The Mountain City - Establishing a Direction
Preparation
As I mentioned at the end of my previous post, I was tasked with coming up with five different mountain city concepts to present to Josh so that we could establish a direction to go ahead with. My goal was for these concepts to each be quite different takes on what it could be, within the limits of my brief of a closed off city in a rocky region. I started by making notes in a document so that I had an idea of what each concept was before starting on them:
| References from films, games and concept art |
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| Concept 2: massive, cylindrical chasm with city carved into its sides, connected by bridges |
The idea for a mess of connecting bridges extending downwards was inspired by the city of Zion (The Matrix) and the Lonely Mountain (The hobbit). The city layout is similar to a colony of birds living along a sheer cliff face, and was also inspired by the sinkhole cities from the planet Utapau (Star Wars). At the centre would be a large palace/garden area, which is connected to the rest of the city (inside the cliff faces) by massive bridges that are like highways. This concept pulls away from the mountain city idea in the literal sense that it is no longer a mountain and is instead a hole, but it still incorporates the verticality at the idea's core.
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| Concept 3: mountain plateau city, combining architecture and crude formations |
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| Concept 4: Cave Lagoon |
Concept 4 is more of a cave city, similar to what we often see for things like dwarven kingdoms in media, except with a large lagoon of the creator's water that would act as the city's hub. While this isn't as much of a mountain (although it could be the inside of one), it still successfully captures the closed off, confined feel that I want to capture with this second city, while keeping things rocky themed (obviously).
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| Concept 5: 'Amphitheatre' shaped city |
Outcome
After showing Josh the concepts, he recommended that I should continue on with concept 2, which I was glad about because I was secretly hoping he would like that one - my mind had started to run wild with its possibilities while I was doing these sketches. Josh particularly liked its potential for 'an infinite depth/scale' because this best reflected the great power with which these cities are created. This somewhat changed my outlook on the mountain city, since until then I had sort of subconsciously assumed that it would be considerably smaller in scale than the oasis city, in accordance with its withdrawn/secluded nature. I think you can see evidence of this mindset pretty clearly in a few of my concepts, especially 4 and 5. I now realised that as long as the city's surroundings did the job of isolating it from the rest of the world, the city itself could be as massive in scale as I wanted, in order to invoke the same sense of wonder/impossibility as the oasis city, without impacting its inward-looking identity.
Next Steps
My task now that I have a macro-level understanding of the mountain city's structure, is to delve into the micro elements that make it up. In future blog posts I will be considering the mountain city's architectural style as a way to further emphasise the dichotomy of the two cities. Practically speaking, this means that I will be designing and producing concepts that provide the necessary information for a modeller to actually build it. As a side note, I have recently finalised this term's research essay, and one thing that was made abundantly clear by my conversations with professional concept artists was that I should be focusing more on iterative design work than flashy, final pieces, so upcoming posts will be heavily focused on this area. I have decided that I will be starting by designing the district entrances/gateways that are built into the cliff faces all around the city, as I feel these will be a good place to begin for the purpose of feeling out the city's architectural identity.





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