gemma-border-architecture-dissertation
gemma-border-architecture-dissertation
Science Fiction
Is architecture in science fiction films merely inspired by the
present, or does it truly show us the future?
Architecture in Cinema
The significance of architecture in cinema is, of course, not exclusive to the
genre of science fiction. The emergence of film in the 20th century allowed
for the spread of stories, as well as social and political ideas, not only on a
broader scale but also at a much faster pace than ever before. This cinematic
propagation allowed for the spread of new architectural styles and ideologies
on a global scale. Before cinema the display of new designs was restricted to
world fairs, architectural expositions and magazines, but films had viewings in
the range of 50 million a year by the 1930s, and over 50 million now attend the
cinema on a weekly basis.2
It was during the 1920s when cinema was becoming increasingly prolific
that architectural design started to be given greater prominence within film,
with directors using it to assist a plot’s grounding and narrative. The use of
cinema to portray and promote discussions on an architectural style was
first demonstrated by the modernist architectural movement in the 1930s
and 1940s. Modernists utilized spatial design within film to experiment with
architectural language and demonstrate their modern, minimal style on a
broader scale.
2
figure 3: What a Widow! film still showing modernist design
An early prominent example of this was in the film What a Widow! (1930)
whose production designer, architect Paul Nelson, utilized the film’s set to
develop and display his modernist architectural style inspired by Le Corbusier,
which at the time was restricted to experimental architecture in Europe or the
dwellings of the wealthy within cities.3 Sadly this picture is now accounted
as a ‘lost’ film, as there are no longer any known copies in private or public
archives. Cinema has long been used not just to show-case but to critique
contemporary architecture, from Metropolis (1927) which reflects concerns
about monolithic skyscrapers, to A Clockwork Orange (1971) which explored
the idea of how Brutalist architecture could lead to a more violent culture, using
the Thamesmead South Housing Estate outside London as its setting.4
figure 4: A Clockwork Orange, film still showing the Thamesmead Housing Estate
3
Architecture in Science Fiction Films
It is the role of architecture in science fiction films that is the focus of this
essay, as the genre of science fiction takes the use of architecture several
steps further. Architecture within science fiction films can be said to play three
roles. First, cinematic spatial design analyses contemporary architectural
developments and how the public reacts to specific buildings or styles. Second,
it is an arena to try out new aesthetics or theories, both in terms of spatial and
environmental design and in terms of gauging public perception of those ideas
and assessing how they may work in a society or culture. Finally, sci-fi films free
designers from the constraints of what is currently possible in technological
terms and allows them to push the limits of imagination and explore the
apparently impossible, effectively proposing the architecture of the future.
The value added to a film by the skilful and considered use of architecture
has even propelled the advancement of cinematic design and techniques,
particularly in the science fiction context. Metropolis capitalised on new
technologies such as moving cameras and superimposition to allow for
the realization of its futuristic city.5 Fifty years later, the first real Computer
Generated Imagery (CGI) company, Industrial Light and Magic, was set up by
George Lucas specifically for the production of the Star Wars series, to create a
fully envisioned digital world. The move from vast wooden structures to digitally
constructed and rendered environments has only increased the prominence
of architectural design in science fiction films and enhanced their subsequent
impact on contemporary architecture.
4
Structure
This essay begins with a review of the literature currently available on the topics
of architecture in cinema, and science fiction and cinema, and will discuss the
most common arguments and theories being discussed about the architecture
of science fiction films. The literature review also references research papers,
dissertations, websites and video blogs on the topic, as film is a fast-moving
industry and there is limited published literature especially concerning movies
and architectural projects of the last few years or months. The methodology
section sets out some of the key quantitative data from the research and some
of the qualitative critical approaches used with regards to different styles of sci-fi
architecture, and common themes and concerns explored in science fiction
films.
The main argument of this essay will be separated into four chapters which
will each evaluate a different aspect of the topic title. The first chapter, Science
Fiction Architecture Uses the Familiar, will discuss the use of real architectural
structures in science fiction films as a means to portray a fictional world at the
scale of a building. This will refer to the use of Frank Lloyd Wright’s architecture
in a variety of films and how the architectural language of the buildings
contributes to the films. Chapter Two, Science Fiction Architecture Builds on
the Familiar, will discuss movies which use real-world and familiar architecture
as a basis for futuristic set design at the scale of the city. It discusses why these
films utilize real life architecture or an amalgamation of different architectural
styles as a basis for their creations.
