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Abstract
Architects and designers often find themselves experiencing movies a little differently than
the vast public, especially when it comes to the science-fiction genre featuring buildings,
cities or urban landscapes that are out of this world; they see the buildings in the
background (or foreground in some cases) and begin to analyse how they are designed. Some
sci-fi movies or TV shows suggested technologies that have inspired generations of scientists
to research and develop them. In other cases, the images of buildings and cities envisioned
some 30 or 40 years ago, predicting the future, have a striking resemblance to some present
day urban environments; there are also movies with visions radically different from what we
have today. Sci-fi can sometimes serve as a warning but often enough can be a source of
inspiration. Several movies have acquired a cult status, not only in popular culture but also in
the scientific community, their images becoming almost iconic, referenced by many
architects, theorist and researchers. Some movies drew inspiration from various architectural
studies or models of utopia, on works from the avant-garde or competition entries.
Considering all of these situations, the question risen by this paper is what can we, as
architects, learn from science-fiction movies, what (practical) design lessons are there?
Analysing architectural representation in over one hundred and fifty feature films, live-action
or animated, this study offers a synthesis of architectural design features as well as highlights
directions for further development of building technology while making the case for the
study of media-architecture. This paper also serves as a tool for those engaged in the movie
industry, especially in the art-direction departments. At the very least, it shows architects and
designers how to use sci-fi material as a mood board in their creative process.
The study is structured in three chapters: the first one is an overview of the selected material
and the description of the used criteria, the second chapter is the bulk of the research,
analysing the design of the buildings and urban landscapes, divided into four sub-chapters
based on themes a technological futuristic Earth (including utopian and dystopian scenarios
and interplanetary colonies), a post-apocalyptic Earth, other worlds (alien worlds not
colonised by humans or virtual reality environments) and one about alternate reality (past or
present day). In all these scenarios the architectural features can be made-up (physical models
or CGI) or the film makes use of real-world buildings and cities. The design lessons and
conclusion of the research are detailed in the final chapter.
The study addresses the representations of architecture in science-fiction films, live-action or
animated (only if they are 3D modelled animations) without referencing sci-fi video games,
because these follow different design rules with a focus on interaction; the analysis is made
using real-world criteria, but taking into consideration that architecture is a by-product in
movies whose main purpose is entertainment and usually disregards aspect of safety,
maintenance or cost in the favour of compelling evocations.
Keywords: Science-fiction, technology, cinema, design, architectural representation.
1 WHAT MAKES THE CUT AND WHY
Science fiction is always rooted in the present, and it almost always reflects contemporary paradigms.[1] This
genre has established itself on film in the middle of the past century (the 1950s being very prolific) but visions of
the future were put on film as early as 1902 with the short Le voyage dans la lune. It was in 1927 that director
Fritz Lang brought to the silver screen the story of Metropolis inspired by his first trip to New York. This
futuristic urban dystopia is regarded as a pioneer of the genre and its Art-Deco style has influenced many film-
makers and architects since. In recent years the use of Computer Generated Images (CGI) made building entire
virtual worlds possible, achieving a very high level of details and realism, thus becoming very compelling for
designers to investigate further. Nonetheless, large scale models are not to be considered the product of digital
technology alone; movies like H.G. Wells' Things to Come (1936) or Logan's Run (1976) made use of scaled
physical models and filming techniques to evoke future cities and buildings. Architecture has been a tool for
story-telling in cinema since the early silent films and, in return, the film has served as inspiration to architects
and designers.
