Rebecca Lewis _ Art Department Assistant
[portfolio 2018]
Contents:
01
Art Department Big Brother - TV Gameshow Look Away - Music Video
Rooftop Refugee - NFTS Student Film La Entrevista - NFTS Student Film
02
BA & In Practice Show/Store - 3rd Year Final Project Casting Workshops In Practice - Studio Magazine & Animations
03
MArch Lasnamäe+ - 6th Year Thesis Project Programming for Design
Smalhus 2.0 - Stockholm 5th Year Project Dreamland - Newcastle 5th Year Project
rebeccalewis.design@gmail.com
Art Department
Big Brother Task Designer- Rosie Westwood Art Directors- Tom Rackley, Ella Purslow, Kirsty Bennett
Look Away Director- Jake Hatt Production Designer- Becka Oxland-Isles
Rooftop Refugee Director- Alex Brodski Production Designer- Roz Gregoire
La Entrevista Director- Tim Dees Production Designer- Qingling Zhang
BIG BROTHER I spent a month working on Celebrity Big Brother for the Task Team art department. During this time I gained experience with vinyl creation and application, set dressing, prop making and working on set. For the Secret Life of Pets task I upholstered Gabby’s dog bed, designed and painted Nick’s tortoise shell and made Dan’s Chihuahua costume. I stayed on at Big Brother for another two months to work on the civilian edition, working mainly with vinyls, prop making and graphics.
ABOVE:
Costumes and animal houses for the pets task
Art Department_Big Brother: TV Gameshow
RIGHT:
BB Airlines flight to China. Boarding passes and in-flight news
Art Department_Big Brother: TV Gameshow
ABOVE:
Thirsty Kirstie’s Cheers bar with sign options.
Art Department_Big Brother: TV Gameshow
RIGHT:
BB Goldmine plus signage.
Art Department_Big Brother: TV Gameshow
ABOVE:
Halloween graveyard set with haunted well . Halloween dining room with vampire housemates artwork
Art Department_Big Brother: TV Gameshow
RIGHT:
BB correctional facility prison guard office set
with
graphics
for
Art Department_Big Brother: TV Gameshow
Art Department_Look Away: music video
Art Department_Look Away: music video
LOOK AWAY I helped to construct and dress the set for a music video filmed in Oxford. I volunteered for a week and the beginning of the project, helping with the initial set build, modifying props in accordance with the design brief, creating graphics, buying props and dressing the set for the first scene.
LEFT:
Stills from final film; graphics, set dressing, prop making
ABOVE:
Constructing the set
ROOFTOP REFUGEE I spent two weeks volunteering on NFTS graduate film ‘Rooftop Refugee’. I arrived towards the end of the production, so responsibilities included completing prop builds, transporting props to the location, dressing the location and striking at the end of each scene.
RIGHT:
Stills from final film; exterior decorations with window dressing, children’s play and artworks
Art Department_Rooftop Refugee: short film
ABOVE:
Preparing window dressings
Art Department_Rooftop Refugee: short film
Art Department_La Entrevista: short film
Art Department_La Entrevista: short film
LA ENTREVISTA I spent a week constructing the Columbian hotel room for this NFTS project. The build required ageing for the props and the set, I altered existing furniture and constructions in accordance with design sketches. Additionally there were several graphics projects involved, such as newspapers and labels. All images in frames had to be soured to comply with the colour scheme and copyright regulations.
Elixir
P R O DUC T O D E CO LU M B I A
E l ix
ir
AGUARDIENTE EL ESPIRITU DESTILADO DE CANE CON SABOR DE ANIS NATURAL
39% ALC./ VOL
70 cl
A GUA R D I E N T E P R O DUC T O D E CO LU M B I A Este espíritu ha sido creado por la familia Elixir, conocida por su gama de espíritus colombianos hechos
te ien d A g u a r pirit s S Elixir
a mano. El aguardiente de Elixir se destila en pequeños lotes con una mezcla única de sabor a anís natural, incluyendo el anís estrellado y el anís triangular más raro. El resultado es un aguardiente verdaderamente notable.