The third chapter, Science Fiction Architecture Challenges the Familiar, will
discuss how the architecture of science fiction films allows architects to
question their current approaches, theories and aesthetic styles, and how it has
been doing this over the modern period. The chapter will explore how science
fiction films have driven architects and designers to respond differently to their
briefs and their environments by influencing their designs. Lastly, Chapter
Four, Science Fiction Architecture Shows the Future, will evaluate how the
architecture of science fiction films is inspiring architects and scientists alike to
push the boundaries of what is currently being designed and what we currently
believe to be possible. As Elon Musk said of his plans for the terraforming and
habitation of Mars, “aspiration within the realm of possibility.”6
5
L i te r a t u r e Re vie w
a. Literature on Cinema and Architecture
Literature concerning cinema - its production, effects and its role within society
- is extensive in both its breadth of study and its depth of analysis. As an
aspect of this there has been fairly expansive research produced on the topic
of architecture within film, with most of this literature focused around modernist
architecture in cinema. Donald Albrecht discusses the symbiotic relationship
between architecture and film in his book Designing Dreams and provides
an in-depth study of modernism’s role within cinema design from the 1920s
onwards, whilst also writing on the science fiction films Metropolis and Things
to Come which are particularly relevant for this essay.7 Film Architecture,
edited by Dietrich Neumann, likewise discusses the relevance of architecture
within cinema, beginning in the 1920s with Metropolis and modernism;
however it extends its scope to the 1980s and discusses the role which
architecture plays in Blade Runner (1982) at length.8
6
b. Literature on science fiction cinema
There is extensive literature on science fiction cinema, particularly its
advancement during the last quarter of the 20th century and its increasing
importance as a genre. Arguments typically discuss the evolution of science
fiction from a fringe genre to a main stream one and discuss the advantages
and disadvantages of this. Science Fiction Cinema by Geoff King and Tanya
Krzywinska is a good example.11 Furthermore, authors also debate the role
which science fiction film plays on the progression of science and technology
in the real world, and the effects that this is having, as in Brian David Johnson’s
article ‘Science Fiction Prototyping’.12 Alien Zone and Alien Zone II: The
Spaces of Science Fiction Cinema edited by Annette Kuhn discuss a broad
range of related topics such as the effect of internet fandom on the Star Wars
series and the identity of motherhood within Alien. Particularly relevant to this
essay is her research into city spaces in science fiction, discussing the politics
of race and class and their vertical stratification within the cityscape.13
Increasingly, contemporary thoughts and ideas are not written down and
published but discussed and shared across the internet. As this dissertation
examines some very recent developments in film and architecture, relevant
discussions in online articles and journals also form an important part of the
research. This is particularly pertinent in the last chapter, which cites references
to architecture projects in the last few years, including one in the last few weeks
of writing.
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M e t h o d o l og y
a) Quantitative Analysis
Popularity of science fiction films
The huge success of Star Wars established the genre as one for popular
audiences and paved the way for a subsequent succession of other big-budget
science fiction action films marketed to a mainstream audience.15 During the
seven years following the release of Star Wars in 1977, around 250 films and
television films in the science fiction genre were produced globally.16 Other
significant statistics used to assess the popularity of sci-film films and hence
their potential influence on architecture and modern popular culture include:
Six of the top 10 highest grossing films worldwide have been science
fiction films, as at January 2017.17
Five of the top 10 highest grossing science fiction films worldwide have
been produced in the last 10 years, two in the last 20, one in the last 30,
and two in the last 40.18
In 1995, science fiction movies held 6% of the market share of box office
sales, in 2015 that number reached as high as 26%.19
9
b) Qualitative Analysis (Critical Approaches)
Futuristic
This style is very clearly portrayed in films such as Star Trek, Cloud Atlas, and
Minority Report, with their clean, digital designs utilizing colour palettes of white
and chrome.
Retro Futuristic
Retro Futuristic is a polymorphous style, incorporating old-fashioned design
from numerous different periods with futuristic technology, as clearly depicted
in Blade Runner.23 24 Blade Runner is famously designed to be deliberately
confusing, clearly set within a dystopian future but with an aesthetic more
reminiscent of the past. Gattaca also demonstrates the Retro Futuristic style by
drawing inspiration from classical Bauhaus designs of the 1930s.25
Realism
This is apparent in films such as Gravity, The Martian and Ex Machina, where
the technology and design of the physical landscape is contemporary and
grounded in scientific what is scientifically possible today.
