FMP-City of Steam-Final pieces

Here is a slideshow of the final art pieces I have created so far (there may be more!)

This slideshow requires JavaScript.


FMP: Steam-punk city 3D model

To take my project and sketches further, I decided to re-create one of my art pieces in a 3D space using a combination of Autodesk Maya and Photoshop.

3D logo

  1. In Photoshop, I began to create different city block layouts, to establish where the buildings will be placed.
  • Set up a new page with a 300 PXL size
  • Select a square brush
  • Using the marquee tool, select the whole page and fill it with a beige or tan colour
  • Select the pen tool and mark a vertical and horizontal line across the page meeting in the middle
  •  Using the pen tool again, draw out where the foundations of the buildings will be within the blocks
  • Create at least three separate layouts like this, with different foundation placements

However, after I created these layouts, I realised that the way I was creating this model wasn’t time-sufficient enough for the project, so I decided to begin modelling from scratch, basing the model off of one my art pieces, namely this one:

Screen Shot 2018-04-30 at 18.50.51
Street view piece
Screen Shot 2018-04-29 at 18.35.42
Model progress

I began with a few basic shapes, laying out where I want the buildings to be placed, and how I want them to be situated.

Screen Shot 2018-05-23 at 09.22.10
Background shard model

After adding the basic shapes, I created a background model based off of my depiction of a steam-punk shard building, along with the train-track bridge.

The result was this final polygonal model

Screen Shot 2018-05-23 at 09.39.04
final model

Then the time came to begin adding texturing to the buildings and the various details on their surface.

I began testing out the texturing system using the hyper-shade page and began to get a feel for the various textures and seeing which ones went best with the steam-punk look I was going for.

Eventually, I went for a dark red brick for the buildings, and a dark, industrial bronze for the pipes and various other details.

Screen Shot 2018-05-01 at 12.21.22
Using the Hyper-shade panel to test different textures and shading

I then begin applying these textures to the polygon using “apply existing textures”- “Phong”.

I then used the “attribute editor” panel to go to “colour”, “file” and then selecting the texture/photo file I wanted to use from the desktop. Then I had to make the textures visible by turning on the “textured” icon in the top bar.

Screen Shot 2018-05-23 at 09.56.26
icon menu




After various tweaks selecting the different faces on the polygon models and editing the texture’s placement using “planar”, my model began to look like this

Screen Shot 2018-05-16 at 14.36.04


I then started a bigger variety of textures such as glass/window for the shard and managed to achieve a smoke/steam effect by using a series of sphere polygons and applying a smoke texture in the attribute editor.

Screen Shot 2018-05-23 at 10.06.21
A basic smoke texture
Screen Shot 2018-05-22 at 12.22.10
Final model with smoke texture

When I had finished editing the smoke’s texture, I then played around with the different Arnold shaders eventually settling on one called “ACES RRT v0.7” as that’s the one that looked the most industrial to me and fit the steam-punk genre the most.

This is my final model

Screen Shot 2018-05-24 at 10.56.13.png
My 3D steam punk street


FMP: Steam-punk moodboards

To give myself a better idea of different vehicle and mech designs, I created many different mood-boards with steam-punk based mech and air-and sea craft images I found.

With these, I discovered different textures, colours and shapes I can use in my designs.

steam-punk air and sea tech moodboard copy
Looking at different air-ship and marine designs, along with Neil Gaiman’s Stardust book
Steam-punkFMP mood-board 2
Different steam-punk mechs and vehicles
Steam-punkFMP mood-board3
Air-craft designs and pilot design


Offensive-based mechs and potential vehicle designs
Getting inspration from Leonardo Da Vinci’s drawings and designs

FMP: Sketches and Digital drawing techniques and development

For the second part of my project, I started sketching out different layouts for my city, trying out different perspectives and using isometric grid paper.

Street view 1
Street view 2
Air view
FMP-Constructmechs (1)
Construction Mech designs

Photoshop stage

I imported my sketches into Photoshop, ready to be painted, however, before I began this process, I decided to learn more about digital painting in Photoshop, as I needed to improve on my skills in that area.

Using various magazines and YouTube tutorials, I found new ways to paint with Photoshop, such as choosing a pallet and having it at a corner of a page for easier access and using the smudge tool.

Digital drawing practice
Digital drawing practice
FMP-SteamCitystreetview2 copy
Blocking in colours

Using textures

By selecting different textures from photos on my mood-boards using the lasso tool, I was able to transfer them to my drawings and fit them using the scale and warp transform edits, into the buildings and other parts of the scene, to give each of them convincing textures.

Using Image- adjustments- exposure, I was able to blend each texture into whatever surface I was using it for by adjusting the Gamma correction and exposure levels until the texture looks natural.

clock face texture
Giving the tower a clock-face texture







road with textures
Road with textures

For some of these textures, I used different images of London buildings such as these

FMP (Final Major Project) Architecture research

For the course’s final major project, we were asked to propose a project based on the theme of modern times, change and value. For my idea, I am creating concept art for a film or a video-game based in a Steam-punk city where the value of nature and wildlife has fallen.

