Sunday, December 9, 2012

Brutal, Brutalist Science Fiction and the Ties to Archigram



The architectural style of brutalism has always been a personal favorite due to its massive, almost epic nature in scale and material usage, but primarily because it has been ingrained into my mind from a young age through science fiction film and videogames.  Brutalist buildings usually are formed with striking repetitive angular geometries, and, where concrete is used, often revealing the texture of the wooden forms used for the in-situ casting. Although concrete is the material most widely associated with brutalist architecture, not all brutalist buildings are formed from concrete. Instead, a building may achieve its brutalist quality through a rough, blocky appearance, and the expression of its structural materials, forms, and (in some cases) services on its exterior.  Another common theme in brutalist designs is the exposure of the building's functions—ranging from their structure and services to their human use—in the exterior of the building.  Again, most commonly linked to massive concrete aggregate structure, these immense complexes have, in recent decades of postmodernism, also been linked to the image of futurism. 

Film depictions of the future such as Blade Runner, Star Wars, Starship Troopers, Minority Report, and Equilibrium are just a few examples of portrayed futuristic designs that arguably focus around concepts in brutalist practice.  Equilibrium is the strongest of these examples listed.  In this film, the image of the overpowering government relies on the visual separation of the individual.  Because of this, the city’s citizens and figure heads wear primarily shades of white and black (a few throughout the film wear colored clothing, but to accentuate the importance of their actions to the viewer) in order to sustain common peace.  But not only the people of the city abide by these regulations; the city itself does as well by maintaining an almost repetitive beauty of massive concrete aesthetics.
Along with the generic concrete massing symptom of brutalist design, an impressive study of spatial light play reveals itself throughout the film.  Multiple uses of long, slender, solar fenestration really set the mood of the scene; a warm atmosphere surrounds a cold way of life in an amazing example of cinematic contrast. 
Starship Troopers holds many of these same attributes described in Equilibrium, although in a far less poetic setting.  Now some would say that the film series, Star Wars, does not primarily focus the imagery of “futuristic” around these notions of Brutalism; I would have to beg to differ.  Some of the architecture displayed may be, to some degree, of brutalist design (especially the architecture seen across the large city planets I.E. Coruscant), but I believe it is far more prevalent in George Lucas’ vehicle and machinery creations.  John Powers states that Lucas’ depictions were Frankenstein generations where he, “…willfully mashed together minimalism, modernism, and NASA design” in order to teach us, “…to love the blight and grime of industry.”  I can see how this is a strong argument for the visual, new age, innovative creativity that allowed Star Wars to be so successful, but let’s take a hard look at the vehicle designs below.
The first image above is the “Sandcrawler” used by the Jawa alien race located on Tatooine.  Immediately, the overwhelming scale of this vessel seems to mimic that of brutalist regularities.  The mass amount of material and structure also closely follow brutalist protocol.  Although this treaded beast is not constructed out of concrete, the aesthetic qualities are very much macroscopic.  Next on the image list, as most should know, is the imperial fleet.  From the Death Star to the Star Destroyers, each of these obviously clones the exaggerated scale sought by this architectural style, not to mention the large, white structures that litter the surfaces of each that seemingly look similar to immense concrete structure.  The interior fenestration of the vessels creates beautiful exterior views of the endless galactic inspiration as well dittos the optic views presented within most brutalist forms.  These same similarities can again be traced through the Millenium Falcon’s design.  Almost all of the vehicle concepts of the original three Star Wars films hold true to the totalitarian, urban decay, “cold” appearance attributes known characteristically for brutalism.  These observations are purely opinion based, but I do believe that Lucas, conscience or unconsciously, was truly inspired by the new brutalism movement seen between the 1950’s, 60’s, and 70’s; the movement that arguably led to the modernist architectural movement. 
Blade Runner as well appears atmospherically similar to the late architectural style.  Again the sheer enormity of the construction follows close with the design ideals, although the geometric formality seems more pastiche.  The notion of urban decay and atmospherically “cold” emotions are also prevalent. 
A more recent example (and one I have brought up in several other posts) is the Halo franchise.  This game series thrives off of the brutalist atmospheric qualities.  The choice of this architectural style for this game was utilized in order to create the feeling of insignificance as far as size is concerned.
Brutalism as an architectural philosophy, rather than a style, was often also associated with a socialist utopian ideology, which tended to be supported by its designers; an ideology in which I believe has not yet gone.  I believe this style could make a very prominent second coming, which is another reason for my architectural approach of futurist depictions in my graphic novel.  My primary reasons are listed in the prior post, but another not among that list is that I have always gained inspiration from drawings published by Archigram.  They too focused on the brutalist approach to design; only they revolved their graphical depictions about ethic concepts.  Their designs incorporated circulation experimentations, structural shock and awe, the notions of disposable architecture, and kinetic qualities. 
Archigram thrived on the idea of resistance against the modernist movement, consisting of the stale chokehold on rectilinear form, cast concrete articulation, and abuse of curtain wall systems.  “…brutalism, once touted as an ethic, was settling into an aesthetic of molded concrete aggregate, much as the whirlwind of early modernism had settled into the white villa style of the 1930’s.”  They also enjoyed focusing all concept and design creations to traditional hand drawing and graphical representation in opposition to the Royal Institute of British Architects.  “Peter Cook ‘enjoys drawing’ his ideas ‘rather than writing about them’; Ron Herron ‘draws like a dream… apparently effortlessly.’”  Archigram ultimately was the rebellious teen of the architectural world, attempting to turn known and validated concepts in on themselves for their own amusement through their conceptual graphics.  This is probably the most logical reason as to why I have grown so fond of their work over the years… forever striving to prove that what may appear as the only answer can, in fact, contain multiple solutions; those of which could render the original logical answer as inferior, or even obsolete.  

Fair World World’s Fair


Though the assigned readings by Udo Kultermann were insightful and revealing in conceptual reasoning for international World Expositions, Dr. Bob Rydell (professor of history at Montana State University) and his seemingly instinctual presentation on World Expo history was far more knowledgeable (in my opinion).  Dr. Rydell knew not only the reasoning for the exposition locations based upon historic settings, but also the conceptual backgrounds resulting in the momentous structures that remain primary icons for individual expo congregations.  Expo after expo, he effortlessly explained the power struggles of government rĂ©gimes and economic hardships that justified structural and aesthetic integrity of fair designs.  One of his examples of historic influence on expo architecture stuck out stronger than the rest (for myself that is); the power struggle of the 1937 Paris Art and Technology Exposition.  At this time in history, the soviet Russians and Nazi Germans were at an economic standoff so to speak. 
This frustration toward one another fueled many iconic decisions to demean one nation over the other, but more importantly in relation to this post, the visual narcissism of the German and Russian pavilions seen facing off one another in the 1937 Expo below were great examples of iconic superiority. 
Note that the German Pavilion was a bit higher than the USSR Pavilion.  The story goes that the Germans stole the Russian architectural plans and upon seeing them, German architect Albert Speer added another ten or twenty meters onto the height his German Pavilion in order to provoke the idea that it 'looked down' on the Russians.  The roof top, containing the German eagle, also included an observation deck so that all may also look below to the Russian structure.  As if being ‘looked down’ upon wasn’t enough, German photographers such as Hoffmann would strategically shoot photos of the German pavilion to either hide or crop the Russian pavilion, or to exaggerate its towering size over the Russian pavilion. 
This story was ultimately what led to my final project decision for the semester.  We are to portray the future of architecture…that is all.  We may choose any medium in how we may represent our predictions as well as select any point in time down the road.  For some time now I have wanted to make my best attempt in writing and illustrating a graphic novel; though my writing skills may not be up to par, I felt this was a great excuse to pursue my idea, not to mention give me a reason to relax and draw for a change.  School work seems to prevent such hobbies.  Below are my rough drafts for the first chapter of the novel I have come to call “Dreamweaver.” 
The architectural future in which I am portraying takes place not far from now in 2036.  Between now and ’36, a uniform government oversees all nations as one, but unfortunately this only lasts one year before it begins to crumble.  The reason for its demise, project Dreamweaver.  This is a device that allows users to view ideas and dreams lost in their minds fog as any number of high resolution mediums.  This in turn manifests the idea of “perfect creativity.”  With this machine, artists may see the painting in their head perfectly, architects may view flawless floor plans and models, musicians may hear the perfect song all without the interference of mental fog, but only those with the right connections and deep enough pockets can ever dream of using the machine.  Creative perfections begin to generate in and closely around the area of the Dreamweaver; this creates jealousy amongst the former geographical nations.  They believe that their plot of land should be allowed to create perfections as well due to the fact that the world is but one nation.  “Equal rights to use” movements cause mass riots and ultimately start a global rebellion.  During this time frame, formerly geographically determined nations attempt to out-create manifestations of the machine.  This is what has led to my depictions of massive “Brutalism” style architecture.  The idea of iconic superiority fuels the former nations to out-build one another in hopes to prove that they are the most worthy of Dreamweaver use.   




Again these are only the drafts for the first chapter.  More writing and graphics are needed, and critical feedback is encouraged.  Please leave comments below of ideas or thoughts that may assist in making my graphic novel a decent work of art and literature.  I am inspiring to perfect this story at some point in time as an impressive addition to my collegiate portfolio, so again please leave constructive feedback.  

Tuesday, December 4, 2012

Selling the Future


As I have stated in earlier posts, my initial thought going into Futurisms and its evolved relevance to modern architecture has been in accordance with the importance of virtual design through videogame technologies and how it may be the next step toward our imagined future.  The articles assigned for this week suggest that my speculations could be correct.  The first, Finding the Future by Joseph J. Corn, covers the affects of Pop Culture ideals and visualizations of futuristic design on the people’s notion of future.  The second, The Future and Home by Professor Dr. David Fortin, continues this focus toward the influence of today’s image of the future derived from cinematography.  As revealed through these readings, the evolution of futuristic ideologies has followed closely with pop culture trends, most recent of which elopes videogame culture. 

As Finding the Future sways to prove, modern culture had been the one influence on the picturesque future imagery.  “First, it was fiction that gained power by masquerading as fact.  The excitement it caused is comparable to the popular reaction in 1938 to Orson Wells ‘War of the Worlds’ broadcast.  Second, its content involved heroic men in a daring exploit…  Finally, it was presented as mass entertainment, one that was first and last a commercial proposition.”  Corn goes on to explain the full evolutionary process of futuristic intent from literary examples such as Five Weeks in a Balloon, by Jules Verne, and the images portrayed in hobby magazines and comic books as in Popular Science/ Mechanics and early Marvel comics, to television and radio programs like Buck Rogers and Star Trek.  He also explains the process of modern media’s successful attempt to sell the visual idea of future to young children and adults through toys, novelties, and appliance visualizations.  “With toys, the future is identified with make-believe, a put-on style, a Buck Rogers Halloween Costume.  In our culture, as in most, children are the vessels of our most devoutly held expectations and hopes.”  
The same marketing strategies are employed in today’s economy through videogame sales.  As cinema was throughout the 20th century, virtual cinematics have taken on the new realm of futuristic inspiration.  The best example to come to mind would be the Halo series developed by Microsoft.  This first person shooter-style game has become almost as large of a franchise as Star Wars in only 10 years.  While the Star Wars films coexisted with the market in toys, games, and apparel, the Halo game alone manifested its own market in these same families.  With Halo merchandise on a sales peak due to the new release of Halo 4, rumors are in the air about possible film franchises in the works.  These are all prime examples that validate my opinion that the future of futuristic inspiration will derive from virtual design.  (Other points in relation to free-form design in response to lack of real world restrictions)

Saturday, December 1, 2012

Personal Innovations for Prefab Housing


The market of pre-fabricated architecture, though pure in intentions, has been falling short for some years now.  Some believe this economic instability may be due to the recent market flops; others think the continuous production needed to maintain profit along an assembly line will never be fulfilled.  Either way, the underlying principles of this design strategy are positively swayed toward highly efficient construction.  Buckminster Fuller’s, Nine Chains to the Moon, argues strongly for the cost efficient process of prefab in contrast to site built construction, but for reasons concerning the elimination of slum developments.  “The industry may safely assume that not only will it be able to rent every last unit full time, but also that it will be unable to manufacture additional units fast enough to keep up with the demand for centuries to come.” 

 

The problems of prefabricated design lie in the constraints of shipping sizes.  ISO (International Shipping Organization) standard shipping sizes have become the new trend for modular transport in recent years, which greatly reduces traditional shipping costs of prior modular transit, but I believe (and the industries’ success proves this) that this is clearly the wrong answer.  The solution must be studied from a fresh approach.  In my current graduate studio course (with Mike Patterson), my team of four and myself have come up with an answer that we believe to be a viable future direction for prefab; modular factories.  Below you will find images of our recent renderings…


Traditional prefab consists of mass producing modular units that are then shipped (as empty masses) from the factory location to the clients chosen site.  Our plan is to ship the factory to the clients site, construct prefab modules on site to form multi-family structures, then when complete, ship the factory to the next location, leaving in its place communal spaces for the soon to be residents.  Now with this approach, individual prefabricated homes will not be possible due to the fact that the cost for us to ship the entire factory to the site for one unit would outweigh the cost of the unit itself.  Also along this notion, the contractor will have to sell all needed modules to “break even” before the factory begins construction.  This ensures that the contractor will not have to take a risk in the initial construction cost, seeing as the building will already be sold to the soon to be residents.  The units are also not limited by sizes set around the ISO standards because shipment is only necessary for the factory.  Due to this fact, our unit sizes are much larger and may be manufactured into any shape desired (as opposed to traditional “box” prefab design).  This is why we chose to design hexagonal floor plans; more space, structurally superior, and not traditional prefab.  In a nutshell, we have evolved a new building system that rests comfortably between site built and prefabrication.  The best of both worlds may be possible in accordance with our proposal.
I believe that the solution my group and I have presented toward prefabrication would be exactly the proposal Buckminster Fuller has been looking for, “…they are designed and financed to be SOLD, despite the current admission of the president of the National Association of Real Estate…”  Also in accordance with Mr. Fuller, a major company (ours being Android Developments TM) would be the initial overhead cost holders to ensure financial reality of the factory’s success.  “It is not our contention that all skyscrapers should be utilized for the slum dwellers’ rescue.  There are logically highly rented business structures such as those in Radio City which have been cleverly designed around the interests of the new radio industry and its attendant high communication, publicity, advertising and news potentials…”


If you wish to know more detail about my team’s proposal for multifamily prefabrication and its factory systems, please comment questions below and I will do my best to respond quickly.