Dystopic
Films such as Mad Max and Water World depict dystopian futures: worlds
ravaged by nuclear war and climate change which have turned to sand and sea
respectively.26
Organic
Often the films from the Alien trilogy are incorporated into one of the above
categories, however, as much of the architecture within these films is not
perceived as something static, but a bionic structure - half mechanical, half
living – it merits its own category.
10
Common Themes and Concerns
There is a common theme of hierarchy through vertical stratification which is
often integral to science fiction cityscapes. This theme is rooted in the genre,
due to the existence of a similar vertical class structure already in place when
science fiction emerged in the late 1800’s. This structure can be seen in
Edinburgh’s old town tenements, where rooms above were reserved for the
wealthy, and below for the working class and servants, a structure mirrored
across the cities of Europe.27 This existing class divide was first captured in film
by Metropolis, as Lang’s cityscape exaggerated the vertical progression of New
York into a multi-layered social construct.28 The same theme can be found in
Blade Runner, The Fifth Element, Minority Report, Cloud Atlas and Ghost in
the Shell. It is both a critique of our current cityscapes and on a wider scale a
critique of how political hierarchies and capitalism prevent social mobility, shown
in metaphor through architecture.29 A similarly common theme is digital control
of the cityscape. This is explored in A.I. Artificial Intelligence, Minority Report,
I Robot, and The Matrix.30 These films reflect current concerns about living in a
digital world, including fear of government surveillance and control.
figure 6: Ghost in the Shell (1995), film still showing vertical hierarchy
Science fiction films are often cultural touch stones of the events of their time,
examining current social fears, often related to technology or environmental
concerns. This begins as early as the 1920s, as Fritz Lang used Metropolis to
explore contemporary political fears of communism and fascism and economic
fears of global depression.31 Advancements in space travel technology led to
the production of films such as 2001: A Space Odyssey (1968) and Solaris
(1972) which explored concerns about space travel and artificial intelligence.32
The more recent development of Virtual Reality and the increasing prominence
of video games in the 1990s led to the production of films like The Matrix
(1999) and eXistenZ (1995) which reflect fears about blurred boundaries
between simulated and real environments.33
11
Chapter 1
Science Fiction
Architecture
Uses the Familiar
“A film set forty years hence, made in the style of forty years ago”
Ridley Scott, on Blade Runner 34
22
12
Introduction
Architecture is fundamentally used within film to assist in the grounding of
a narrative, symbolizing a time and a place, though sometimes it is used
by directors to function as a vision in itself.35 Although cinema is generally
associated with studios, frequently real-world buildings are used instead, even
in science fiction films. Real buildings provide films with authenticity, as these
solid structures provide credibility to a film’s futuristic world.
There are some buildings and architects which are regularly featured in science
fiction cinema. Frank Lloyd Wright is one such architect, whose buildings
can be seen in several science fiction films from 1981 up to the last decade,
including TNX 1138, Gattaca and Men in Black. The buildings chosen
showcase Wright’s design style which is more an individual expression than a
demonstration of a particular movement. Although utilizing stylistic aspects of
modernism, Wright did not shy away from borrowing the architectural language
of a number of movements.36 It is perhaps this singular diversion from the
more recognizable architectural styles of the past that allows for his work to be
perceived as one from the future. Wright’s 1950s civic buildings are reminiscent
of European modernists such as Le Corbusier, whilst his Californian residences
of the 1920s display bold use of geometric pattern at odds with modernist
minimalism. These two quite contrasting styles are employed to portray different
futures, and are featured within science fiction films to different effects.
figure 8: TNX 1138, film still showing Marin County Civic Centre
Wright’s Marin County Civic Centre is also used in 1997’s Gattaca for similar
reasons. Here a futuristic society is rendered uniform and synthetic due to
genetic manipulation, which has led to a society divided between ‘valid’ test
tube babies and the ‘invalid’ or ‘de-gene-erate’.44 Gattaca’s retro-futurist set
utilizes the Bauhaus modernist style for its interiors and furniture, giving it a
corporate aesthetic of banality.45 The bland perfectionism that is a theme of the
narrative is reflected in the architectural spaces, with clean interiors devoid of
individual character and spaces of mindless uniformity. Here Wright’s central
atrium plays a key role, as the restricted escalators and circulation spaces
imbue a sense of control and surveillance which is developed in Gattaca’s
narrative. In both of these films the goal of the protagonists within this building
is to escape; Wright’s Civic Centre is thereby totalitarianism expressed as
architecture. The fact that Wright’s later work has frequently been chosen as the
backdrop for dystopic films is clearly an indictment of the lack of human appeal
in these buildings, particularly the Civic Center. They have been chosen not for
their architectural triumph but rather for their failure.
