











ABOVE || Exploration of the conceptual design using the UnrealEngine Twinmotion rendering engine.
Rendering landscaping, water, lighting, reflections, and texture enables discovery in to how architecture relates with the environment.
BELOW || Material exploration for the south buildings.
Materials should be heavy with mass, cuts into mass should imply reveals in to the space, or remaining steadfast against outside force. Colours should be quiet and natural to create a foundation and transition from nature to human activity.





BELOW || Material exploration for the forum and spire.
Materials should be light and mix transparency and reflectivity. The structure should be seen from the outside, and openings should allow occupants inside to participate with outdoor activities. Light and materials should be warm, lively, and safe. The spire stands as a strong and pure white element.










BELOW || Studio Notes
What is the exiting experience from the space?
Other than satisfying life and safety, are there exits for operational or choice to remove oneself from an experience?
Other than satisfying life and safety, are there exits for operational or choice to remove oneself from an experience?
Typical architectural development process consists of Conceptualization, Predesign, Schematic, Design Development, and Construction Documents.
How is balance or imbalance achieved between Spectacle and Mundane.
Water elements are very seductive, but sometimes they are edited out for the sake of the concept.
Other interesting concepts from classmates included physically balancing the building on an environmental ridge, and enhancing sensory experience through materiality
Discussion on improvement and secondary investigation:
For this stage, the high fidelity landscape and entourage can be faded out slightly to reveal the concept more prominently. Consider a light-study for the next investigation, using warm light, guiding the journey through light, and experimenting with colour and intensity.
Final presentation should fit on to 3 boards;
a 10 word description may help guide the presentation
a 10 word description may help guide the presentation
Consider high, mid, and low level perspectives. High includes site and concept. Mid includes study of concept, programming, movement, and adjacency. Low includes perspectives, renders, and materials. At most 3 primary renders should reveal the concept.
Boards should visually connect, use white space and colour.