362 project examples 01

FPS Architecture | A Thousand Lines of Sight

www.agencyofarchitecture.com/fpsarchitecture/
A Thousand Lines of Sight examines the relationship between architecture, landscape and the space of the videogame. It presents an architecture realized for videogame environments and promotes architectures that are formally defined by the activity of the game space. By using trajectories, sightlines and boundary defences as design generators, this project creates an architectural memorialization of the First Person Shooter (FPS) videogame genre.




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Research work by Antony Pelosi

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224.362 Spatial Design Computer Applications

student work

Structurally ornate by Morgan Terry

Structurally ornate explores the elements of architecture and ornamentation. The project investigates how new environments can be created from the traditional aspects of space, from the original underlying structure, to the cladding, the walls and floors. From these basic elements, beautiful spaces and moments can develop. Structure can become ornamental.

by Katie Wilkinson

Atmospheric Intensity by Katie Wilkinson

The project explores how to visually communicate and show how elements of design can affect a space. Texture, size, shape, colour, pattern and repetition were used to create a space that is undefinable and at times overpowering but to also stimulate the mind and create a visual experience. The corridors act as ‘palette cleansing’ spaces between the large highly textured rooms. The thin strips create a viewpoint in the corridors and guide the viewer in the right direction. The colour of the corridors has been kept simple and plain with monochromatic colours as the base and highlighted accents as the visual guide therefore making a space that is calming and also miss-perceiving as the viewer is not able to distinguish how large the area is or where the edges of the walls are. Having bright, intensely coloured spaces in-between the corridors meant that a state of confusion was created. The areas become increasingly overpowering and undefinable as the viewer moves throughout the rooms. Textures used are made up of a geometric shape that can be repeated without looking monotonous and boring. The square pattern is very strong and dominant as a shape. Size and colour have also achieved this. Primary colours create an atmosphere of fun but also become hard to look at when repeated over and over again. However as the colours intensify the viewer is made aware that they are continually moving through spaces and not just going around in circles, this is why the corridors become so effective.

By Morgan Terry

Triggers and Textures by Hayley Gray

Skin and Bones by Gemma Loving

The space explores an abstraction of a conventional building site, it questions the notion of the interior and exterior, reinstating the layers that make up a space, starting with the fabricated layer (skin) and pealing off to reveal the structural elements of the bones. The structure extends its arms like a skeleton, revealing the interior make-up of the building. Moving through the negative spaces and dwelling in the positive.

Motion through adjustable architecture, explores this notion of design by justifying it, in at least two ways.

The process informed the concept by drawing up the large skeleton form first, then Appling the skins second. The design process started with the smaller more detail components which enhanced the elegancy of the design. The project composes the main elements within design application to a well considered space, it practises balance, rhythm and proportion, order, form and delicate craft.

By Scott Jackson

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Last modified: November 12, 2009