figure 12: Gattaca, film still showing circulation control inside Marin County Civic Centre
figure 13 (right): Marin County Civic Centre
15
16
Frank Lloyd Wright - Ennis House
Whilst Frank Lloyd Wright’s later architecture focused on minimalism, drawing
inspiration from the European modernist movement, his 1920s style was much
more ornamental in its expression and was instead inspired by the indigenous
architecture of Central and South American cultures.46 This style was coined
in Wright’s residential houses in southern California, the first of which was
the Hollyhock House completed in 1921. In this architectural language, we
still see the strong horizontals, flat roofs and upper terraces of his more
modernist expression; however it is made much more decorative through the
incorporation of Mayan geometric patterns. Although maintaining a similar open
plan interior, Wright’s change from the open expression of overhanging roofs to
the enclosure of outer walls articulates an atmosphere of isolation.47 This style is
a unique blend of glamorous and mysterious, as the patterned concrete blocks
provide the interiors with dispersed light and an exotic atmosphere.48 The
Hollyhock House was used for these reasons in 1989’s Cannibal Women in the
Avocado Jungle of Death, but that is a movie perhaps best forgotten.49
figure 19: Blade Runner, film still showing Sebastian’s apartment complex
This cyclical process can also be seen in the relationship between film and
structure in Woody Allen’s science fiction comedy Sleeper, first shown in 1973.
Featuring the tagline “Woody Allen takes a nostalgic look at the future,” it is
fitting that one of the film’s sets (the headquarters of the rebel scientists) Charles
Deaton’s Sculptured House, was constructed over 10 years before the film’s
production.54 This residential building was an experiment in curved concrete
form by Deaton, who believed that architecture should move away from
square designs, as ‘our future houses will be shaped by the way we feel about
them’.55 The building’s streamlined interiors create the perception of a future
aesthetic with an integration of furniture, appliances and services. The reality is
unfortunately more prosaic, as it was due to the architect’s bankruptcy that the
interiors were left unfinished until its sale at the turn of the century. Despite its
incompletion, the house’s unusual cylindrical elevator was left functioning and
inspired Allen’s ‘orgasmatron’, the function of which is implied by the name.
Just as the individual style of the building influenced the film’s futuristic setting,
the film has in turn impacted the architecture. Recent renovation carried out by
interior designer Charlee Deaton (daughter to Charles) includes retrofitting the
elevator to the design of the film, though the purpose is altered with the addition
of a robot who pours drinks.56
Science Fiction
Architecture
Builds on the Familiar
“We don’t go into the future from zero, we drag the whole past in with us”
Syd Mead, concept designer of Blade Runner 57
22
Introduction
Although individual buildings can be directly utilised within science fiction
films with believability, a cityscape has to be more carefully conceived and
constructed. These cityscapes are sometimes recognizably founded in an
existing city, such as New York in The Fifth Element or London in Star Trek,
Into Darkness, whilst sometimes narratives lead to the creation of a fictional
metropolis, incorporating recognizable traits of several different cities, such as
Blade Runner’s layering of Los Angeles, New York, Shanghai and Hong Kong.
This chapter will analyse how, at the scale of the city, science fiction architecture
must build on the familiar for the creation of their landscapes.
