Sunday, October 25, 2015

The Empty Space - Architectural "STAGE"

THE EMPTY SPACE


Student will explore the notion of “place” and design a stage set for a unique character.
Materials - 18" x 24" white paper, HB, 2B, 4B graphite pencils, kneaded eraser. Ink Marker Optional. Digital Optional.

Conceptual

This lecture will explore the notion of “place”. One of the foundations of architecture is how structure defines a site. Context is the identification of a real world geographic site (virtual or otherwise) for which architectural elements can establish an environment. Simply making buildings isn’t architecture. For architecture in games or film to be believable they must have context that is relatable to the human scale. Identifying space through the use of architectural elements space is enclosed, framed, positioned, adorned, and embellished with respect to focus, angles, openings, and light will ensure an expression of “place”. Architecture tells a story in how it identifies space so that it suggests ritual, ceremony, hierarchy, order, or transformation.
In games often a designer will reference a real world location. The artist must research the site and create a “place”

ASSIGNMENT 

The Stage

Practical

·          Create a drawing that identifies an architectural idea of “place”
·          Examine real world reference
·          Identify a space for Conflict (A Fight, )
·          Establish space for an Intro and an Outro
·          Define your “place” as  Interior or Exterior with composition, form, and proportions
·          Explore Depth and devices to encourage a sense of atmosphere
·          Provide sketches of loose pages to show design process

CHOOSE a MUSE:
·          Sherlock Holmes
·          Santa Claus / Father Christmas
·          Leonardo Da Vinci
·          Ramses
·          Sam Spade
·          Scarecrow, Tin Man, or Cowardly Lion
·          Witch form Hansel and Gretel
·          Cowboy

EXPLORE:
·          Inspiration of the Stage
·          Stage Type: Open or Closed
·          Greebles
·          Lighting
·          Color

        This assignment needs to be well designed and well rendered. It must be architectural and display architecture that is particular to muse and time period for the muse. It needs no figures but should convey clearly a sense of scale and "mise-en-scene (look up this term and apply it) Your stage should tell a story about for who this stage exists. I should be able to look at it and say "That's for so-and-so"

Homework             

Complete:     Assignment  -  “The Stage”    1 Drawing (Perspective) + support ideation or diagrams  (Plan, Section)



Examples of STAGE:































Monday, October 19, 2015

London Fog - Architectural "PATH"


Week 7

Introduction to Circulation – Defining Time, Sequence and Space
Slides of Architecture and Drawings exploring “Path and Staging”

Student will craft a series of storyboards to illustrate the staging of a simple story within the context of a Victorian setting.
In addition to these images, students shall craft 10 "entrances" of various styles or era.
Materials - 18" x 24" white paper, HB, 2B, 4B graphite pencils, kneaded eraser. Ink Marker Optional

Conceptual

This week’s lecture will focus on the notions of path and staging.  Fundamental to storytelling and building anxiety and suspense, paths and staging sit at the core of game level design.  While games offer players “Places” to visit where they fight, shoot, investigate, collect or kill, these become spaces or pauses in the fabric of an environment. Places present objectives in a story but ultimately the player requires a path to get to them. Some paths are critical and advance the main story while other paths are optional and enrich the narrative with side quests or hidden treasures. All paths share common aspects (linear or within an open world) that help guide the player goes through an environment. These can be various gates, entrances, boundaries and the like which move the player up, down, around, under and along a route punctuated with vistas and landmarks.

ASSIGNMENT

London Fog

Practical

In the past young studying Architects would be required to draw the great architectures of the world for years before designing anything of their own. This was to ensure a strong ability to draw so that any new design could be clear and well understood.

·          Create ten (10) drawings in total depicting entrance.
o    Prehistoric
o    Egyptian
o    Greek
o    Roman
o    Medieval Gothic
o    Renaissance
o    Baroque
o    Modern/Urban
o    Sci-Fi
o    Fantasy

·          Communicate a story as a sequence of images and rely on very specific architectural notions to create and reinforce a "Path"

        Through a series of drawings (create ten (10) in total) identify staging through Victorian Architecture
o    Entrance
o    Gate
o    Path
o    Vista
o    Reveal
o    Landmark
o    Rat’s Eye Perspective (upward view)
o    Bird’s Eye Perspective (downward angled view)
o    Stair (elevation change)

o    An elevation or sectional diagram identifying the staging from point A to point B


Homework

Complete:                               Assignment “London Fog”                                    20 Drawings 
Read:                                      Architecture: Form, Space and Order                Chapter 6 (pp. 292-329)

Monday, October 5, 2015

The Visit - Architectural "PLACE"


Week 5

Introduction to Form and Space – Defining Space, Planes in Space, Enclosure, Light, Views, Openings, and Corners
Reference - Architecture: Form, Space and Order Chapter 3 (pp. 110-192)
Slides of Architecture and Drawings exploring “Site and Context”
Students will be given a unique image of a Persian rug for analysis.

Student will examine an image of a prayer rug and draw an expression of architecture that speaks of “place”.
Materials - 18" x 24" white paper, HB, 2B, 4B graphite pencils, kneaded eraser. Ink Marker Optional


Conceptual

This week the lecture will explore the notion of “place”. The foundation of architecture is how structure sits within a site. Context is the identification of a geographic site (virtual or otherwise) for which architectural elements can establish an environment. Simply making buildings is not architecture. For architecture in games or film to be believable they must have context or the structures imagined will simply feel parachuted into the space. Identifying space through the use of architectural elements such as “planes” and how they are enclosed, framed, positioned, adorned, and oriented with respect to approach, paths, axis, openings, and light will ensure an expression of “place”. Architecture tells a story in how it identifies space so that it suggests ritual, ceremony, hierarchy, order, or transformation.

ASSIGNMENT 

The Visit

Practical

·          Create a drawing that identifies an architectural idea of “place”
·          Examine the provided (chosen) Persian rug and search for Architectural elements

o    Analyze holistically (Overall Impression + Individual Elements
o    Identify and Write down the ideas and motifs
o    Look at the Rug and Visit it as an Architect would (Identify your "CONTEXT")
o   Read the abstracted forms and find plan or section in the lines and shapes
               (these can be understood as either structural or spatial)

·          Identify a “plane” (As base, elevated, depressed, and/or overhead) as a celebrated space within a site
·          Establish space through the notion boundary (edge, shape, entrance, and/or exit)
·          Define your “place” as a spot within the rug…..and as architecture for which to lay the rug.
·          Explore Style to help keep the visual language in context
·          Keep a sketch book or loose pages to show design process


Homework


Complete:                              Assignment “The Visit”                                           1 Drawing
Read:                                      Architecture: Form, Space and Order                Chapter 4 (pp. 194-243)



Choose from this assortment: