Building Type: A pub, 1 storey with a mansard roof in the centre with sloped roofs on the sides, aimed at serving groups of people with food and alcohol.
Period Built: The style of the building is a 20th century pub with some 21st century design. It was a Seaman’s Mission before it got re-purposed to be a pub/restaurant
Contemporary Changes: See additional notes.
State of Repair: Old and worn brick work but structurally sound.
Important External Features: Signage, a Black A Board with chalk writing on the deals of the day, hand written and a pub sign above the door. Picnic benches on the front of the building with umbrellas.
Problems to solve: The interior design of the building, however i may put some more black boards with writing on them to block the players view.
Additional Notes: A beer garden to the side of the building, with an awning/gazebo, benches with tables and a bucket of sand for the smokers to put out their cigarettes. A low brick wall with metal rails to stop people from getting in the garden.
We have been tasked with researching the work that other practitioners have done in a similar field, to give us an understanding of what research and process professionals have gone through in order to create realistic streets and atmosphere in games.
I have found a piece of work done by Sébastien Lagarde, in working on the Remember me game, the third part of this article looks at how different the environments are when wet, the sheer amount of reference pictures he has taken is astonishing.
This is the same scene but giving a drastic change in atmosphere, this links in with what we are doing by looking at the relationship to water and what an environment would look like wet. For instance if this street was a market that experienced a lot of rain, they may want to build some roofs and drainage system to prevent consumers from getting wet, but it looks intentionally left open to the elements and designed that way to let light in during the day and illuminated by the shops lights and signs on a night. You can see how many pictures he took for reference to make this scene here.
I will be continuing this research and finding more examples of practitioners who have looked at this urban theme.
We have been set a new brief in our creative futures module, to look at and research a high street or a naturally evolved shopping and entertainment area that mixes retail, financial, leisure and domestic dwelling/accommodation.
These are just a few pictures of where i have researched around where i live,
I was particularly interested how the buildings where re-purposed and decorated to be used in modern society, most of these buildings are different heights and are on curved roads, some buildings where so run down they had trees growing out of the chimneys.
Looking at the second part of the brief, i went back to some of these places and did some observational drawing of the buildings and features i found interesting and liked.
This drawing i am not happy with as i had no focus or focal point to pay more attention to detail with, but it was a good exercise in perspective drawing, even though i realize that the perspective is off.
With this drawing i wanted to focus more on making it look 3D and capturing the different levels in the roofs, i also tried to add some shading and i feel like it was a major improvement on the first.
With this drawing, i tried to capture the essence of a domestic dwelling attached to the same building as a pub (but not directly above in typical pub flats). The first sign hanging off the wall is a “To Let” sign and the second is directly over the pub door. I found this very interesting and fun to draw. My perspective is off again, so i had a chat with my tutor and he told me to try and draw the line i see, rather than the line i know, because we see and object like a ball that is close to us and in the palm of our hand, but looks the same size as a building in the background. I have to get out of the habit of thinking about how the lines will fit together and draw them how they look.
Phillip Maclennan Games Design Blog. "Nothing Is Generic"