Science fiction has long been preoccupied with the grand, as the descriptive
imagery in HG Wells’ 1910 novel The Sleeper Awakes reveals. Here the
protagonist’s first thoughts upon awakening 200 years in the future is of
“overwhelming architecture”, with “Titanic buildings curving spaciously” with a
canopy of glass and cantilever beams so large as to “shut out the sky.”58 Well’s
description of a futuristic city was first portrayed in a physical form within a film
in 1927’s Metropolis, although this portrayal resulted in his exclaiming “I have
recently seen the silliest film.”59
23
The Iconic Metropolis
When discussing the great cityscapes of science fiction cinema, it is impossible
to exclude Metropolis, as it is described as “the first great achievement of the
science fiction cinema (whose) atmosphere and visual style… were to influence
the concept of virtually every filmic portrayal of the future for many years to
come”.60 Within the film the role of architecture cannot be understated, as the
city not only functions as the narrative’s grounding, but is in fact the central
theme from which the narrative evolves, hence the film’s name. Metropolis’s
skyline draws its physical appearance primarily from New York: the film’s writer
Fritz Lang was dazzled by its skyscrapers and Art Deco architecture61 when
he arrived on his maiden voyage to American in October 1924.62 At the time,
the New York skyline had the three tallest buildings in the world, the Woolworth
Building, the Metropolitan Life Tower and the Singer Building.63 Metropolis’s
addition of airborne transportation links, elevated rail networks and vast
highways are notably inspirations from the work of architect Antonio Sant’Elia
and his Manifesto of Futurist Architecture published in 1914.64
An amalgamation of past and future styles can also be used on a more intimate
scale. The iconic aesthetic of a New York Art Deco bar has been used in the
recent science fiction release Passengers for quite a specific effect, as the bar
is set in a mega starship. The bold use of colour, pattern and ornamentation
in the bar is at odds with the ship’s futuristic architectural style of clean
geometries, double height spaces, gently curving partitions and palettes of
chrome and white. Envisioned as a ‘Jewellery Box’, the familiarity and busyness
of the décor was designed to bring warmth and intimacy to the room and so
assist in the plot’s romantic narrative.77 Production designer Guy Hendrix Dyas
encapsulates this in an interview, affirming “Why alienate people? Let them feel
like they are at home, design it like a New York bar”.78
figure 37: Passengers, film still showing art deco bar set
28
The Evolved City
In contrast to Metropolis’s indirect portrayal of New York, the cityscape
depicted in 1995’s The Fifth Element is a direct evolution of the real
city. Set sometime during the 23rd century, the lowered ocean level and
structural excavation down into Manhattan Island has led to further vertical
stratification of the cityscape, which lends itself to multiple layers of vertical
transportation.79 Similarly to Metropolis, the film’s architecture draws on the
vertical transportation links of Sant’Elia’s designs along with the iconic Art
Deco architecture of New York.80 However the inclusion of real 1960s high-rise
apartment blocks contributes to a more contemporarily recognizable futuristic
vision within The Fifth Element. Here New York’s transportation system is
designed at odds with that of Metropolis, as there is no visible sky nor ground
but rather a confusing web of solid structures, void and perpetual motion.81
figure 38: The Fifth Element, film still showing cityscape with brooklyn bridge
figure 39: Star Trek Into Darkness, film still showing 23rd century London
Chapter Summation
Bruce Sterling’s 1988 science fiction novel Islands in the Net, describes the
cityscape of a futuristic Singapore, ‘like downtown Houston, but more like
Houston than even Houston had the nerve to become’.85 Futuristic cityscapes
in science fiction are often either directly or indirectly exaggerated forms
of contemporary architecture, or a post-modern amalgamation of different
cultural styles. Whether at the scale of New York City or a New York bar,
recognisable architectural styles are used to provide believability, a familiar
base onto which the set designers can build futuristic elements, often resulting
in cityscapes that look like they have evolved from the present. Furthermore,
it is not just architectural styles which are represented in science fiction films
but also architectural theories and uncertainties. Contemporary societal issues
concerning the cityscape and environment are demonstrated and analysed
through these films in their spatial design.
31
Chapter 3
Science Fiction
Architecture
Challenges the Familiar
22
32
Introduction
As explored in the previous two chapters, science fiction films use real world
architecture both as a physical setting and as an inspiration from which to
develop their futuristic cityscape. This borrowing of architectural language is not
exclusive to set designers but is also common among architects. Designers of
fictional worlds create their representations of the future from what they see in
contemporary architecture, and through interpretations of historical architectural
developments. Likewise, contemporary architects are always looking toward
the future, constructing their architectural language not only from what they
see in the physical world but perceive in all forms of media. Architects, when
they have time, sometimes watch science fiction films too. Therefore, just as
art imitates life, the imagined architecture of science fiction is also informing
the current design work of architects across the world, and has been for the
last 100 years. This chapter will explore examples of how science fiction has
challenged architectural thinking and informed architectural developments on
different continents.
