Eternal sunshine of the spotless mind (2004) - Non-linear storytelling
Figure 1. Movie poster (2004) Non-linear methods: Chronicle (Linear storytelling) - The film starts off with a non-linear storytelling method. This is as the audience are unaware as to where they are, who the characters are and what they are doing. The scenes also change suddenly and time shifts backwards and forwards. The story then becomes linear once Joel starts to get his memories of Clementine removed. This is as he is in a dream state trying to stop his memories of her from leaving him. Figure 2. Joel and Clementine meeting Retrograde (Events in reverse order) - This is shown throughout the movie without the audience realising until they are nearing the end of the film. At the start of the film the audience understand that Joel and Clementine have only just met and that Joel and Clementine's feelings towards each other grow, but towards the end of the film it is made clear that not only did Clementine and Joel know each other previously, they were also
OGR 01/11/2017
ReplyDeleteHi Tia,
Lovely to see some colour and you using some different thumbnailing techniques - and I really like Nos 52 and 53 - also because of the way in which the medium you're using is giving so much to how these thumbnails behave visually.
Your city is very fantastical (I didn't quite understand the scale thing - is it small, is it big?) and I wonder if this might be making it a bit harder for you to move past the 'organic' factor - and by 'move past' I mean feel more confident in terms of actual design. I see that your thumbnails sort of actually become flowers in the end and many of your buildings might be mistaken for 'blobs with windows'. I think you need to look at some real-world architectural reference in terms of use of glass on a huge scale, and also at some 'organic' architecture, just to help you get a better sense of how you might move away from the blobs, so...
http://www.designcurial.com/Uploads/NewsArticle/4540983/main.jpg
http://cdn.cnn.com/cnnnext/dam/assets/151104143855-world-architecture-festival-cooled-conservatories-super-169.jpg
http://image.digitalinsightresearch.in/uploads/imagelibrary/Archive/designcurial/lotus-temple-93564_640.jpg
https://i.pinimg.com/736x/15/f0/ea/15f0ea64aeea2a1f868b02cc4c5b88e3--culture-center-cultural-center-architecture.jpg
https://www.frener-reifer.com/zoom/fondation-jerome-seydouxpathe/001_pathe.jpg
http://2.bp.blogspot.com/_-zOrAL1V5Jg/TTs_xXfRIiI/AAAAAAAAJPU/HosrcBsCtjc/s640/blob+architecture+blobism+blobitecture+the+sage+gateshead+uk.jpg
You might also want to look at the term 'Blobitecture' - for reasons that will become obvious!
https://en.wikipedia.org/wiki/Blobitecture
I suppose I'm not quite yet seeing a strong concept at work in your city - it feels like you've created a fantastical world out of your response to Chilhuly's work, but not quite asked the question "How would Chilhuly design a city?' You've obviously done your research in regards to his interests and preoccupations... is there anything more 'Chilhuly' you can identify that might ground this project a bit more and give you a few more specific ideas from which to design?
Ask yourself a series of basic questions like:
If Chilhuly could pick anywhere to build his city, where would it be and why?
If Chilhuly was designing a specific building for a specific function, what would he consider to be important to society/civilisation and how might he design a building to express that?
What would be important in Chihuly's city - what ideas would it express?
(The answers to these questions will be in what you know about this artist - his history, his preoccupations, his creative method, his politics and so on...)
Your city will still end as imaginary and fantastical as the one you've described here, but it will be based on some solid bit of organising logic... let me know how you get on :)