Producido y embotellado por Elixir Spirits Ltd. 8 Bougainvillea Crescent, CM6 3HB, COLUMBIA ELIXIR ENCOURAGES YOU TO DRINK RESPONSIBLY
Spirit Distilled From Cane With Natural Anise Flavour
70cl 39%ALC./ VOL
ALCOHOLIC BEVERAGE / BOISSON ALCOOLIQUE PRODUCT OF COLUMBIA / PRODUIT DE COLUMBIA
750 ml
LEFT:
Photographs of set; painted wooden tiles, aged furniture, paintings, set dressing.
39% ALC./ VOL
ABOVE:
Graphics produced for props; newspaper and bottle labels
Columbian
BA & In Practice
sections: Show/Store Casting Workshops In Practice
tutors: Kati Blom - Newcastle University Laura Harty - Newcastle University Kevin Callaghan - London Sculpture Workshop
BA & In Practice_Show/Store: stage 3 final project
BA & In Practice_Show/Store: stage 3 final project
SHOW / STORE For my final project during the BA I produced a museum to show and store death masks, these being casts of peoples faces. The project was located in Newcastle on a difficult site, a maximum of 4 metres wide between an existing art gallery and main road. The project was inspired by facial structures and constructed from timber and concrete. The design process involved sketching, 3D modelling using the computer and physical model making. The final design contained three elements: the internal activity spaces in timber, death mask storage in the external concrete wall and open walkways connecting the two.
LEFT:
Illustration showing interior spaces and concept models showing difference between interior and exterior feeling
ABOVE:
Images showing interior activity
CASTING WORKSHOPS At the London Sculpture Workshop I took several classes on casting. During the first set of classes I used paper folding techniques with acetate to make a range of different moulds, from these I made a concrete vase and pen holder. During the second set of classes I used clay to make a mould for a plaster plant pot. When the plant pot was complete I used gelflex for a three-part mould, supported with plaster so that multiple copies of the original pot could be cast.
ABOVE:
Three-part mould with plaster and gelflex
BA & In Practice_Casting Workshops
RIGHT:
Results of casting with plaster and concrete using a folded acetate mould
BA & In Practice_Casting Workshops
BA & In Practice_In Practice: Studio Magazine & Animations
BA & In Practice_In Practice: Studio Magazine & Animations
IN PRACTICE During my time at FaulknerBrowns I instigated a studio magazine. The intention of this was to inform other teams within the office of all the work that was being completed by others within the practice. Articles and photos were requested from colleagues, I then compiled these with links to articles that had been written about the projects. The magazine was continued by the other studios with one being circulated each month. Whilst at tp bennett I produced several fly-throughs to showcase projects in the early bid stages. These were produced using Revit to construct a 3D model then Lumion to populate and animate the models. This process was used to win a competition in Manchester for refurbishing an existing office building, now built as ‘Windmill Green’. I spent several months on this project from the early bid stages through to detailed design.
08
DERBY ARENA LAUNCH It’s not every day you travel back from a building opening half gazing at a solar eclipse. It’s not every day an event billing is shared between an opera singer, football team and world class cyclists. But last Thursday marked the long awaited launch of Derby Arena our innovative new Arena/ Velodrome concept that has broken the mould.
Link to Derby Arena brochure on ISSUU. Derby Arena award nominatio n!
The opening marked the culmination of a vision which started with a more accessible cycling and community sport facility and has morphed into a truly multipurpose sports and cultural events complex. Raising of the cycle track to first floor has been fundamental in creating a more connected and accessible facility both visibly from the entrance and operationally in allowing ease of movement of equipment and people for events. The delivery process has also been highly collaborative with strong design team (FBS/Arup) and PM partnership (MACE), excellent working relationship with the contractor (B&K) and engaging relationship with the client throughout.