This paper addresses the use of architecture in science-fiction feature films (shortened to sci-fi movies) focusing
on buildings and urban landscapes created especially for the film and real world constructions used differently
than their actual destinations. So, what makes the list? First, a film is taken into consideration if IMDb (Internet
Movie Database www.imdb.com) indexed it as Sci-Fi and it has above 5 points in rating. Due to the large
amount of material, TV shows, short films and animations will not be included. Secondly, it has to have
buildings that are permanent; meaning that space stations, capsules, containers and other temporary installation
are not taken into account, with the exception of extremely large space stations that accommodate the equivalent
of a small city (with buildings, not just rooms and corridors). The third and last criterion is the exclusion of
interior design, as though it can be argued that interiors are part of the whole and discussing only exteriors might
seem superficial, for the current research the are considered a part of stage design rather than building design and
they can be the focus of a different research - one that can include space ships with living quarters like the ones
in Stanley Kubrik's 2001: A Space Odyssey (1968).
The purpose of this paper is to analyse architectural representation in sci-fi movies in order to extract practical
design lessons and to serve as a tool for architects and film-makers. While using real-world criteria on buildings
that are not real (and most were not meant to be) might seem unfair, the point is to investigate what makes them
different (futuristic or alien) and to serve as guides for what to do or what to avoid when we, as designers, try to
achieve something that looks from the future or just from another world. Sci-fi movies need to make their
audience believe the story they tell (when talking about this world, directly or indirectly and its future or strange
alien worlds) and they employ different means, one of them is the built environment; by making these
architectural features believable they use elements that audiences can relate to. In other words, if it works for
them, some of the designs can work for architects as well. It is also noteworthy that behind some of the most
influential designs in science-fiction are names like Syd Mead (Blade Runner, 1982; Tron, 1982; Star Trek: The
Motion Picture, 1979; Aliens 1986), Joseph Kosinski (Tron Legacy, 2010; Oblivion, 2013), Fritz Lang
(Metropolis, 1927) or H.R. Giger (Alien, 1979); these are people who have studied architecture or worked as
architects before being involved in movies. [2]
Fig . 1a Demolition Man (1993); Fig. 1b Star Trek Into Darkness (2013)
Almost all of them are rendered in shades of blue and silver, white is occasionally present and vegetation has
slowly disappeared from these large cities. It can be argued that in all these scenarios the cities are real and their
envisioned future is heavily based on their present day silhouettes and previous years trends of development. On
another note however is the city of New York in 2263 from The Fifth Element (1997), a vision that continues
and exaggerates its Art Deco tradition, removes almost all glass facades and presents a city very high above the
ground where there's only garbage and pollution. Dense and with even heavier traffic (flying cars on countless
levels) it has expanded into the ocean past the Statue of Liberty where the once iconic island has become a
space-port. Dominant materials are concrete and stone with a beige and sepia colour scheme. Bordering on
dystopia are the themes used in Aeon Flux (2005) and The Giver (2014) (Fig. 2a,b) both movies presenting a
closed society that appears to be peaceful, balanced and desirable. These are circular cities behind walls (natural
or man-made) with a lot of vegetation and communities arranged in circles and the overall layout is symmetric
on one axis. In Aeon Flux the year is 2415 and there are 5 million people left in the world, all living in the city of
Bregna. The predominant material in the built environment is reinforced concrete, using real buildings found in
Berlin, Germany (among them are Treptow Crematorium, Adlershof Trudelturm, Windkanal wind tunnel
facility, Haus der Kulturen der Welt and Bauhaus Archive). In The Giver all buildings are dominantly white; the
houses are identical, minimalistic in style, white with small insertions of wood panels and they are position
randomly on site connected by sinuous pathways. The central plaza is host to a large geodesic dome covered in
glass plus several public buildings with slightly curved shapes as well as a central official building with classical
architecture and a large extension both behind and above, in the same style as its neighbours. Besides the
dominant white finish some buildings feature concrete, stone and metal finishing.
