Tag Archives: constraints

Contraints

 

 

 

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Inspirations: Challenging perceptions

Finally done with HTS, I have decided to have a little fun and put up a place holder whilst I work on Studio. I thought I should just put up a list of constraints imposed in the last 11 weeks.

1. Challenge Wordiness
2. Become Clearer
3. No Multiples
4. No Solid Black
5. No Photoshop
6. Don’t represent your project but DRAW your project
7.Bring only ONE thing
8. No Colour
9. No Words in drawings

I must say I died a little inside when number 4-6 were imposed. Anyway, back to working on the ONE thing. :)

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Game Piece Inspiration?

boetti_12144_large Alighiero Boetti: Game Plan

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From today, I have self- imposed a ban. No more than 20 words per post and a 100 words for project statements.

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Rules of Engagement

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I worked out a preliminary set of rules for the Re-con game, images to follow shortly. This involved ongoing intensive research on http://www.boardgamegeek.com (I highly recommend that you click the link). Any comments or feedback would be great. I am now working out the preliminary design of the board and pieces. Also, just for kicks I came across a modern architecture game designed by NEXT architects http://www.dexigner.com/news/24568.

Game Format

1.Each player is given a game set complete with a kit of prefabricated parts (of different materiality) of the most basic architectural elements which are:

  • . Walls
  • . Floor Slabs
  • . Fenestration
  • . Structural Components (columns and beams)
  • . Roof
  • . Circulation (Stairs, Ramps and Lifts)
  • . A scaled person

2. The game master (who has the only kit with the actual components of the original church of Nevers) reads out the instructions of the basic ideas that the design of the church was based on.

3. Each Player is then required to follow the instruction of the game master and reconstruct the church with the kit of part he/she has been given.

4. At the end of the game each player will reveal his/her design of the church and the game master will reveal his/hers.

5. The winner is the design that is the furthest away from the original church.

 

Game Master’s Instructions (Like the Dungeon Master in Dungeon’s and Dragons)

1.Generate a basic layout for a church

2.Curate a circulation path that will offer the most dynamic form of movement for the users

3.The main circulation path must cut across the longest length of the church.

4. Define an ascent, a descent and a horizontal recovery threshold at a juncture.

5. The space must have an essence of what you feel is sacred.Try to be inspired by what you feel is natural.

6. Establish a link between the ground, the user and the façade.

7.Emphasize the boundary between the church and its context/surroundings. Try to be inspired by what you feel is artificial.

THE GAME MASTER WILL REVEAL THE IDEAS AND CONTROVERSIES BEHIND THE ORIGINAL DESIGN ONCE ALL THE DESIGNS HAVE BEEN COMPLETED.

 

Game Goal

The goal of the game is to see if it is possible to redefine the function of the oblique so that we may be able to ‘totally reinvent the architectural vocabulary today’. It is also a game that emphasizes the idea of authorship and ‘misreading’ in architecture. It aims to illustrate the contradictory ways of looking at architecture that two very different people may have (For example, Paul Virilio and Claude Parent). It questions the idea that there is only a singular way to read/experience architecture. If there is no one narrating the way you should read architecture does this mean that your reading is erroneous and you do not understand it or does it just mean you have a found a new way to reinvent the architectural vocabulary? Finally in terms of authorship, the game tries to provide a medium that will try to prove how one theory may be illustrated in different physical forms as well as the strength of how we mediate and reinterpret conflicting points of views in order to generate a new dynamic form of architecture.

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