Tag Archives: work in progress

Format Factory_I lost it…

We’re nearing the end of the term so things speed up a bit…

In the new format factory I somehow tried to squeeze in all the different crazy ideas I had on format. Without a site, I decided to plan out different spatial arrangements and their subformats of images according to an orthogonal grid, the basis for a typical plan. Since my programs aren’t fixed, the squares could be shifted around or superimposed. I guess it’s time to clarify, strip back, limit and spatialize, both conceptually and in terms of drawings. I need to work on communicating thoughts, process and direction. Please feel free to comment! :) More work tomorrow…

Format Factory Plan 01_wip

Format Factory Plan 01_wip

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Object and terrain

Composite object terrain

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Game Piece: Version 2

Rubik Snake03

Rubik Snake01 Rubik Snake02

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Game Piece Version 1

15 4 3 2 7 6

 

First attempt at a ‘multiple move’ singular game piece. Trying to connect more to make a longer set.

Board to follow.

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Levels

life on the outsideFollow the plumber Levels of circulation 

Where: Paris
What: Sacred spaces
Who: The people who make up the metropolitan ( the artist, the plumber, the factory worker, the banker)

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Model Piece Catalogue

bag 1 bag2

From Friday’s tutorial, it was clear that I had to filter our the game pieces so each of the six bag will contain similar pieces. The materiality and the scale of the pieces will differ from each bag the shapes will be the same.

 

Space frames Volumes

 

Also, I am 3d printing a few space frames so that creating joints will be easier (instead of blue tac)  there will be a couple more volumes such as double scaled stairs and continuous surfaces that will be cnced and casted.

Also, a how to make a lego sack bag tutorial

http://tonicoward.blogspot.co.uk/2010/09/lego-sack-tutorial.html

Untitled-1

 

Also I am going to try and  print this image on canvas this image with 5 other background colours at Maria’s tomorrow (thanks Eleanor). The colours will be similar to the earlier post with the lego swoop bag colours. Dimensions for the print 80 x 50 cm.

A filtered set of categories (Thanks Natasha and Ari)

  1. Oblique
  2. Grid
  3. Temporal
  4. Interactive
  5. Folding
  6. Indexical
  7. deconstruction
  8. Brutal
  9. Continuous Surface
  10. Fluid
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To Disclaim or Not To Disclaim!

Warning: Partial disclaimer enclosed

photo 2 photo 3

I have worked out a partial part of the game board. Eleanor suggested adding color which does sound like a good idea right now. They finally have sent my file to be 3d printed which they say will be ready (hopefully) by tomorrow. Also, I was interested in possibly casting some of the game pieces in different material and color especially for the double curvature pieces so it won’t just be the flat color of the 3D printer.

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Rules of Engagement

Modern_Architecture_Game_01_thumb

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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Duality

Mod1 Model1

 

Exploring the concept of duality with the oblique to emphasize the two specific characters who had two very different personalities and design concepts.

Each side of the model will frame and tell a specific story/contradiction between PV and CP at the time that AP published its first manifesto.

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