Designers With the Track (Velotrack)
Not only is the building concept innovative but the complex relationship between the sculptural form of the track, envelope, and seating bowl necessitated Paul C, Nick H and Claire pushing Revit to the boundaries of its capability. Most satisfying of all however was to see the building finally put to the test.
Beckett Dame Margaret reign Secretary) (First female Fo
The arena in use... Testing th e latest cu tting edge track bikes
ABOVE:
A page from the studio magazine
RIGHT:
A rock band on the raised D, acrobats gliding through the roof, sport in the track centre, a tenor entering from stage left and the best of British cyclists providing a spectacle on the track. Like a solar eclipse these moments don’t come around often but that all too rare alignment of great client, strong design team and contractor, the vision has been finally delivered.
e to th Back ! start
Screenshot from animated fly-throughs, produced using Lumion. Photograph of existing building next to computer modelled version using Revit. Render of winning competition entry, now built.
MArch
sections: Lasnamäe+ Programming for Design Smalhus 2.0 Dreamland
tutors: Steve Parnell & Amy Butt - Newcastle University Martyn Dade-Robertson & Luis Hernan - Newcastle University Ulrika Karlsson & Cecilia Lundback - KTH James Craig - Newcastle University
Lasnamäe+ The scenario imagines a scheme to redevelop the district of Lasnamäe, as part of the Estonia Spatial Plan 2030+ to improve the existing settlement structure and ‘make all areas liveable’. Estonia, as a current world leader in technology and innovation, will continue to ‘lead the way to our digital future’ by digitizing the housing system and enabling large scale communal living, improving integration and capitalising on increasing desires to transcend existing social systems. An app will offer the opportunity to ‘make your own city and become a citizen’. Subscribing residents of Lasnamäe will complete personality tests and have their online data analysed, assessing their character and assigning them a personality label. Their label will dictate who they are and how they will live, matching them with the ‘most appropriate’ commune category and flatmates. Apartments within the existing housing blocks will then be demolished and replaced with communal housing, producing the ‘most suitable’ living environment for each different commune typology. Group-specific components for the refurbishment will be 3D-printed on site for residents to construct their new houses themselves.
ABOVE:
The project used printmaking as a mode of representation, specifically cyanotype, or blueprints, given the direct link with historical architectural representation.
MArch_Lasnamäe+: thesis project
RIGHT:
Final presentation image showing communes in existing landscape of Lasnamäe
MArch_Lasnamäe+: thesis project
[L+] WORKSHOPS During the year we completed several workshops looking at Science Fiction, comic books and utopia. We read SF novels and illustrated the spaces that were described within them. We also developed the narratives of our own projects through comics, illustrating key moments and scenarios to create a more detailed scenario.
“fantasies about the future are always, at least in part, projections, images, hopes, and horrors extrapolated from the present” ELIZABETH GROSZ
MArch_Lasnamäe+: thesis project
MArch_Lasnamäe+: thesis project
Standardised panel houses enforce soviet egalitarianism
every. home. the. same
lasnamäe: “aerial architecture”
i don’t think i am the same...
this doesn’t work for me...
what if there was another option..?
M ak
wn city. e your o
become a cit izen! Q.215:
Result:
would you describe yourself as loyal?
you are...
Yes / no
It’s a match!
Blue!
assessing data... generating architecture...
10% match +
the NUCLEAR family
50% match +
80% match +
do you think we might be... trapped?
aren’t you proud? now we own a house, like a real family!
“the built urban form becomes a property machine, a means to divide and rule.”
‘where will the children go?’ I don’t want children!
that’s perfect... a nice normal house!
“A TEMPLE FOR THE RITUALISATION OF LIFE... A SYMBOL OF OUR STATUS IN SOCIETY.”
