TECHNO HUB - Global Competatve Hub For Digital Gaming And Animation Center -Thesis 2020-21

Page 1

TECHNO HUB

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

AJINKYA RANDIVE B556


INTRODUCTION • • •

The evolution of the society towards modernisation and innovation of technologies, create a new interest for this era which is, electronic sport. Therefore, the rapid growth of technology makes the new generation to participate in E- sport rather than traditional sport. E-Sport has the meaning of electronic sports, which the aspect of the sport is all facilitated by the electronic system. eSports is a gaming platform for online gamers of various categories. The def inition of eSport is a sport that does not compete physically but is more concerned with strategy and competed online via computer, so players f rom each team can compete without face to face.

E-volution :

what is E-Sports ? Simply def ined, esports is playing video games competitively. This however is a very rudimentary description. Cambridge dictionary def ines esports as the activity of playing computer games against other people on the internet, often for money, and often watched by other people using the internet, at special organized events.

1972 1980 First consoles and arcade games were introduced

2010 Online sreaming services involved

2020 19.4 million viewers wagering $23.5 billion generating total industry revenues of $1.81 billion

TECHNO HUB

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

1

Worlds first esports contest

2000 10 eSports touraments staged worldwide over the course of the year

2015 Global esports industry estimated to be worth $748.8 millons

2022 Esports will be a medal sport in Asian Games 2022.

AJINKYA A. RANDIVE FIFTH YEAR B.ARCH | B556

INDIRA COLLEGE OF ARCHITECTURE AND DESIGN, PUNE

1


Aim: The aim is to design a building with International standards for gaming and animation centre and all the sub areas. Introduction to the Research Question: Digital gaming hubs are workspaces designed around the gaming and esports industry. These industries connect companies and stakeholders across the gaming ecosystem under one roof to bring unparallel opportunities for collaboration, innovation and creativity. This program could help with the proper education and training this industry. This program is very essential to increase the awareness of the techno industry and its need. The future of gaming is a constant topic of conversation, but it is not perceived as a profession and such hubs could bring this topic to everybody’s notice. Objectives: To build inf rastructure for esports, to establish, maintain and run academy. Original contribution will be a campus design of eSport where I can design corelated spaces for professional athletes and enthusiastic players to create a progressive environment for the nation. To promote, encourage, organize, educate, train and control Electronic Sports (Esports) in India and to provide facilities for training in esports, to build and sustain the eco-system for esports in India not limiting to organizing League/Tournaments (Amateur, Semi-Professional and Professional), providing, conceptualizing, opening, managing, running, developing, facilitating, and promoting all areas of eSports and to provide all other possible and related form of eSports. Vision is to create a platform where Professional gamers can show their talent and represent India. Where international matches can also be held.

Community

Leads to the development of

Culture

Leads to the development of

TECHNO HUB

Creative engagement

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

2

AJINKYA A. RANDIVE FIFTH YEAR B.ARCH | B556

INDIRA COLLEGE OF ARCHITECTURE AND DESIGN, PUNE

2


CASE STUDIES

Esports Stadium Arlington + Expo Center ARLINGTON, TEXAS, UNITED STATES

Seoul Animation Center

Opening Esports Training Facility

SEOUL, SOUTH KOREA

Utrecht, The Netherlands

Area - 9290.304 sq.m. Year - 2018 Architects - Populous

Area: 21,600 sq.m. Year: 2016

Area - 1000 sq.m. Year - July 2020 Architects - Venhoeven CS architecture + urbanism and AHH architects

This case study helped in understanding the circulation and the requirements of esports facilities from the visitors and well as the athelets perspective. Area demarcation for the players and visitors is well achieved in this structure.

This case study helped in understanding the technological aspects of the structure. It also helped in understanding the educational facilities required for the training of esports. It helped in understanding the basics of VR AR and its uses in depth.

This case study helped in understanding the training and gaming facilities in a smaller scale keeping in mind the end users. This study helped in understanding the minimal required amenities for an esports Center.

