Black Adam - Hawkjet Cockpit

Concept Development

Hawkjet Early Concept

Having a space that enabled movement between spaces and options for blocking was a key component of the design from the beginning. This version was too vague of a space to work correctly, but the idea rethinking what a cockpit should look like carried through to the final design

The windows were the next key part of the design to fall into place. Having the portholes in the floor allowed for interesting exits (a key consideration when half the characters are supposed to fly) as well as for good views out to the surrounding area. I really wanted them to be able to see the city as they flew into it.

At this point, we were still feeling our way around the shape language we wanted. Should it feel industrial. Should it feel techy. How finished should it be. The space itself still felt amorphous and vague, but we were starting to hone in on a vibe that we could refine.

Finding the wing shapes at the rear of the cockpit and extending out the side consoles helped define and break up the space at this point. It finally had clear divisions and a hierarchy of space to support all the gack. With the major pieces in place, we just needed to refine our shape language and bring everything together.

The key to that was focusing in our detail around the edges of the major shapes. It allowed us to maintain a linearity to the shapes and kept then dynamic. There was a lot of movement in the design and we wanted to make sure all the detail reinforced that. And we added a lot of detail. Andrea Onorato and Paul Ozzimo started contributing at this point and really helped in pulling everything together.

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