Potential Project names:

City of Steam

Gears of London

Age of Steam: London


Gear City


FMP Digital Design – Proposal 2018

For the first stage of my research, I will taking a look at old Victorian architecture as well as modern London architecture such as the Shard, and the Gherkin.

architecture examples:

  • 20 Fenchurch street: Located in Fenchurch street on the top floors of the Walkie-talkie, this building quickly grew popular when it was first built-in 2015. Many people now go to the Walkie-talkie for the spectacular view of London at the top of the building, which is also mostly composed of several floors of South-American and Mediterranean inspired lush garden made up of plants and flowers from those parts of the world, dubbed Sky Garden. Also on these floors is a terrace, a bar and two restaurants.
  • Tate Modern - London | Housed in a huge defunct power plant. It's free of charge and has marvelous (and not too expensive) museum stores to shop in.Tate modern: The idea behind this building was to take an old, unused power-station and turn it into a building where modern art could be displayed. It was designed by Sir Giles Gilbert Scott as Bankside power-station, who was also the architect behind Battersea power-station. The Bankside power-station shut down in 1981, but 20 years later, was re-purposed for a modern art museum, which became known as the Tate Modern.
  • The Shard: Because the Shard’s progress was made public early on in its development, even when it was half-completed, The Shard became a very familiar part of London’s landscape. Particularly famous because of its impressive height of 1,017 feet high, the exterior of the Shard is comprised almost entirely of glass, and contains a hotel, offices, apartments and the famous “View from the Shard” which is a large observatory on floors 68 to 72.
  • Blackfriars pub: This pub was originally built-in 1875, and eventually was completely re-modelled with an arts and crafts style, going further away from its design as a medieval Dominican Friary. Now regarded as a Nicholson’s the architects kept it’s Friezes, bright panes and carved slogans, along with a prosaic saloon from when it was built and a marble-topped bar.



Mood-board research

To give myself a better sense of how real and fictional buildings (in other concept art and fantasy drawings) look, I created a number of mood-boards with different types of buildings and architecture using photos and artwork.

Classic victorian architecture
Victorian architecture still in London
Victorian architecture 2
modern architecture-mood-board
Modern architecture in London
Futuristic and Modern London buildings
Futuristic London buildings



Live action video game trailer: Presentation and feedback

For the pre-production process of our trailer, we created a Powerpoint presentation showcasing the different aspects and planning that is going into our trailer.






  • In our powerpoint, we were asked to elaborate a bit more on who will be operating the cameras and editing, to give a better sense of the roles each member of the group will be playing.


Film-making: Pre-production



 Script: First draft

Scene 1

Pan-down from the top of the Café to the front, where we see Sherlock and Watson sitting at a screen reading a newspaper and drinking coffee.


Kieran/Watson rushes up to Josh/Sherlock, waving a newspaper in front of him. “ We never seem to catch a break!”

Over the shoulder shot of both of them observing the newspaper

They want to investigate before the police arrive, so they eagerly get up, knocking over both their coffees in the process.

Pan left-to-right following both of them

They then run towards the crime scene, impatient to investigate.

Scene 2

(Pan left-to-right, following Sherlock and Watson as they approach the bridge, then linger on bridge to establish the location)

They both rush towards the crime-scene, almost slipping in mud in their enthusiasm.

(rotation pan right past car, after which body appears, which is the first sign that this is taking place in the ‘Sherlock’s’ imagination)

(Wide-shot, opposite side of body)

After-effects effect of Sherlock imagining the victim getting shot and falling in the real bodies position

(Close-up of Sherlock’s face, surveying the scene)

( Worm’s-eye shot as Sherlock picks up interesting dirt)

(Close-up of Sherlock’s hand, as he looks at the dirt)

Scene 3

There is an After-effect display of Sherlock’s thought process reaching a conclusion for the case, ‘connecting the dots’ the clues have given him.

(Close-up of Sherlock’s face)

Sherlock: “I’ve got it! Come on, Watson!”

(Wide-shot from beside the bridge)

They both hurriedly rush from under the bridge towards the next scene.

(Camera pans left-to-right)

Sherlock and Watson continue to speed towards where-ever Sherlock is leading them.





Art and Design: Mise en Scene:

Scene 1: Morning outside in front of a Café, Sherlock and Watson are sitting at a table drinking coffee and reading a newspaper.

Scene 2: Daytime underneath the bridge over the River Thames, with an imaginary dead body (Tony Mulligan) along with an array of parked cars and a lamp-post.

Scene 3: After-effect graphic of Sherlock’s thought process as he reaches a conclusion for the case. Back under the bridge with cars and a lamp-post, as Sherlock and Watson rush off elsewhere.