figure 40: Things to Come, film still showing Everytown cityscape 2036
America
H G Wells himself oversaw the adaption of his 1933 novel The Shape of Things
to Come into a science fiction movie, Things to Come released in 1936.87
Directed by William Cameron Menzies, much of the film takes place in 2036
in Everytown, a subterranean recreation of London with the recognizable
forms of high-rise buildings and moving walkways encompassed by a titanic,
futuristic, climate-protecting glass shell.88 The cityscape of Everytown borrows
its elevated transportation schemes and high-rises both from Wells’ novels and
Le Corbusier’s Contemporary City blue prints from 1922. Due to these strong
influences Le Corbusier himself was first asked to design the set, however he
declined and Laszlo Moholy-Nagy, formerly a Bauhaus academic, was chosen
as the production designer.89
33
Moholy-Nagy’s modern, crisp look and curved interior designs drew inspiration
from the Bauhaus aesthetic.90 He sought to eliminate solid structures and
instead worked with frames, stating “there were no walls, but skeletons of
steel, screened with glass and plastic sheets”.91 This draws parallels with
the work of Antonio Sant’Elia, whose 1914 Futurist manifesto stated that the
architecture of the future must be designed with materials of the future, “steel,
glass, cardboard, reinforced concrete, and textile fibres.” These progressions
in technology would allow for new architectural aesthetics, for example
“elevators must no longer be hidden like tape worms in the bowels of building
but be accessible and visible on the outside of facades.”92 This can clearly
be seen in the film’s design, although due to artistic differences the film’s final
set was completed by Vincent Korda, a more established set designer within
Hollywood.93
Moholy-Nagy’s steel and glass set designs predict the emergence of glass
skyscrapers following the Second World War. Ludwig Mies van der Rohe,
a Bauhaus colleague, produced a conceptual glass tower design in 1921
for the Friedrichstrasse skyscraper competition94 inspired by the Bauhaus’s
industrial aesthetic.95 Van der Rohe’s architecture built in the United States
after his emigration from Germany shares a similar architectural language
with the production design of Things to Come. Following the technological
development of industrial materials due to the Second World War, Van der Rohe
produced the first glass and steel frame high-rises in the United States with the
construction of 860 Lake Shore Drive in Chicago, finished in 1951.96
figure 41: glass tower design, Ludwig Mies van der Rohe, 1921
figure 42: 860 Lake Shore Drive, van der Rohe, 1951
34
Things to Come also employs other design elements which were not
technically achievable at the time but are familiar today, such as glass elevators
and moving walkways. Both of these elements were first built over 20 years
after they featured in Things to Come when in 1956 they were incorporated
into a hotel design. The first hydraulic glass elevator glided up the exterior of
the El Cortez Hotel in San Diego,97 serving as an attraction in itself, named the
‘Starlight Express’. It was commissioned by the hotel’s extravagant new owner
Harry Handlery as an attempt to restore the hotel’s declining reputation, a hope
which was achieved. The further introduction of the Travelator to the El Cortez
Hotel also played its role, being the first moving walkway within a commercial
building.98
figure 43: El Cortez Hotel & Starlight Express, San Diego 1941
The architectural language of Things to Come would emerge again over three
decades later in the style of John Portman’s commercial developments.99
Portman’s architecture is a singular design style which borrows from both
Modernism and Brutalism, and uses key aesthetic elements seen in Things to
Come, such as colossal atriums and glass elevators stretching up through a
building’s core, used in the Marriot Marquis and Hyatt Regency hotels, both in
Atlanta.100 Portman’s buildings are not only inspired by science fiction, but they
are also now settings for sci-fi films of the dystopic style, including both The
Hunger Games and Divergent series.101
35
36
figures 45/46: Eagle comic covers showing futuristic London, Frank Hampson
Europe
A comic by Frank Hampson in the 1950s featured the character Dan Dare, a
fearless pilot of the Interplanet Space Fleet, and an iconic design of a future
England. The narrative demonstrated parallels with post-war Britain, a country
on the edge of change promoted by fast technological progress. Hampson
envisioned a futuristic London with Shard-like sky scrapers punctuating the
cloud line alongside Barbican-style concrete geometry. His drawings even
incorporated more organic fluid forms such as Gherkin-esque glass enclosure
of Big Ben and curvilinear shapes reminiscent of the Millennium Dome. His
designs have had a significant impact upon many architects, as can be seen
with notable examples of buildings with remarkably similar styles, the most
prominent of which is the Shard designed by Renzo Piano, completed in
2013.102 British architect Norman Foster is a self-professed fan, stating “I