2.1.2 Dystopia
This is a sub-genre very prolific in science-fiction and in most movies it makes use of real buildings, generally
modernist, rationalist or brutalist to emphasize it's oppressive theme like Farenheit 451 (1966), A Clockwork
Orange (1971), Nineteen Eighty-Four (1984), Brazil (1985), Gattaca (1997) and Equilibrium (2002). In
Equilibrium, filming locations included landmarks marked by the Fascist movement: the Olympic Stadium in
Berlin and Il Palazzo dei Congressi in Rome; in Brazil the apartment complex of Palacio D'Abraxas (near Paris),
also designed in the fascist style was used for the main character's residence. If these sets put an accent on
conformity, symmetry and rhythm, another trend is to make an agglomeration of element like buildings, cars and
trash layered with advertising in bright colours. In Blade Runner (1982), the buildings are highly decorated
filming locations included Ennis House by Frank Lloyd Wright and Bradbury Building in Los Angeles,
California and the entire city has an industrial vibe, dominated by two large pyramids belonging to a powerful
corporation. With this movie director Ridley Scott makes an homage to Metropolis and also establishes a style
that will influence generations of film-makers and designers. Another take on the claustrophobic conglomerate
is the cyber-punk style used in Johnny Mnemonic (1995) or the shanty towns and slums in In Time (2011), Total
Recall (2012) and Elysium (2013) Fig. 3a resembling the South American slums (favela) where the poor and
the workers live below and the rich, high above. Also influenced by Blade Runner a combination of Asian
elements can be seen in several movies, including Judge Dredd (1995), Babylon A.D. (2008), Cloud Atlas
(2012), Pacific Rim (2013) and Total Recall from 2012. Many film-makers return to familiar landscapes,
believing that the destruction of places we know is more disturbing [4] as seen in Escape from New York
(1981), Robocop (1987), Looper (2012) and Divergent (2014) but this is more obvious in post-apocalyptic
movies. One distinct example is Dredd (2012) Fig. 3b that features an unsettling interpretation of Le
Corbusier's model of La Ville Radieuse with isolated 200 storey massive towers, one kilometre tall, made of
concrete and equipped with steel blast doors and windows that can be armed to shield it effectively, sealing it
from outside world. But no matter the scenario a common trademark of all dystopian worlds is the lack of
vegetation; nature doesn't belong in these futures of the Earth.
Fig. 4a After Earth (2013) Fig. 4b Star Trek V: The Final Frontier (1989)
Fig. 5a Iron Man 3 (2013) Fig. 5b Captain America: The Winter Soldier (2014)
Fig. 7a Star Wars (1977) Fig. 7b Star Wars: Episode III - Revenge of the Sith (2005)
Other noteworthy built environment includes the cloning facility on the ocean planet Kamino several domed
platforms raised above the water surface on central massive pillars, the hive structures with neo-Gothic details on
the planet Geonosis (including an open arena) and the capital city of planet Alderaan with aerodynamic shaped
towers and Art Nouveau influences.
2.4.2 Virtual worlds
There are two types of virtual worlds: cyberspace and dream world and in both of them the rules of physics can
be altered from within, usually gravity bending, folding or twisting the built environment. A world with 4
layers of dreams within dreams was conducted for Inception (2010) each dream had a different setting where
the first three layers are rather conventional: a town, a hotel, a fortress in the mountains (filming location was a
ski resort) but with a fourth layer called limbo almost entirely computer generated. The dream landscape is
comprised of tall buildings arranged to a grid, some decaying but most of them intact. It is meant to represent an
architect's dream city with no people a composition of prismatic towers, ordered and aligned, cold materials
such as concrete, steel, glass and tiles, square plazas with large water basins and all the designs are modernist
with a desaturated colour palette, argued by the main character's fondness for that style (Fig 8a). In the Matrix
trilogy the virtual world is considered a cyberspace but has elements of shared dreams similar to Inception and
makes use of real-world built environments almost without alterations. If in those movies the virtual worlds are
supposed to resemble reality, in Tron (1982) and Tron: Legacy (2010) the cyberspace is nothing like it and
almost everything is CGI; it is meant to resemble a video game. Although present day video games have realistic
graphics and physics, Tron: Legacy (Fig. 8b) presents a minimalistic and hyper stylized environment where
people (considered programs and users), buildings and vehicles share the same design features: uniform colours
(mostly dark and preferably black or sometimes white) with light strips outlining the shapes echoing the
patterns on electronic circuit boards.
