Production Design Story #1 - Hitchcock
Hitchcock often represented the physical world as a projection of a disturbed person shown through striking set design and lighting effects. That type of “expressive decor” has been particularly interesting to work on and adapt for this project. Following this approach and cultivating the dramatic potential of the domestic sphere, we staged our new pieces of furniture in a series of visuals, almost conceived as a short storyboard.
From the private environment of the room to the common space of the lobby, each environment has been designed as a narrative scene, including visual hints to some of the director’s most famous movies (Vertigo, Rebecca, Rear Window...)
Architectural elements such as doors, windows or staircases, are very central to each composition, encouraging architecture itself to play a big role in each visual, reinforcing a feeling of anxiety and suspense within the interior configurations.
Through the set of visuals, we have pushed the boundaries between fiction and reality, mixing the architecture and furniture with characteristic accessories, colours or even dialogues from movies we were inspired by.
Mini Console + Mirror
Steel, Stone and mirror
The Secret Hotel Room is a place of concealment. The night setting and the dark environment of the room describe a type of temporary space out of the ordinary world and everyday life, made to receive secrets and lust. Centered in the middle of the visual, a mysterious half opened door inverses the darkness of the room and highlights the bathroom as a place of revelation.
Suspended Lights (circular version)
Steel and Glass
The Uncanny Lobby is built around a gigantic spooky staircase often seen in movies as a physical and also narrative crossing point.
The curiosity moves the character upstairs where other rooms contain mys- tery and secrets as opposed to downstairs, where the space is usually bright- er, wider, more open to visitors, and linked to the outside world.
The suspense inherent to the stairs is proportionally linked to the speed the character walks them. Each step measures the amount of time that separates him to the next narrative step of the story.
The Confinement Room plays with the complementary themes of voyeurism and confinement within a restricted space.
The architecture of the room is an instrument of gaze that becomes gradually more efficient as darkness increases. The huge window provides a visual es- cape to the public realm reinforcing, by contrast, the isolation of the character inhabiting the room.
Suspended Lights (linear version)
Steel and Glass
Imagery rendered with the help of Ergun Ayral