Different Ideologies, Similar Architectural Effects
As my analysis progressed, I noticed that despite ideological differences—state socialism versus corporate capitalism—both worlds produce similar architectural effects: monumental scale, loss of human proportion, and spatial oppression.
This realization shifted my research toward a comparative framework. Architecture does not simply represent ideology; it produces similar experiential outcomes across political systems.
This insight directly shaped the structure of my essay’s analytical chapters.
Are These Futures Inevitable?
At a later stage, I began questioning whether dystopian architectural futures have become an unquestioned default. Academic discussions on speculative design and emerging movements such as Solarpunk introduced alternative architectural imaginaries.
This phase of research did not reject cyberpunk or Brutalism, but critically examined their dominance. It opened space for thinking about future-oriented animation that does not rely solely on oppression-driven aesthetics.
Class review
Academic Writing Approaches
Using Evidence: Academic writing must be supported by data, quotes, theories, and research to add substance and show understanding.
Incorporating Others’ Work: This can be done through:
Summarising – condensing key points.
Synthesising – combining multiple sources to support your argument.
Quoting – using exact words with quotation marks and citation.
Paraphrasing – rewriting ideas in your own words.
Formal Language: Use clear, concise, and formal language. Avoid slang, contractions, and redundancy.
Active vs. Passive Voice: Use a mix depending on whether you want to emphasize the subject or the action.
Expressing Opinion: Use hedges (e.g., “suggests,” “may”) to show caution and boosters (e.g., “clearly,” “indicates”) to show certainty.
Reporting Verbs: Choose verbs that reflect your stance: strong (argue, assert), neutral (describe, note), or tentative (suggest, propose).
Critical Report: Animated Documentary & Trauma
Thesis: Animated documentaries can effectively represent trauma through personal and abstract visual storytelling, though they face challenges regarding historical accuracy and believability.
Key Examples:
Waltz with Bashir (2008) – explores war trauma and memory.
Silence (1998) – depicts a Holocaust survivor’s experience.
The Sinking of the Lusitania (1918) – early example of animated documentary.
Tower (2016) – uses rotoscoping to blend animation with real footage.
Strengths:
Helps visualize memory and trauma.
Offers personal, subjective perspectives.
Can be less distressing than live-action footage.
Weaknesses:
May lack visual evidence, affecting credibility.
Can feel “uncanny” or detached from reality.
Live-action endings sometimes undermine animated segments.
Future Potential:
Interactive formats (e.g., Darfur is Dying) and VR could enhance immersion and empathy.
Allows representation of individual experience, especially in trauma.
Researching Atomic Heart: Soviet Architecture and Utopian Ideology
My research into Atomic Heart began with historical investigation rather than gameplay analysis. I examined Soviet architectural movements, including Constructivism, Stalinist neoclassicism, and Brutalism, to understand the visual references embedded in the game.
Academic discussions of Soviet utopian planning helped contextualize why architectural unity, monumental scale, and functional design were central to state ideology. This background research clarified how Atomic Heart exaggerates these qualities to expose their dystopian implications.
Researching Cyberpunk 2077: Capitalism, Density, and Verticality
In contrast, my research into Cyberpunk 2077 focused on urban capitalism and spatial hierarchy. Readings on cyberpunk theory, combined with architectural references such as Metabolism and Kowloon Walled City, revealed how density and vertical separation visualize class division.
Rather than portraying a centralized ideological system, Night City reflects fragmented power structures dominated by corporations. Architecture becomes a mechanism for reinforcing inequality rather than collective identity.
This distinction became important in differentiating the two case studies.
Class review
Developing an Investigation — The Principle of Argument
What Is an Academic Argument
An academic argument is your central claim and how you support it with evidence. It expresses your viewpoint and answers a research question in a persuasive and logical way.
A strong argument:
Runs consistently through the entire work
Guides structure and research
Is supported by evidence, not opinion
Key Elements of an Argument
Statement of the problem
Literature review
Clear research focus (question, aim, or hypothesis)
Methodology
Evidence / results
Discussion and conclusion
Your Voice in Academic Writing
Your voice appears through:
Interpretation and evaluation of sources
Clear connections between ideas
Critical commentary (“so what?” sentences)
Academic writing is not just summarising others — it is joining the conversation.
Literature Review & Research Gap
A literature review:
Engages critically with existing research
Identifies limitations or gaps in knowledge
Establishes the originality and significance of your study
Key Takeaway
Academic writing is argumentative writing: make a claim, support it with evidence, and show where you stand.
Choosing and Researching a Topic — Key Notes
Choosing a Topic
A good topic should:
Hold your interest long-term
Be focused, researchable, and challenging
Relate to art, design, or visual culture
Avoid topics that are too broad, too obvious, or purely descriptive.
Research Question
Your topic becomes your research question. Strong research questions:
Are specific and analytical
Drive structure and investigation
Cannot be answered with a simple “yes” or “no”
Structuring the Research
Break the main question into sub-questions
Use sub-questions to shape your structure
Modify the topic as research develops
Research Process
Four main stages:
Researching the research
Planning the research
Doing the research
Finishing the research
Use primary and secondary sources, take careful notes, and always evaluate credibility and bias.
Key Takeaway
A focused research question is the foundation of a strong investigation.
Composition, Screen Direction & Staging — Key Notes
Composition in Filmmaking
Composition is the arrangement of visual elements within the frame. It guides the viewer’s attention and supports storytelling.
Common techniques include:
Rule of thirds
Leading lines
Balance and symmetry
Use of space and depth
Screen Direction & Continuity
Screen direction refers to how movement appears on screen. Maintaining consistent direction prevents audience confusion.
Key rules:
180-degree rule (axis of action)
Once direction is established, it must be maintained
Crossing the axis must be visually motivated
Staging & Blocking
Staging is the clear presentation of action, emotion, and story. Blocking is the choreography of actors in relation to the camera.
Good staging:
Makes internal emotions visible
Clarifies relationships and space
Directs attention to what matters
Core Principle of Staging
Every movement must serve the story. Avoid unnecessary action that distracts from the narrative.
Key Takeaway
Composition, screen direction, and staging work together to create clarity, continuity, and emotional impact.
Reading Brutalism: Architecture, Power, and Ideology
Following the theoretical framework, I focused on Brutalist architecture as a recurring visual language in dystopian worlds. Historical research into post-war European and Soviet Brutalism revealed its close association with institutional authority, collectivism, and state power.
Texts by Priestman and architectural critiques helped clarify why Brutalism is often perceived as inhuman or oppressive. This reading process made it clear that Brutalism’s visual qualities are inseparable from its ideological and historical context.
This understanding became central to my later analysis of both Atomic Heart and Cyberpunk 2077.
Case Selection: Why Atomic Heart and Cyberpunk 2077
At this point, I needed concrete case studies that clearly demonstrated architecture as an ideological expression. Atomic Heart and Cyberpunk 2077 were selected not because of personal preference, but because both rely heavily on architectural world-building to communicate social systems.
Although aesthetically different—Soviet retrofuturism versus Western cyberpunk capitalism—both games use architecture to visualize power, hierarchy, and technological domination. This contrast offered an opportunity for comparative analysis rather than isolated description.
Class review
Narrative Structure — Key Notes
What is Narrative Structure
Narrative structure is the framework used to organise events in a story. Its purpose is to engage the audience, build conflict, and reach a satisfying resolution.
A successful narrative:
Presents a clear chain of events
Uses appealing and believable characters
Ends with a meaningful conclusion
Common Narrative Forms
Narrative structures appear across many forms, including:
Novels, poetry, drama
Short stories and novellas
Myths, legends, fairy tales, and epics
Film and animation
Three-Part Structure
Based on Aristotle’s theory:
Beginning – introduction of situation and characters
Middle – development of conflict
End – resolution
Five-Act Structure
Common in novels, plays, and films:
Exposition – setting, characters, and conflict introduced
Rising Action – obstacles and complications increase
Climax – turning point, highest tension
Falling Action – consequences unfold
Resolution – conflict resolved, new order established
Equilibrium Model
Another way to understand narrative progression:
Equilibrium
Disruption
Recognition
Action
Re-equilibrium
Narrative in Animation (Paul Wells)
Animation writers must constantly observe and draw from everyday life. Animation allows the impossible to become believable and the absurd to feel real.
Developing the Narrative
Introduce or change obstacles
Develop character goals
Use subplots only if they support the main story
Consider timing, shots, and sound
Clear Storytelling
Effective narratives rely on:
Framing and staging
Transitions and pacing
Clear narrative function in each scene
Key Takeaway
Strong stories are built on clear structure, engaging conflict, and meaningful resolution.
Defining the Research Question Through Existing Visual Tropes
After identifying architecture as a key interest, I began mapping recurring visual tropes in dystopian animation and games. Cyberpunk cities, monumental concrete buildings, and dense vertical urban spaces appeared repeatedly across different media.
At this stage, my question shifted from what architecture looks like to what it does. Why are certain architectural styles—especially Brutalism and cyberpunk urbanism—so frequently used to represent future societies? What assumptions about power, technology, and humanity are embedded in these visual choices?
This reflection helped refine my research question toward architecture as metaphor, rather than style.
Literature Review: Architecture as Narrative Space
To ground my observations theoretically, I began reviewing academic texts on spatial storytelling. Jenkins’ concept of “narrative architecture” was particularly influential, as it frames built environments as cultural constructions that guide interpretation rather than merely host action.
Nitsche’s discussion of game spaces further supported this approach by emphasizing space as an integrated system of narrative, visual, and experiential information. These readings confirmed that my intuitive response to architecture had an established theoretical foundation.
This stage of research allowed me to shift from visual intuition to academic framing.
Initial Motivation: Why Architecture Became My Research Focus
This research began with a practical and intuitive question: why do certain animated and game worlds feel ideologically heavy even before any narrative is explained? In many dystopian animations and games, I noticed that architecture alone often communicates power, control, and social hierarchy.
Rather than focusing on character or plot, I became increasingly interested in how environments—particularly large-scale urban architecture—shape the emotional and political tone of a fictional world. This observation led me to frame architecture not as background decoration, but as a narrative structure that actively produces meaning.
This blog marks the starting point of my research inquiry: how architectural design functions as a storytelling and ideological device in animated and virtual worlds.
What’s more, I am quite interested in architecture.
Brutalist architecture
St. Joseph Hospital in Tacoma, Washington, in 1974
I focused on cinematic sequencing and animation. Camera rails and cinematic cameras were set up, and multiple object animations were keyed to enhance environmental storytelling.
The main sequence was designed to simulate a player-like exploration, beginning from a telephone booth and moving outward into the steampunk city, gradually revealing environmental details and atmosphere.
Different lighting setups were used to distinguish narrative spaces: • The main steampunk city features a sunset lighting scenario, conveying a sense of grandeur and romanticism. • The cult environment is set at night with rain, using green ambient lighting contrasted with red backlighting behind doors, while candles provide warm highlights to enhance visual tension.
During the final stage, I addressed rendering crashes and quality limitations by switching to cinematic-level rendering. Output settings were optimised for high quality and anti-aliasing, exporting the sequence as high-quality image frames, which were later composited into an animation in Blender.
I also imported a previously created angel model to increase the dramatic impact of the cult scene. And add the object animation in the level sequence.
I focused on building a steampunk environment in Unreal Engine, starting with a whitebox layout to establish spatial structure and scale.
One of the main challenges was constructing the street layout, as the map was based on brick street modular assets that required manual assembly. This process was time-consuming but allowed precise control over the environment’s layout. I imported Ultra Dynamic Sky to create an adaptive sky system and integrated multiple steampunk architectural OBJ assets to populate the scene.
For materials, I applied Unreal Engine smart material assets to all whitebox meshes. I modified the master material by adjusting and adding nodes, then created and fine-tuned several material instances. UV scaling was adjusted to ensure consistency across the environment, resulting in a cohesive steampunk visual style.
Two camera angles were set up at this stage. However, the limited map size caused the skyline boundaries to become visible in camera shots. To resolve this, I adjusted height fog, expanded the playable area, and placed architectural structures in the distance to block the horizon line, ensuring the environment appeared continuous and immersive.
In addition, I constructed a cult-themed secondary environment, establishing its spatial layout and setting up two initial camera shots.
Material
For materials, I applied Unreal Engine smart material assets to all whitebox meshes. I modified the master material by adjusting and adding nodes, then created and fine-tuned several material instances. UV scaling was adjusted to ensure consistency across the environment, resulting in a cohesive steampunk visual style.
After i modelled the scene in blender, I use Rizom UV to fix the UV part.
Studied in-between animation between poses. The blocking and turning it into a real animation.
The work process of blocking involves, firstly, recording a reference, then posing and timing: key poses, breakdowns. After that, make sure the weight is correct. The next step is offset body parts should not all move at the same time. The last one is Inbetween. Adjust the parts that are done by the computer.
A weapon-throw attempt highlighted the need for more precise controller binding, so focus shifted to an empty-hand martial arts performance.
I draw a plan. Reference material was used, but exaggerating motion and avoiding straight-line posture created a more dynamic and expressive animation.
Worked on walking cycles, including weight shifting and looping motion. Step lengths were initially inconsistent, causing foot placement drift. Used a fixed object to control step length and looped walk curves with constant offsets, enabling consistent forward movement.