TECHNO HUB

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

3

AJINKYA A. RANDIVE FIFTH YEAR B.ARCH | B556

INDIRA COLLEGE OF ARCHITECTURE AND DESIGN, PUNE

3


CASE STUDIES

Fusion Arena

Nas Arena

TSM - Esports Facility

Philadelphia, Pennsylvania, United States

DUBAI, UNITED ARAB EMIRATES

Los Angeles, California, United States

Area - 5,600 sq.m. Year - 2019 Architects - Populous

Area - 17,400 sq.m. Year - 2016 Architects - EVERSENDAI Engineering LLC, U.A.E

Area - 2400 sq.m. Year - February 2020

This case study helped in understanding the how an arena or the stadium works. This case study has an build arena for a larger audience. The circulation and the services required for the arena from the audience perspective is a big takeaway from this study. Users perspective is decoded in detail in this case study.

This case study helped in understanding the construction details and the services planning of the arena and the training gaming center of esports. The detailed services required for an space is classified in this case study.

This case study helped in understanding the training facility in details and also the administrative requirements of an esports Center. It also helped in understanding The hierarchy of the working staff and the layouts required for the same.

TECHNO HUB

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

4

AJINKYA A. RANDIVE FIFTH YEAR B.ARCH | B556

INDIRA COLLEGE OF ARCHITECTURE AND DESIGN, PUNE

4


Mumbai is the capital city of the state of Maharashtra. The proposed site is located in Goregaon Film City. Film City is an integrated Film Studio complex situated near Sanjay Gandhi National Park. Film City spans across more than 520 acres land in the suburbs of Mumbai. Mumbai being the economical capital of the country will attract a lot of traction for Esports and which would eventually lead to more economical profits for the country as well as more job opportunities for many aspiring individuals. The proposed site has many opportunities for this profession to grow and to create major impact on the citizens as well as for the growth of the country. Mumbai as known as the city of dreams and the city filled with young and enthusiastic minds would be the best place to start and explore Esports as a profession. MAHARASHTRA, INDIA

NCoE (National Center of Excelennce for gaming, animation and visual effects)

GOREGAON, MUMBAI

• • •

• • • •

In February 2017 As per reports, Government has allotted 20 acre land in the premises of Goregaon Film City The institute will be named as ‘National Centre for Excellence for Animation, Visual effects, Gaming and Comics’ This institute is being established in collaboration with the Union Information and Broadcasting Ministry and the Federation of Indian Chamber of Commerce and Industry (FICCI) The total cost expected cost for the institute is upto Rs 200 crore Once the institute is established, undergraduate degrees, postgraduate degrees and research positions would be offered Reports suggest that the M&E industry is expected to expand at a CAGR of 13.5% over 2019-24 to reach around Rs 3,07,000 crore ($ 43.93 billion) by 2024. Shri Khare also said that the Media and Entertainment industry has grown and we must facilitate the industry. This pandemic, he said, has opened new avenues like educational technologies and Indian gaming which also have an export potential.

As for the connectivity of the site the nearest transportations are as followed – • Bus stop - Santosh nagar extension bus stop (1.5 km) • Railway - Goregaon railway station (9.6 km) • Airport - CST airport (12.5 km) Nearest landmarks are as followed – • Conservation education centre of BHNS – 0.5 km • Whistling wood international – 2 km • Maya production house – 4 km • Reliance digital media – 5.5 km • Bollywood tourism office – 6 km • Nearest highway is NH 48 GOREGAON FILM CITY

