Blade Runner 2049 | Deckard’s Hideout

Getting back into the blog posts, I wanted to give a little background and step by step of one of my concepts for Blade Runner 2049: Deckard’s hideout in abandoned Vegas.

I spent a good chunk of time looking at Deckard’s living quarters for the film, which was were he was hiding out and living off grid to protect his and Rachel’s child.

These two images were very early impressions, where I was aiming to find the feeling and mood Denis Villeneuve would like to take it, more so than details and specifics. As I’ve found a few times, that if you nail the atmosphere, a lot of work is done for you.

With feedback from Denis and Dennis Gassner, the production designer, it was decided to try an incredibly sparse, utilitarian approach. I liked this idea, as it would reflect Deckard’s loneliness and also devotion to his objective.

These were 3 rough impressions to try and capture the feeling.

Here’s a step by step of the progression of my main concept for Deckard’s hideout.

First, I like to start out as simple and graphic as I can. And to establish the clearest read. The window was a great composition device for this. This is really the point where I find the quality of light I’m looking for.

Next, I consider my core focal points for the image. The chair, the bed, and the bar. I think about them compositionally. Placing them in the image and forming an interesting ‘triangle’, which keeps the eye moving. I also ‘break’ the pure window shape to add visual interest and complexity.

Next, is starting to think about some secondary details such as the floor detailing, and the coffered ceiling feature. One of the key components of Blade Runner’s language, is art deco. So this was the loose inspiration for the rectilinear patterning. It’s also a brutal and utilitarian metaphor, that further convey’s Deckard’s outlook.

This stage clearly shows the change of Denis’ and Roger Deakin’s masterful direction to evoke the feeling of the orange dust storm as seen a few years back in Australia. Which I also believe gave Blade Runner 2049 it’s iconic look that really carved out its own unique aesthetic.

Here shows the constant refining and editing of details and ideas in the space. The rug under the bar was too big, so I brought it in slightly. I introduced a circle rug under the main chair which added shape contrast against all the squares, highlighting it as a focal point in the room.

Getting to this stage is essentially a continued refinement and working up. From a distance it doesn’t look like much changes, but this is where the minute details and storytelling elements come into it. Some empty whisky bottles and old shoes, some pictures on the walls, and small consoles and modules that carry out some function! Another subtle effect is the dirty streaky windows that convey aging and passed time. The goal is to establish Deckard’s personality and mindset in as many things as possible.

I hope that was interesting. Let me know if you’d like to see more posts like this in the future!

______________________________________________________________________________

All opinions and comments are mine and do not reflect that of the film makers and studios.

Previous
Previous

Inspiration | David Roberts

Next
Next

| The Art of Rogue One