If you haven't seen Ridley Scott's lastest film, Prometheus, what are you waiting for? Go! We won't guarantee you the story will sweep you off your feet but if your heart isn't moved by the incredible art design and visual effects, well then you must have no heart. Stunning visuals from beginning to end, Motionographer takes us behind the scenes of the UI created to make the science and technology not only beautiful, but believable.
Click here to read the original interview posted on Motionographer 6/9/12
Fantasy UI Designer Ash Thorp was was hired to help concept some of the UI sequences for Prometheus by Prologue. The images here are from that exploratory work — and it shows the sort of design explorations that were made. It’s really cool stuff, and so I posed a couple questions to Ash:
Q: What was the assignment?
Ash: The assignment was to design an interface the crew of Prometheus interacts with as a communication beacon of sorts. It carries data and information that expresses who we are as humans and our culture to the aliens. Its a time capsule of sorts. I was asked to provide my own design ideas as to how it would look, function and feel in frame with the actors interacting with it. I was hired on as a freelance designer from the amazing team at Prologue. I believe the original concept phase had about 4 designers on it (dont quote me though).
Q: How did you approach the work?
I approach each project differently. This project really got me excited as I am a HUGE sci fi fan and once I heard who was directing it I was immediately enthralled to dig in and start building ideas and solutions. I have been developing a way of taking in the information from a client and thinking about it long enough to pull the ideas from my mind and bring them into reality either on paper or in a program. Its a bit of a muscle to work out but when things are clicking and my ideas are firing off I let them go and really try to produce things that are new, and inspiring in a way. At least I try haha. So I would start with the idea in my mind as to how I would picture it in the shot and then quickly draw the concepts out in my sketch book or using my wacom on the screen and then after pulling everything from my mind I dig in to designing and building a grid like layout to match type and other objects to. Once I get to a point I am happy with I will then take all that information and start to paint it in to the film plate and from there ist more about pulling things out and building things up until the shot looks as it should. Every project is different, but this is usually my general creative path.
Q: How do you think this work influenced what appears in the film?
This is a small piece of the entire film and I am not sure how much of my original idea made it through once I left the job and it was placed in post production. I can only hope that the core of my idea makes it on screen and that it fits harmoniously within the world it lives. That is the most important goal for any design within a film. I believe that if a designer can pull off that harmony then he has done his job.