The architecture in the film is as much a set of characters as those that speak and wear clothes. All the sets
represent specific ideas - Terry Gilliam, director of Brazil (1985) [12]
3 LESSONS IN DESIGN
After going through all the various themes in sci-fi movies and their use of architectural representations (real or
constructed for the film set) two basic trends cand be determined: before the 1990's most futuristic visions
revolved around machines and their expressions with a dominantly dark tone adding smoke and steam to
mechanism we can call this black box environment; after the turn of the century the future is dominantly
white, clean, translucent and glossy we can call this white cube environment. This can be also correlated to the
digital revolution and the change of paradigm in our current society. At first glance, the common denominator
for making a building look from the future is to make it look bright but cold, polished and in light colors with
various shapes and styles. Glass is used in abundance when picturing an utopian future while heavier materials
combined with smaller windows are used for dystopian societies. The preffered materials are white polished
concrete, glass (mostly with a reflective bluish tint) and shining steel elements. Metallic covers are used mostly
when envisioning a darker future. One very important aspect is the scale oversizing buildings gives them a
sense of dominance over the population, thus underlining their importance in the narative. Another technique to
make a built environment look advanced is to use conventional models of buildings and overlay them with semi-
transparent media. When trying to achieve an older vintage look or to give the feeling that something is not so
technologically advanced the frequently used method is to recall industrial designs from steam-punk to cyber-
punk: large apparent pipes, cogs and wires, exhaust tubes, turning wheels, displays and devices with more
mechanical controls rather than digital. This technique of crowding various elements together is generally used
to denote a lack of interest in the aesthetics of built environments militarized or corporate exploitation
facilities, shanty towns or other settlements that are usually poor and/or overpopulated. These are examples of
what to avoid especially when developing designs for disadvantaged or disaster areas. When picturing utopian
cities (bordering on totalitarian regimes) the designers in movies make use of symmetry and circular patterns in
their layouts. A lot of vegetation is meant to soften the perfect symmetry but in less than perfect visions of the
future nature is almost eradicated. A strong lesson can be underlined here: no matter the scale of the project,
nature must find a small part in it. This doesn't come as a surprise, but might sometimes be overlooked. Although
organic designs might seem a solution to the integration of buildings in the natural environment, movies that
explore this path have proved that bioengineering and anthropomorphic designs are exaggerated and ultimately
seem unnatural. Nonetheless, when looking to achieve an alien aesthetic blending biological patterns with
mineral surfaces can make a strong statement. One less obvious technique in achieving a believable futuristic
look is the mix of styles when all the buildings look the same they give a dystopian vibe of something frozen
in time, where life as we know it has become rigid and sterile. When mixing different styles in a city, but without
overcrowding it, the result is a rich environment presumably with a rich history behind it thus believable for
audiences (and the architects among them).
REFERENCES
1 Nathan Shendroff and Christopher Noessel, Make It So: Interaction Design Lessons from Science Fiction,
Rosenfeld Media, LLC, New York, 2012 (pg. 15)
3 http://www.wired.com/2010/11/pl_inception_nolan/2/
4 Edwin Heathcote, Architecture: How buildings are used in sci-fi films, The Financial Times Limited 2015 -
http://www.ft.com/intl/cms/s/2/fff5e7cc-4d50-11e3-a220-00144feabdc0.html#axzz2qmVoXQ46
8 http://www.cinemareview.com/production.asp?prodid=2548(accessed in 23.02.2015)
10 Matt Hanson, The Science Behind the Fiction Building Sci-Fi Moviescapes, Rotovision SA, East Sussex,
England, 2005 (pg. 72)
11 http://www.architectsjournal.co.uk/story.aspx?storyCode=5203477 (accessed in 23.02.2015)
12 Laurie N. Ede, British Film Design, I.B. Tauris & Co. Ltd, London, 2010 (pg. 157)