loved the coloured, cross-sectional, technical drawings that appeared in the
middle of The Eagle after Dan Dare.”103 Hampton’s representations were so
architecturally stimulating that he was even commissioned to illustrate posters
of Foster’s design for the Renault Distribution Centre in Swindon, to be shown
in the Architectural Review’s 1983 issue.104
figure 49: Pompidou Centre, Renzo Piano & Richard Rogers, 1971
38
Asia
Following the end of World War Two Japanese architects were faced with a
new problem, how to design for the traditional Japanese culture alongside the
rapid technological advances of their society. It was here that the Metabolism
Movement was started by a group of young Japanese architects. Their designs
focussed on city planning and were grand utopic schemes relying on integration
with technology. They envisioned cities in the way a computer designer
envisions infrastructure, with standardized individual buildings as components
to be plugged into the vast city structure.107 Designs such as Kisho Kurokawa’s
Nakagin Capsule Tower in Tokyo, completed in 1972, evolved from ideas of
a cellular city. The world’s first example of capsule architecture, the building
is made from 140 self-contained prefabricated cubes, each of which can be
used as a small living or office space. The interior design style with its high-
tech pods is reminiscent of space ships in earlier sci-fi films, such as 2001: A
Space Odyssey (1968) with its modular design, and can also be seen in recent
releases such as Cloud Atlas (2012). The building however has notably failed to
survive the test of time as it was unpopular with inhabitants and the concept of
renovating or replacing capsules by simply unplugging them proved prohibitively
awkward and expensive. A 2009 article in the New York Times said of the
now-derelict building, “Its existence stands as a powerful reminder of paths not
taken, of the possibility of worlds shaped by different sets of values.”108
figure 52: The Water Discus underwater hotel, Deep Ocean Technology visualization
Science Fiction
Architecture
Shows the Future
22
42
Introduction
As explored in the previous chapter, science fiction has inspired architectural
design over the last century in many ways. However, it has sometimes not
just inspired but directly led to developments in technology, product design
and architecture as designers and architects have attempted to realise sci-fi
concepts. This has been demonstrated in several engineering and product
design instances, an early and prominent example being HG Wells’ novel
War of the Worlds planting the idea that led to the invention of the first liquid-
fuelled rocket by Robert H. Goddard in 1926. Often it is the case that once the
technology in the real world catches up with that of the fantasy, life imitates art.
For example, in 1973 Martin Cooper of Motorola decided that the company
would be the first to develop the hand-held phone, modelled after Captain
Kirk’s communicator first seen on Star Trek in the 1960s.113 114 More recently
there have been a number of deliberate initiatives to build upon the potential of
synergies between science fiction and real science, both for terrestrial uses, for
space travel and for habitation of other planets.
figure 56: Star Trek, film still of Captain Kirk using his communicator
figure 57: Back to the Future II, film still of Nike MAG sneakers
43
figure 58: design of the Stratosphere Tower, Project Hieroglyph 2012
Project Hieroglyph has largely been focussed on product design and computer
technologies; however it is also being applied in an architectural context.
In 2012 Neal Stephenson envisioned a 20-kilometre-high tower that would
puncture the stratosphere, enabling easier communication and travel between
space and earth for the inevitable commercialisation of space travel. The
structure would make travel between earth and space more cost efficient, more
fuel efficient and much faster, as the need for breaking through the atmosphere
would be nullified.116 This idea is a lot more realistic than it may first appear
and is now being designed since a structural engineer has joined forces on
the project. Stephenson contends that much of what we see in science fiction
today is already possible within our established technology, such as regular
space travel and large scale use of renewable energies. Ironically, he states the
foremost inhibitor is not lack of scientific capability but lack of willingness to
take risk, particularly the insurance industry’s unwillingness to underwrite such
projects.117 Such collaboration between science fiction and science fact is what
is pushing the next boundaries for architecture in the future of space travel and
inhabitation.118 Stephenson’s stratosphere tower concept has been taken even
further by the International Academy of Astronautics which in 2013 published
a feasibility study for a Space Elevator, which would outstrip the 20-kilometre
tower by quite a stretch, coming in at 100,000 kilometres – though this is a
cable tethered in space, rather than a tower. It concluded that the materials
technology to achieve this would be available within 20 years.