TECHNO HUB

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

5

AJINKYA A. RANDIVE FIFTH YEAR B.ARCH | B556

INDIRA COLLEGE OF ARCHITECTURE AND DESIGN, PUNE

5


SITE INTRODUCTION - SURVEY PLAN -

PLOT AREA STATEMENT Triangle No

<<< To General A.K. Vaidya Marg

Compo

und wall

1/2

Length

Breadth

0.500

159.791

34.810

0.500

145.048

10.500

761.474

3

0.500

155.541

88.191

6858.677

4

0.500

191.852

5

0.500

265.405

6

0.500

287.882

7

0.500

301.316

8

0.500

301.316

9

0.500

80.903

10

0.500

80.395

39.836 105.717 227.104 65.833 63.042 1.927 12.527 Total Area

GANDHI

RESEARCH

INSTITUT

PROJECT No. 17-18 000

20 ACRE PLOT IN FILMCITY' , FILM CITY ROAD, AAREY COLONY, GOREGAON (E), MUMBAI. 400 065.

3821.345 14028.908 32689.582 9918.191 9497.757 77.959 503.553 80938.623

8

7

E

2781.177

9497.757

9918.191

99.87

2

INDRA

Area

(A) 1 2

258.45

75.15

9

77.959

10

503.553

99.84

5

Compo

und wall

LOCATION PLAN : Google Image

.60

4

FILM CITY 117

Cut Line .17

6

114

.42

7

6

SCALE - N.T.S.

120

32689.582

AD

.44

99.77

2

7

77.12

RO

IST

Y EX

111

ING

M CIT

107

.52

5

122

.13

4

FIL

4

103

5

.86

4

75.2

124

.58

5

3821.345

3

.42

3

Mantri Park Building 5

EX

.85

4

CI

14028.908

127

102

6858.677

FILM

TY

851 99.

Tin

TING

Barr

RO

AD

761.474

1

ad

5

icad

2

Cut Line

IS

Stone

.76 130

Ro

2781.177

Ex

13

0

133

.18

0

2.1

23

136

.69

1

99.

695

g

in

ist

.89

.82

.00

11

PLOT AREA DIAGRAM

Mhada 6

Y RO M CIT FIL

LOCATION PLAN : D.P. Plan

SCALE - 1 : 500

6.9

SCALE - N.T.S. Tin d rica

.71 33

Bar

is

tin

g

ad

696

Cu

= 80938.64 Sq. mt. = 20.00 Acres = 800 Guntha

Ro

LEGEND

8.2 7

99.

167

AD

PLOT AREA UNDER POSSESSION =

Ex

98.

t Lin

e

EXISTING BUILDING

8.2 9

895 97.

Cut

PLOT BOUNDARY [Possession]

.32 87

88 287.

EXISTING COMPOUND WALL

S. W. DRAIN NALLAH

Lin

909

e

CULVERT

96.

7

8.2

ROAD LINE FEEDER PILLAR (Electric)

0

Ex

77.0

ad 50 Ro 10.

95.

540

g tin

9 9.6

is

LIGHT POLE FOOT PATH 4

TREE

6.3 Line

DIVIDER

94.

423

Cut

39

Line

.65

Cut

OTLA

5

6.3

Rah

FILM CITY

ej a

ROAD LEVEL

100

SPOT LEVEL

100

.000

.000

144

.14

3

142

.74

1

93.

nd

373

La

3

6.3

737

92.

9

.72 145

159.75

Cu

t Lin

e

598

N

rt

Culve

H

92.

LA

89.

t

182

Culver

NA

A

L

A

H

149.22

TEK

Cut Line

ADI

89.

600

92.

008

N H

89.

A

L

A

* ALL DIMENSIONS ARE IN METER. * PLOT AREA CALCULATED CONSIDERING CENTER LINE OF COMPOUND WALL. EXCLUDING ROAD SIDE WALL * SPOT LEVELS ARE TAKEN w.r.t. TEMPORARY BENCH MARK. REDUCED LEVEL OF TEMPORARY BENCH MARK ASSUMED = 100.00 M AS SHOWN * PLOT AREA UNDER POSSESSION = 80938.62 SQ.M / 20.00 ACRES

Tin

N A L A

497

H

Y RO M CIT FIL

de Barrica

N

89.

NOTE

FILM CITY

H

ADI

cade

Tin Barricade

TEK

Barri

810

LA

Tin

Gate

NA

A

L

A

H

Gate

AD Gate

NAME OF CLIENT

JOCKER MIDAN

Culvert

89.

814

JOKER MAIDAN

MAHARASHTRA FILM STAGE & CULTURAL DEVLOPMENT CORPORATION LIMITED

WELL

N

NA

L

A

DESCRIPTION OF PROPERTY H

H

279

LA

90.

