Unitmasters
Alistair Gill
Veronika Schmid
The unit’s agenda centers on occupancy, and questioning its potential for the standing point in the design of new big buildings. The site shall be Manhattan, and exploiting the possibilities of new gaming engines, the design environment of choice.
New York is chosen as the site for our ongoing experimentation as it presents a high density of multiple perceptions. It is a city where dreams converge, allowing for diverse opportunities within a single urban reality. The unit will be based in New York fore three weeks in April where collaborations and exchanges will be made with wide range of people and institutions. Presentations and seminars will be held at architectural departments of universities in the area such as; Columbia, Princeton and Pennsylvania, discussions with artists and developers and also with the game developer, Rock Star.
The analysis of New York before this unit trip as taken many forms and spanned from more conventional means such as studying districts, property Values, existing development sites and demography to a level where the object that is being analyzed is lost and treated as a platform of free speculations.
The analysis has driven us to strongly question the meaning of occupancy. An interesting debate has spanned across the year’s work. We have pushed the discussion for occupation to be addressed through more than just a physical presence, or spatial relations with the environment. In order to help see the true depth of this theoretical topic a series of seminars with the students of the masters course in history and theory at the AA has been set up together with there tutor, Mark Cousins. In these seminars the topic is discussed and debated openly and but also relating back to the individual projects of the unit.
We have found that interaction is key to the understanding of occupancy. It is more about effect, relations, and triggering an activation process in the environment. Time and simultaneity become therefore essential elements of play for the linking of the ideas of occupation. Only now do game engines become a promising tool: with their real-time execution, they stand aside from other forms of new media. They allow us to raise the idea of occupation through activation into a higher level of interaction, beyond that of commonly understood spatial conceptions.
Another great possibility of this technology is the cross-feedback of multiple simultaneous players. The real-time feedback loop carries many promising implications and new possibilities throughout the design process. And it is the need of following a game structure, as opposed to a narrative one, that forces us to design patterns and relations, instead of linear cause and effect processes. What is manipulated now is therefore non-material. The game interface thus becomes the connection between spontaneous and intuitive real-time human control and the precise pursue of effect, yielding a potentially new understanding of occupation. The technology used in order to realize the interactive platforms carry great possibilities but are not always that user friendly and to help us realize our concepts a range of professionals are regularly brought in for workshops and lectures. Sony Game and “Hollywood Concept Artists” have trough out the year during workshops and tutorials help realize what a game environment could do conceptually while the game tech department of UCL have trough weekly workshops helped with the pure technical side.
The immediacy of the multiple feedback successfully provides a platform for the generative landscape to develop. This allows for the manipulation of non-material sets of relations, accomplishing a dynamic generation of effect and occupation. Generative landscapes slowly materialize along the interaction, setting the basis for our new big buildings. They are projects which will encompass a highly stylized experience, beyond the material building itself, as part of the package delivered across the many expositions of the unit to outside criticism. Throughout the mentioned approach, every student has been developing and pursuing his or her own thesis, pushing it - at the time being - into a rich diversity of speculative scenarios.
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