44
Grow-Your-Own Architecture
The AVATAR group (Advanced Virtual and Technological Architectural
Research), founded by Neil Spiller in 2004, focuses on how the exponential
rate of developing technologies can affect architecture in a positive way that
addresses such concerns as climate change, protecting biodiversity and scarce
resources. Among other things, they are investigating how the development
of biotechnologies could impact how we build in the future.119 This includes
concepts such as creating protocells (chemistries that mimic natural processes)
for uses ranging from carbon-fixing paint to new flexible materials. For the
development of their ideas in an architectural context Neil Spiller has stated
that they consult creative media including film and animation. The development
of bio-materials will also enable the creation of new organic structures whilst
removing the structural difficulties and excessive costs that still plague the
creation of buildings with organic forms. An example is Zaha Hadid’s Maxxi
Museum in Rome, which due to its curving walls and double height spaces
required pouring in-situ concrete up to 7 meters high, resulting in the budget
doubling over the course of construction.120
Following the discovery of water on Mars, NASA and its partners launched a
design competition in 2015 for the creation of a 3D printed habitat suitable for
the demanding nature of deep space and the colonisation of Mars. The goal
of this project was to encourage collaboration between scientists, architects
and innovators of all kinds in the development of new technologies to enable
the construction of these buildings.136 This competition resulted in an incredible
array of different designs submitted by some of the world’s most prominent
architecture firms including Foster & Partners Architecture which proposed a
93 square meter settlement, constructed from regolith (the soil and rock found
on Mars) using 3D printed technologies and semi-autonomous robots.137
Another architectural project for the development of Mars by Alberto Villanueva
proposes using biotechnology (fungi and bacteria) to make habitations on the
planet from Mars’ soil and its recently discovered frozen water.138 Projects for
the development of off-earth architecture however are not limited solely to Mars.
Sci-fi novelist Cory Doctorow’s story about 3D printers constructing a colony on
the moon from moon dust has been adopted by Project Hieroglyph and is now
the subject of a research project.139
48
Chapter Summation
The idea of travelling to and living in space has fascinated humanity throughout
history and science fiction has explored these ideas in numerous ways both
in literature and film. Fictional depictions of space travel inspired the creation
of the jet fuelled rocket in 1926 and Elon Musk’s drive for human habitation of
Mars by 2026. As in the case of The Martian it is sometimes unclear whether
scientists and designers are driving the fiction or the other way around. Perhaps
the truth is somewhere in the middle, as increasingly scientists and the creators
of science fiction seem to be working cohesively on the forefront of human
development.
49
Conclusion
50
22
51
Conclusion
The use of architecture within a science fiction film may at first appear to be
a simple process, a choice on the part of the director to use structures or an
aesthetic which passively inform the film’s appearance and narrative. However,
what has emerged is a much more intricate process whereby architecture
both informs film and film informs architecture. A science fiction film’s use of
architecture almost inevitably results in a critique of the buildings featured,
their architects and sometimes an architecture movement as a whole, whether
intentionally or unintentionally. As a result, the use of architecture within science
fiction films is never passive, instead it encourages discussion. This promotion
of architectural discourse is invaluable to contemporary architects and
society in general, as it not only raises questions about the merits of different
design styles and approaches, but what effect those might have on society
more broadly. Contemporary societal issues concerning the cityscape and
environment are demonstrated and analysed in many science fiction films.
The 2016 sci-fi film Arrival explores to what extent our language defines our
understanding of the world around us and may limit our ability to conceive of
anything different to what we can describe. Such constraints must apply to
architectural language also. We are perhaps so rooted in the familiar, not just
historically but at the very level of language itself, that it may not be possible for
science fiction films to make the transcendent leap that truly shows the future
of architecture. However, through the medium of science fiction films designers
can continue to stretch their imaginations to the limit. This is important because
it is not science or technology which decides our future, it is us alone who are
fully in control of our fate. As science and technology are just tools we use in
shaping our future, science fiction films and their depiction of architecture and
our environment are of utmost importance. They allow us to design for the
future we want to see, and to help us prevent the future we don’t.
52
figure 65: Foster + Partners, visualizations for Mars colonization
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figure 45 https://s-media-cache-ak0.pinimg.com/736x/ce/45/e2/ce45e2a2be997f-
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png/revision/latest?cb=20130505022521
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vestre.jpg?q=60&auto=format,compress&cs=strip&w=1680
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ture-project-persephone/
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medium_jpg/mushroom_creditandcopyrightArup.jpg?1403730640
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dr06/16/7/enhanced-buzz-wide-21530-1400241474-10.jpg
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