A

PLAN SHOWING SURVEY OF 2 0 ACRE PLOT IN FILMCITY ' , FILM CITY ROAD, AAREY COLONY, GOREGAON (E), MUMBAI. 400 065. 449

Tin Barricade

90.

ADI

TEK

EXISTING STRUCTURE

City To Filmex >>> Compl

SURVEYED BY-

S.B/ S.S

SURVEY DATE-

20 To 31 March. 2017

CHECKED BY-

A.P.B

DRAWING DATE-

04. March. 2017

DRAWING NO. -

Z/17-18/Garden(091)_R0

CAD FILE NAME-

170531_' 20 Acres Plot In Film City , Film City Road, Goregaon (E) _ R0

DRAWING SCALE-

P.D

DRAWN BY-

0m 8m

0m

10m

20m

30m

40m

50m

NAME & ADDRESS OF SURVEYOR

SITE PLAN SCALE - 1 : 500

ZENITH SURVEYORS & MAP MAKERS

NORTH

11, Rane Estate, Near Jain Temple, Kurar, Malad (East), Mumbai- 400 097. TEL: 022 2842 5250. E-mail: survey@zenithsurvey.in Cell- 8108071111

SHEET SIZE - A1

Website: www.zenithsurvey.in

As seen in the above plan the site has contours with the highest contour of +40m to +4m. The shape of the size is quite generic which makes it easy for dividing the site into different blocks for different activities. SWOT ANALYSIS

Strengths: The proposed site is easily accessible from the primary road. The site has a prominent entrance with a road wide enough for the vehicles to pass by easily. The location of the site is such that it would attract quite a lot of traction. Weakness: The site has a lot of vegetation which could prove to be a weakness as per the program. Opportunity: The contours can count as an opportunity as the slope could be used for treating the services as well as for the planning. The shape of the site is an opportunity as it can used for its full potential. Threat: The site will attract a lot of crowd daily as well as at the times of tournament, while the site is in the prominent location in Mumbai it can add as a threat to other sectors of the film city.

TECHNO HUB

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

6

AJINKYA A. RANDIVE FIFTH YEAR B.ARCH | B556

INDIRA COLLEGE OF ARCHITECTURE AND DESIGN, PUNE

6


SITE PLAN ZONING AND BRIEF

GAMING CENTER :

PARKING BLOCK GAMING CENTER

No. of Rooms

ARENA

GROUND FLOOR

SERVICES

Entrance + Reception + Waiting Toilets Services Administration Food court Players room Stadium TOTAL

PARKING

try

n se r o sit

Vi

FUTURE EXPANSION

1620 500 570 350 245 300 3800 7385

FIRST FLOOR Food court Toilets Services VIP Lounge VIP Lobby Stadium TOTAL

275 350 780 160 80 300 1945

SECOND FLOOR Food court Services Toilets Players rooms VIP Lobby VIP Lounge Stadium TOTAL

S YER A L s/P VIP ENTRY

TECHNO HUB

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

7

Total area

Gaming center

ARENA :

TRAINING CENTER

Area per room

security check Reception

1 1

30 50

30 50

console gaming office toilets store VR bikes

1 1 2 1 1

120 115 12 25 90

120 115 24 25 90

Toilet store food & beverages

1 1 1

34 25 160

34 25 160

local gaming mobile gaming VR-AR Gaming

2 1

330 60 290

330 60 290

Toilets Merchandise room store multipurpose hall AHU electric room

1 1 1 1 2

60 130 35 220 30 35

60 130 35 220 30 35

TRAINING CENTER : No. of Rooms

Area per room

Total area

Training block

210 605 200 340 80 160 150 1745

security check Reception Entrance lobby +Waiting area Multipurpose zone Content studio Fitness Gym Team doctor kitchen