“THE MORE THE CITY GROWS, THE MORE SOCIAL REACTIONS GET DEGRADED... SOCIABILITY IS TORN APART AT THE SEAMS...A TRAGIC INTIMACY OF PROXIMITY WITHOUT SOCIABILITY...OF ENCOUNTER WITHOUT REAL MEANING.”
but do I really need all that space...
THE QUEST FOR MUTUAL RECOGNITION
“AN ALTERNATIVE FORM OF LIFE... FREE FROM THE FAMILIAR HORROR OF DOMESTIC SPACE, OF EXPLOITATION AND DISPOSSESSION... ARCHITECTURE MAY OFFER THE MEANS TO UNDO THIS REALM.”
“tHERE IS NEED FOR POLITICAL UNITY TO CONFRONT THE DOMINATIONS OF GENDER, SEXUALITY AND CLASS.”
“EVERY INTENTIONAL COMMUNITY HAS ITS OWN VISION OF GOOD LIVING ...EVERYDAY CONFLICTS GAIN SYMBOLIC STATUS AND TOXICITY.”
why do all the rooms have to be separated?
which good life is the best life? the NEW CITY: IS IT POSSIBLE TO LIVE IN A UTOPIA?
LEFT:
Illustration showing ‘Manland’, as interpreted from the Female Man by Joanna Russ
ABOVE:
Comic book pages illustrating initial intent for project research, observations from Tallinn visit and exploration of scenario for Lasnamäe+
[L+] CONSTRUCTION The project consists of a seris of modules, within which users can then build their living environment; the Segal Method reduced to a simpler form. The layout is arranged according to Corbusier’s Modulor scale, which used human proportions and mathematics to provide ‘harmonious architecture’. Design of the commune relates back to the original profiling questions, with each question influencing a different element of construction: furniture- do you seek adventure? Stairs- are you worried about the future? Openings- are you dominant? Roof- do you feel plotted against? Services- do you instigate action? Structure- do you have a backup plan? Lighting- are you hopeful?
ABOVE:
3D printed models of Survival commune and selfbuild components
MArch_Lasnamäe+: thesis project
RIGHT:
Final presentation image showing commune and self-build components
Survival
MArch_Lasnamäe+: thesis project
MArch_Programming for Design
MArch_Programming for Design
PROGRAMMING FOR DESIGN Alongside the design modules in Stockholm I took a seminar course in programming using Processing. We learnt how to create simple shapes first in 2D and then 3D, we learnt how to animate these and how to work with meshes. In order to improve my Processing skills I attended all tutorials for the Linked Research module ‘Programming for Design’. These started with a basic introduction to Processing and then developed to cover simulated diffusion-limited aggregation (DLA) and physical computing. ‘Homework’ sketches can be found at: https://www.openprocessing.org/user/84454#sketches class Cell { void display() { //here is a function contained within our class stroke(random(linered-100, linered), random(linegreen-30, linegreen), random(lineblue-50, lineblue)); strokeWeight (lineweight); fill (random(cellred-20, cellred), random(cellgreen-20, cellgreen), random(cellblue-30, cellblue)); ellipse (xlocation, ylocation, dia, dia); } void update(){ xlocation = xlocation + random(-5,5); //in the random function the first value is lowest, second highest position ylocation = ylocation + random(-5,5); } }
LEFT:
3D printing project from KTH seminar course; images from Processing sketches
ABOVE:
Code from DLA experimentations and physical computing experiments
SMALHUS 2.0 Studio 5, ‘Imagined Realities’, involved exploring historical and modern examples of residential architecture worldwide, then analysing to what extent that built environment supports the occupation of the space, how it may have influenced the occupation of the space and how we could change the form of the space in order to create new patterns of living, more suitable for the future. Using a method of ‘aggregation and subdivision’ devised through interpretation of existing housing typologies, we sought to tackle Stockholm’s ‘housing crisis’ by reviving the movement of collective housing in Sweden; imagining a future in which housing becomes largely communal. The aggregation then became a simple composition of Smalhuses, adapted to create minimal interference on the nature around them and make use of the existing terrain. The internal subdivision was carefully considered to create the communal ‘landscape’, bordered by private ‘units’. Residents would rent a unit comprising of a small private bedroom and bathroom, so
MArch_Smalhus 2.0: Stockholm project
MArch_Smalhus 2.0: Stockholm project
LEFT:
Key section showing communal landscape next to units, incorporation of outdoor spaces and differences in facade types
ABOVE:
Model photos showing relationship between units and communal landscape, then early concept and development models
THE “SUPERMODEL” A large part of the requirements was to build a ‘supermodel’; we built a small section of the building at 1:25 showing the relationship between shared areas and the atmosphere created by light shining through the Pattern. The model was built in order to produce a film showing the experiential qualities of our building, these were both exhibited at the end of the year. We made a three-minute film in collaboration with a film student from Kulturama, an arts school in the city, following examples by NORD architecture. The film shows the effect of the Pattern when light is shone through it, and the variety of spaces produced in the communal layer. As the model is so big, construction had to start quite early when the design wasn’t as developed but some of the intentions are there.
