1. The plan for the trophy room is making it the top room of a tower which is why i looked into real world examples and into fiction based pieces. the fictional examples placed above are cirith ungol from lord of the rings and the wharf from dishonoured, others i looked into were fairy tales but i thought that the towers were too stylised to medieval castles. In the end though i wanted it to stand out against the rest of the mansion and also appear like it has been there longer i kept the style of the mansion into the design of the tower so it didn't seem too out of place.
2. This number represents the idea of how to get to the tower now i really like the idea of using a outdoor ledge to get to the trophy room since it gives the trophy a separate room and lets you enjoy the erie feel of the environment.
3.The mansion is supposed to have been abandoned and left ransacked so it will have damage so i looked into ruins in video games to get some idea of what is too much and what is the right amount for the task at hand.
4.Now as the trophy room i loved the idea of being behind a clock so though this image is from gargoyles i decided the simplistic version that this is gives a better feel for it's goal rather than proper clock towers such as big ben in real life or the version in basil the great mouse detective. In the end it isn't the room you are supposed to be paying attention to so the simpler design the better but i will give it a distinct and nice appearance.
5.This is looking at the style of mansion exterior i want or elements i would like to work into it the use of arches is an interesting aspect but i do not know if it will suit i will need to make a final decision. Certain parts like the stairs style and the amount of floors in the mansion i will definitely be using since i think having three floors has the feel of a mansion but not to extravagant.
6.this is just the idea of the world being more advanced than it looks.
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