+ Visual Development via Furniture
Unlike with any other object, when you design a piece of furniture, you imply a world. With the historical use of furniture to vibrantly express a culture's philosophies and ideals, I feel that making full-scale furniture, particularly in preliminary development stages of visual development, to express the imaginary world that one is trying to construct can be a just as, if not more, effective than exclusively 2D or 3D rendered explorations of a world in many situations. This is because, in addition to being interactive, a single piece can speak to the world's aesthetic and visual language and inhabitants, in addition to its philosophies and ideals all at once. I feel that much of concept art finds its strength in pouring a lot of time and effort into developing one area of focus at a time. Sometimes it can feel like shooting an arrow into the dark because of this. My hope is to reverse the process with this methodology. Instead of listing characteristics, furniture prompts specific questions about the world that surrounds it.
+ Full Project Explanation
Through my pieces I prioritized developing a visual language based on visuals on my reference board that seemed to fit my vision of hell, while still trying to allude to all the previously mentioned potentials of furniture design in visual development. By referencing Polish painter Zdzisław Beksińsk's paintings, the characters and arm twisting dialogue about morality in a PC based game called Undertale, and other less notable finds on the internet that supported these two main sources, I was able to adhere more to a feeling and an aesthetic than to motifs.
The visual language that spurred from this was thus defined by what all of these things had in common: the underlying philosophy that what is good is simple, what is simple is hiding something, what is hiding something is bad and worse than what you initially perceived to be the malicious part of the situation at hand. Thus, simplicity suggested a void of something. Beauty suggested something forced and perhaps cosmetic. And so on. Further prompted by my immediate answer to the question "If you could bring one thing to hell with you, what would it be?," my vision of hell is defined by the slow gnawing feelings of anxious discomfort, helplessness, loneliness, and uncertainty.
The following is posted in chronological sequence of inspiration and development.
Mood Board Sample; featuring the work of Toby Fox's Undertale, Guillermo del Toro's Pan's Labyrinth, Zdzisław Beksiński, & Suguru Tanaka.
Swinging Stool: Playground Unit for Sad and Anxious Ghosts
Imp Chair: Uncomfortable and Cruel in All the Right Places