ABOVE:
Photos taken during still from final film
MArch_Smalhus 2.0: Stockholm project
the
filming
process
and
RIGHT:
early studies on light and materiality; 1:50 model from natural light project
MArch_Smalhus 2.0: Stockholm project
LEVEL 1//
TRANSPORT [ objective ]: bring people in
LEVEL 2//
DWELLING objective: make people stay
LEVEL 3//
WORK objective: earn money
LEVEL 4//
LEISURE objective: bring culture
MArch_Dreamland: stage 5 project
MArch_Dreamland: stage 5 project
DREAMLAND ‘Dreamland’ studio looks at the Rijnhaven basin in Rotterdam as the site for a new theme park. The theme park becomes a simulation of metropolitan conditions; a condensed, exaggerated and synthesised version of the city and a testing ground for Rotterdam. This idea is based on one of Coney Island’s historic theme parks, by the same name, as mentioned in Rem Koolhaas’s Delirious New York. Rem writes that the original park acted as a laboratory for Manhattan. My project ‘Wereldstad’ looks at Rotterdam’s obsession with the American city. This theme park attraction provides a virtual reality gaming landscape, through which participants explore Rotterdam’s history and play out its quest to gain world recognition as a metropolis.
LEFT:
[ mission 3 ]: sail the ss rotterdam safely back from america. bring as many passengers as possible.
[ mission 4 ]: the hotel is still abandoned. try to find dorine so that it can be refurbished. watch out for squeaky squatters!
[ mission 9 ]: “the seamier side is all part of the image of a real city.” become the detective and find clues to solve this murder mystery. rotterdam based crime drama de 9 dagen van de gier.
[ mission 12]: create appropriate collages for the magazine front covers. keep up with high demand and gain as many readers as you can.
Wereldstad: floor plans from each level
ABOVE:
Game-space and task examples from each level
MArch_Dreamland: stage 5 project
after the bombing, witteveen came up with a plan for a completely new city centre. he and his staff had a floor of the library on nieuwemarkt to use.
every detail is intended to engineer the experience of rotterdam, it is nothing short of a spectacular stage set. dorine compares her design for it to stage scenery.
rem koolhaas chose rotterdam for oma because he had an instict that there was an emerging climate, allowing rotterdam to be experienced as a world city.
new wave music formed the right soundtrack for celebrating rotterdam as a metropolitan environment. in 1979 rotterdam gained one more hot spot: hal 4.
MArch_Dreamland: stage 5 project
VIRTUAL REALITY The intention was to represent the game spaces using virtual reality and to show this on a phone using the cardboard headset below. I developed a 3D environment using Unity; screenshots from Unity combined with collage show a rough impression of these environments.
_change course
_abandon
_drive
_gather images
_select colours
LEFT:
Character missions on multiple levels
ABOVE:
_create collages
Experimenting with virtual reality