the Royal Navy, Pyestock'scredentials were extremely impressive.

As gas turbine research matured and computer simulations took over, Pyestock was gradually run down and now stands unused. The structures on the site are considered to be of national, if not international, importance. But due to their extremely specialised nature, no alternative uses have been put forward, and the whole site is destined to be demolished and replaced by a supermarket distribution centre.


Source: http://www.ngte.co.uk/


Other sources:
http://bldgblog.blogspot.co.uk/2007/10/without-walls-interview-with-lebbeus.html
http://architectures.danlockton.co.uk/
http://flickrhivemind.net/Tags/cocking,decay/Interesting
http://www.ngte.co.uk/


3 comments:

  1. Hi Llyod,

    There is two ways to take your idea and pull out of that mid grey, beige generic place Phil mentioned.

    1) Become an expert - One artist which personifies this approach is Syd Mead (we may have spoken about him before). He started his career as a concept artist for Ford before creating worlds for films like Bladerunner. The reason why his worlds are so successful is because they’re logical and very, very well thought out...they have deep knowledge/ intelligence sitting below the surface, no mimicry or copying or merging of pre-existing imagery, everything is built from the ground up and feels as though it belongs. For him it’s not an exercise in collaging to 'find' something it’s a clear thought process from the outset – “This build absolutely needs to look this way for a reason”.

    2) Original thought - At the moment your work / proposal doesn't have an original piece of thinking sitting at the centre, something to drive your project in other ways or to extrapolate design....you write a 'closed book' from the outset (too subjective a text to really develop). For example, The book/film 'Dune' is based (in basic terms) around the idea of 'Spice Mining', a macguffin that allows feuding, spaceships, sandworms and so on - The 'Spice' in dune is a narcotic which is reference to real drug taking so from a storytelling point of view you get to reference all the culture/ subculture around that activity. Looking intelligently at the real world for inspiration gave us Dune not the focus on spaceships, planets, or environments, they came later. Try to find your piece of original thinking out there in the world, look for something satirical or interesting – what’s happening on the cutting edge of science for example? If you look at corporations and products that can often help, take Coca cola and the perception that they are evil and the drink is bad for you...that’s not a million miles away from being the start of another Dune. Be a reporter first and then an artist.

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  2. http://www.dailymail.co.uk/news/article-2302018/Kolmanskop-Stunning-pictures-Namibias-ghost-town-abandoned-sand-wind-50-years-ago.html

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