Scene 4: Mid-day in a tunnel leading towards a shopping centre near Kingston college main site. The tunnel is often a place where the homeless go to, so it is partly covered in old blankets and cushions. This is where Sherlock and Watson find the “suspect” (Martin Reynolds) and give chase.

Costume planning:

  • Sherlock Holmes (Josh Locke): The game takes place in modern day, so Sherlock would most likely wear a smart-casual Suit-jacket and black chino trousers along with perhaps a scarf. I will provide my own costume using similar clothing I already have
  • John Watson (Kieran Gimigani): Similar to Sherlock, Watson should smart-casual clothing, for example, smart trousers and a suit-jacket with perhaps a hat to give him some distinction from Sherlock.
  • Suspects (Martin Reynolds, Jamal Gayle): The suspects are desperate escaped convicts, so they would most likely wear casual/rough street clothing such as old jeans or shirts with a type of jumper or coat.
  • Murder victim (Tony Mulligan): Being a random citizen, he would only wear casual or work clothing.

Prop planning:

Prop list:

  • Pretend weapon
  • 2 pairs of hygiene gloves
  • Newspaper
  • Notebook


Call sheet


Recce report



Film-making: Live-action video-game trailer

Narrative ideas

  1. The Wolf among us: Synopsis: The Wolf among us is a detective/murder-mystery game set in a world-within-a-world where different ‘fables’ and character’s from fairy-tale literature have integrated themselves within the mundane world, calling their world Fabletown. The protagonist is the ‘Big-bad Wolf’ in human form and Private Detective, Bigby Wolf, along with Snow (Snow-white). After they discover a murdered Fable on their door-step, they begin trying to discover who the murderer is, which takes them all over fabletown, questioning suspects and getting into fist-fights.

2. Sherlock Holmes: Crimes and Punishment: Synopsis: Crimes and punishment follows Sherlock Holmes and John Watson as they journey throughout old London solving various cases, some of these are simply thefts while others take a more fantastical approach. The duo also receive help from characters such as Sherlock’s brother Mycroft Holmes, while using all the skills they have such as Sherlock’s exemplary analytical abilities and Watson’s marksmanship, while questioning suspects to track down and arrest the culprits of these various crimes.



The Wizard King: Written treatment

Title: The Wizard King

Logline: A King, who has knowledge of magical secrets, marries a princess, and a few years later, the Queen dies and a grief-stricken King, unable to live in the same place anymore, sets out to find foreign lands, surviving through his use of the ability to shape-shift into any animal.

After marrying another princess, he worries about how his son could be a rival for her affections, so he sends him on a quest. The son arrived at the kingdom where the princess met his father and, intending to rescue the princess, he returns to his father’s castle. Then, with the help of a fairy godmother, he strips his father of his powers and rides away with the princess on a chariot.

Game outline:

Genre: Action platformer

Shovel knight: An example of an action platformer




App design: target audience and design ideas.

For an app design lesson, we began creating our own app wireframe for a personal/schedule app. For my wireframe, I have chosen to work on a Coffee app.

This coffee app will tell people the best place nearest them to buy coffee and how much it will be likely to cost, and also how their favourite coffees are made and where they originally came from.

First, I had a look at some wireframe examples to give myself an idea of how I want my wireframe to look.

wireframe example
wireframe example

Then I began drawing out my own ideas for a wireframe for my coffee app using simply a piece of paper and a pencil, using the web results i found as inspiration.

Target audience

In order to get a better idea and outline of my target audience, I looked online to use market research to establish what demographic that my App is for.


For a Coffee-based app, my target audience most likely would not be children or young teenagers, as most people in that age don’t have much interest in coffee or where the best places are to buy them, so I won’t make my app for people of around 5-16 years old.

As most coffee-drinkers and people who are interested in coffee are adults of around 19-onwards, this will be an adult-oriented app where emphasis will be put on the recipes on how to make the different types of coffee, and how these types of coffees were originally made.


As coffee is enjoyed by many people of different races, backgrounds and cultures, I will try and make my app inclusive of all of these people and be available to anybody who wants to enjoy using it.


Design elements

Colour pallet

Most colours associated with coffee are warm shades of black, brown, white and beige, so these are the colours that I will primarily use in designing my app.

Adobe kuler pallet

coffee app colours

Visual style

I have decided to keep the visual style to a simplistic layout that keeps the app easy to explore and follow. In doing so, this will make the app accessible to anybody in my target audience and allow them to easily use it.

The aesthetic will have a friendly, inviting feel to it, almost like the feeling you would get from a living room. So, I will use rounded edges and images with an animated, cartoonish feeling.


Legal and ethical considerations

While creating this app, I must make sure that I do not plagiarise anybody else’s or any other companies apps or other creations on mobile, and any images I happen to use will be credited in this blog or on the app.