Taking advantage of the control afforded by the gaming engine in manipulating the user or environment, ARTIFICE proposes a multi-directional gravity space; the response is one that must treat all surfaces as habitable, defined only by the gamer’s intentions. Whether in the design of a room or a puzzle, the challenge provided by the constant shifting of the concept of up creates a new experience in the interaction with the environment. This is greatly enhanced by the VR capabilities of the Oculus Rift, which tosses the user in a tumultuous world rather than viewing events cinematically. ARTIFICE is an experimental immersive experience developed as an ‘eccentric’ game utilizing the Oculus Rift and powered by Unreal Engine/Blueprints.
Final documentation videos: https://vimeo.com/machogames
Nomination, H.I. Feldman Prize
WAVE Museum is a proposal which seeks to redesign a currently sorely underutilized portion of Yale campus: the evolution of Yale Music’s instrument collection from a depository into a museum.
The first step reorganizes the block with a new master plan to densify and enliven the street edges. The northeast corner is redeveloped to continue the length of pedestrian-friendly restaurants and shops along the street, while the southeast corner makes way for larger Yale development. The swath of parking, which occupies the center along with flanking buildings, has been excised to make room for the heart of this proposal.
The rolling field, playing off the campus green, not only serves as a continuation of the park, but, as it rises gently, houses a performance space underneath the green roof hill which terminates in the swell of an amphitheater. The flowing wave along the hill, which switches from façade to roof, shields the collections within while revealing, at moments, the folds and swirls of circulation. The roof has been developed parametrically, allowing for an easily buildable, ruled surface with gradually shifting structural fins - shaping itself to the volumes within and alongside the hill beneath.
WAVE organizes the program in two strips. The main galleries are in the larger northern wave, with administration and back of house on the south, separated by the hill between.
Continuing the Cross Campus fields into the site, WAVE takes the form of both landscape and building, drawing people across the greens with the lyrical grace of the instruments and sounds housed within.
Through collaboration with Autodesk, this project aims to develop an aesthetic direction and effective workflow to create a high resolution 3D printed physical space out of the conglomeration of disparate digital entities.
With the advance of technology, the sci-fi world of kitbashing and unlimited ornamentation/articulation is entering the real world. Form is no longer reliant on arranging and manipulating primitives, but is manifested as an aggregate of objects composed to enclose volumes. This particular composition includes a juxtaposition of notable cute objects adjacent to hard edged, streamlined volumes which induces multiple layers of estrangement and ambiguity that is augmented by a material disregard for any original “intentions” these objects might have had.
Glitch. Symmetry. Reflection.
This project sprouted from ideas of space and science fiction. A speculative study of apparent symmetries of mechanical systems, the development of geometries from glitch generation, and the interlacing of reflected human forms, guided the conceptual development of GLYTCH.
The plan is symmetrical, reflected about and highlighting the two central space artifacts - the Destiny module and the smaller SpaceX capsule. Wrapping the Destiny module, continuous circulation takes one from the lobby up into the gallery, through the educational spaces, and up into the lecture hall. Above, three floors of office are split by the SpaceX in the central atrium.
The exterior skin consists of an aggregation of shards, a highly articulated structural shell with moments of slippage revealing views within. With the aesthetics of space-mech, CASIS brings back the Space Age with a design that doesn’t ground itself with Earthly precedent, but truly aspires to bring Space to Earth.
Yale Assembly Two Pavilion
This year’s Assembly Pavilion is a mobile pop-up structure appearing in different New Haven neighborhoods and on the green for the International Festival of Arts and Ideas. The pavilion collects storycore-like audio recordings from each neighborhood and plays them back in a series of interconnected domes. Designed, fabricated and built by Yale School of Architecture students, the composite foam and fiberglass structure is extremely lightweight; it can be stacked up in a single truck for delivery and installed on site in under an hour.
The focus of the RIFT is to create space and interconnections between spaces with non-orthogonal vectors – views, movement, voids. Space and depth is exaggerated in a particularly skinny lot (34ft) through skewing and rotating to gain area. As such, a large volume housing separates smaller volumes (private bedrooms) above an open floor plan (living spaces), creating opportunities for one to catch glimpses of life above, or views down into spaces below. This prototype would potentially allow for any number of volumes above, extending or shrinking to accommodate for a variation of sites and user requirements.