Territory Studio is behind some of the coolest UI and screen graphics you’ve seen in recent films, from Prometheus to Ghost in the Shell and now Blade Runner 2049. What better way to see what they did for the Denis Villeneuve film than just let them show off their visuals. Here’s a look at designs and finals from the film, along with their notes on how they were made.
Background to the work
When Supervising Art Director Paul Inglis rang about bringing us on board Blade Runner 2049, we all had to take a moment. The original Blade Runner made such an impact on many of us, that both personally and professionally the chance to work on the sequel was huge.
Apart from on set screen graphics, there was no clear brief. Instead, we (Andrew Poplestone Creative Director and Peter Eszenyi, Creative Lead) went to Budapest to speak to Paul & director Denis Villeneuve who outlined what the film was about thematically and what the Blade Runner universe (30 years after the original) was about in terms of progression and context. We also talked about how technology fit into the film as a supporting narrative device and how he felt that technology should look and feel in the context of the larger themes – status, power, human, non-human, memory and identity.
Villeneuve asked for originality. He didn’t want to simply evolve technology but asked us to create a possible technological alternative that fit with a trajectory that had been advancing until a ‘blackout’ event had reset the basis for technology as we think of it today.
During the trip we saw concept art in Production Designer Dennis Gassner’s office and those big landscapes, the bleakness of snow and fog, the contrasting interiors and urban textures and degradation of all everything mechanical gave us the best reference point for look and feel.
The screen graphics were all to be story specific – no fluff or noise on the sets, which meant that we could concentrate on supporting story beats.
From those conversations and references we started a R&D phase, and gathered concepts and ideas about how technology that is not reliant on electricity or digital can look and behave. Words that Denis used to describe what he wanted included ‘abstract, organic, optical, physical’.
We ended up with an extremely experimental approach – never tied to CG, the R&D process involved looking at alternative interface technologies, at optical and physical effects and layering of textures that suggested age, dilapidation and a different path.
We looked at the microcapsule technology used in E-Ink displays and advancements in bioluminescence, to see how colour and what palettes can be achieved in the absence of LED screens.
To achieve ‘physicality’ and organic textures, we brought in optical lenses, old school projections, microfiche, and rolodex cards and other stuff to the studio. Even fluids, fruit and meat products were dissected and photographed.
The screen graphics were all to be story specific – no fluff or noise on the sets, which meant that we could concentrate on supporting story beats. From those conversations and references we started a R&D phase, and gathered concepts and ideas about how technology that is not reliant on electricity or digital can look and behave. Words that Denis used to describe what he wanted included ‘abstract, organic, optical, physical’.
We ended up with an extremely experimental approach – never tied to CG, the R&D process involved looking at alternative interface technologies, at optical and physical effects and layering of textures that suggested age, dilapidation and a different path. We looked at the microcapsule technology used in E-Ink displays and advancements in bioluminescence, to see how colour and what palettes can be achieved in the absence of LED screens. To achieve ‘physicality’ and organic textures, we brought in optical lenses, old school projections, microfiche, and rolodex cards and other stuff to the studio. Even fluids, fruit and meat products were dissected and photographed.
We were brought on board in pre production to set the screen graphic concepts and design. We delivered over 100 assets across 15 sets, which almost all were implemented live and shot on set. In some cases the assets were finished in post, but our design direction was carried through the entire process
The Denabase
The Denabase is a DNA data base. A huge machine, it contains an archive of individual DNA cards. We looked at different card systems to get a sense of what felt physical and could support the in camera shot and performance that Denis wanted for that story beat.
We referenced microfiche systems that you sit in front of, look into and can physically scroll through.
Knowing that Roger Deakins likes to use the light from on set screens to add depth and texture to a set or sequence, we experimented with optical effects by mocking up a backlit monitor in the studio to show Denis, Paul and Roger how the light could reflect off K’s face as he looks into the screen.
While simple, this whole interaction adds a lot of texture and context. The suggestion of technological advancement lies in the voice command functionality, and the repeated error message in Japanese suggests a reliance on old decrepit technology. The UI feels functional and out of date. Together, all this sets the stage for displaying K’s superior cognitive abilities as he manually reads hundreds of cards until he finds what he’s looking for.
Baseline scan
The baseline scan is intended to be a more precise version of the ‘Voight-Kampff’ test, showing technological progression since the original film. Rather than showing an iris, as in the original, Denis wanted this new test to show the view through the optic nerve, suggesting neural activity in the replicant. The intention was not to mirror human brains or neurons, but to achieve a level of abstraction in the images, that had an aesthetic, as much as organic quality.
We needed to design a series of animations that show different aspects of brain activity and to avoid MRI references we aimed for a level of pure organic abstraction. We ideally wanted to achieve that without using brain tissue, so when we found a dried out grapefruit in the studio, we began to experiment with macrophotography and photogrammetry. We showed a series of different treatments to Denis and Paul and they loved the texture, so we explored that route further.
One of our initial creative routes applied a UI that suggested levels of analysis, but Denis felt that it was too ‘designed’ for the LAPD technology, which needed to be more basic, functional and utilitarian.
The final route was more minimal, suggesting organic matter at a high level of magnification and abstraction, and the washed out green colour palette fit into the LAPD’s utilitarian and bleak visual language. The final screens were played back on old school 4×3 CRT computers on Joshi’s desk.
Morgue scan
The scene in the morgue where bone tissue is being analysed for identification is a key reveal scene in the film and a narrative turning point. Set up as a series of clues, Denis wanted a tightly choreographed scene in which Joshi, K and the forensic expert discuss the bone tissue, which is shown at various levels of magnification throughout the conversation. We got the story beats and were asked to create a series of images that show bone tissue under increasing magnification. Setting out to create an effect that suggested an electron microscope / scanning system, but with more physicality and drama, we used art department references of pelvic bone to explore a number of routes.
Applying magnification, textures and optical effects to the concepts, we explored the best way to achieve that blend of organic abstraction that Denis loved. The challenge was to balance abstraction with enough detail to lend each image authenticity, and then devise a physical system that felt mechanical and sophisticated at the same time.
The final route is optical and physical, and draws on the a similar colour treatment we used in the baseline scan. A complex sequence, each stage of the magnification seems to shunt across physically as optical lenses. We created the whole system, orchestrating the interaction as a kit of parts in which looping and holding states were triggered on set. It was an amazing moment to see it shot live on set.
We delivered over 100 very original screens across 15 sets so consistently maintaining the quality and storybeats was a challenge. The experimental approach we took was incredibly stimulating and exciting but it did add to the pressures and challenges of working on such an amazing and highly anticipated project. We’re most proud of how much we pushed the look and feel of the technology in a different direction.