Final year project
Off_World_Colony [Read more]
Dust_storm
A barren martian landscape with harsh weather on the Southern hemisphere. Still from animation depicting volumetric fog.
Clay_surface
Utilising analogue practices, ceramic and clay samples mimicking the rock types on Mars were recreated digitally using height, bump and normal maps to texture surfaces.
User_experience
A visual of the interactive gameplay, users will wear a Virtual Reality headset to explore the surface of the red planet.
Inside_the_dome
If we were to live on Mars, its atmosphere is unbreathable and thin, its soil toxic and its temperature at minus 63 degrees Celsius. The dome would be climatized with ammonia imports, soil treated with perchlorate-consuming bacteria and the gravity and heat regulated ready for metal-hybrid plants to grow. In this image the metal reinforced bamboo can be seen growing and as structural supports for the dome.
Phobos_Deimos
The two moons are seen most hours as daylight is 50% weaker than what we experience on Earth. The protective dome acts as a viewing port because of the transparent glass shader material on this object.
Contoured_surface
Cast acrylic sheets were laser cut and heat warped to explore the shapes of sand dunes and land contours.
Meteorite_sample
A ratio of manganese and china clay were mixed to create experimental ceramic glazes.
Dunes
Combining the height found in sampling, shards of rock were modelled on sand dunes creating dramatic shadows and depth to the material
Holly Riley
Combining analogue and digital practices, the aim is to create thought-provoking experiences that offer new perspectives through the screen.
Building the ultimate reality for ourselves requires creative ideas with a firm basis in science. With predictions that humans will live on Mars by 2050, this project uses ceramic sampling and textural imagery to construct a martian landscape which can be explored through Virtual Reality in 360 degrees. Off-world colony is a project that visualises our dystopian reality as martians through the context of gaming. Making us interact with surface design in a new way, we can experience digital textures that captivate us emotively.
Dissertation
Science-fiction costume and its influence on modern fashion design: a study of Ridley Scott's Blade Runner (1982)
Final year project
Off_World_Colony
Awards
'19 Displayed collection at Premiere Vision Paris
Experience
Print design at Justin Van Breda helped me gain insights into digital design for a bespoke luxury interior specialist in the heart of the Design Harbour in Chelsea, London. Responsible for graphic design, showroom fabric suggestions and designing a print collection with a Cartier jewellery collection as well as botanical artist Catherine Amies, the work experience was invaluable for learning new digital skills and liaising with clientele.
Placements
August 2018 - December 2018
Print Design and Fabric Room Assistant, Justin Van Breda London