1 1 1 1 1 1 1 1

20 25 20 150 30 50 10 40

20 25 20 150 30 50 10 40

Toilet Lounge Wellness center

2 1 1

35 40 35

35 40 35

Meeting room Training area Shower area

2 1

30 290 30

30 290 30

open workforce Meeting rooms Toilets Pantry Office cabins

1 2 2 1 2

150 15 12 15 12

150 30 24 15 24

AJINKYA A. RANDIVE FIFTH YEAR B.ARCH | B556

INDIRA COLLEGE OF ARCHITECTURE AND DESIGN, PUNE

7


VISITORS ENTRY

7 8.2

dw

NT

RY

RO AD

VIS PA ITOR RK S ING

RY

E

ad

Ro

un mp o Co

SE

8

M

TO R

AR

CITY FILM

SE

RV IC

25

EE

8.4

5

NT

RV IC

ng

isti

Ex

2,53

EN

A

TR

AI

NI

NG

VI P

EN

TR Y

149.2

2

SE

1

33.7

all

VIS I

6.96

ER

D

NT

da

Mha

STOP

Mantri Park Building

STAN

CE

HAW

NG

RIKS

MI

BUS

GA

75.1

5

CE

NT

ER

PL AY ER

287.88

S

N

VIP / PLAYER ENTRY

TECHNO HUB

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

E

NE

PARKING

W

8

AJINKYA A. RANDIVE FIFTH YEAR B.ARCH | B556

INDIRA COLLEGE OF ARCHITECTURE AND DESIGN, PUNE

SE

NW

PARKING

SW

S

8


Gaming center

Arena

Training center

Gaming center

Arena

Training center

+34M

+6M

0.0 GROUND LEVEL

+34M

+6M 0.0 GROUND LEVEL

Parking block

Training center

Arena

+34M

+6M 0.0 GROUND LEVEL

TECHNO HUB

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

9

AJINKYA A. RANDIVE FIFTH YEAR B.ARCH | B556

INDIRA COLLEGE OF ARCHITECTURE AND DESIGN, PUNE

9


A

D HA

27

OP ST

Ex ist in

KS HA W ST AN

1. ARENA Details

D

6.

96

WATER REQUIREMENTS - AS PER NBC 2016

gR oa d

S BU

RI

ark P i ntr ng Ma uildi B

1

.7

33

SERVICE LAYOUT

8.

M

FLUSH UNDER-GROUND TANK 12 x 6 x 2.5 DOMESTIC UNDER-GROUND TANK 14 x 7 x 2.5

AREAS

NOS.

ARENA

90

Total

90

T G

U

FILM CIT

Y

FIRE UNDER-GROUND TANK 6 x 3 x 2.5

Per Person

AHU

Y

R FI

TR

E

EN

T M EN SE

M

ES

C

BA

R

FI R

ST

K N

N O W D

R IV

MOBILE GAMING

EW AY

4m

LOCAL GAMING

G

merchandise store

IN ST

D

VE

N

D

3m

AR

H

AY

EW

ER AT

IV

W

R

D

TO

AI

6m

STORE

TI

N TA

VR GAMING AR GAMING loading unloading service entry

O

ER AT

K

toilet

D

W

N TA

staircase

IV

R

D EW

3m

AY

DB

FOOD and beverage

s

FT

IV

R

S BM

LI

D EW

AR

G BA

AC

AY

G

AN

E

PL

3m IV

R

D IV

R

D

Compou

4m

AY

EW

nd wall

T

P FI UM R P EF IN IG G H AN TI D N G

AY

EW

3m

19

18

17

16

15

14

D

13

R

21 20

IV

12 11 10 9 8

22 23 242

2728

41

8

51 61

71

81 91

02

12

DB

9

D

6

4m

31 21 11 01 7 5

22 32 42 52 62 72 82

21 20

18 19

25

20

Per No Total TOTAL Domestic Usage 45 1950

7020

Total Grant Total Domestic Usage 175500

Per No

Total

Total Flush Grant Total Flush Usage Usage 1560

175500

Per Person

AREAS

NOS.

1 Security check 2 Reception 3 Exhibition 4 Office 5 Toilet 6 Food & beverages 7 Store 8 Toilet 9 Seating area 10 Merchadise store 11 Console gaming 12 Mobile gaming 13 Local gaming 14 VR-AR games 15 Multipurpose hall 16 Electric room 17 AHU

1 1 1 1 2 2 2 2 1 1 1 1 1 1 1 1 2

Total

22

2 1

3

4

6 5

7

13 12 11 10 9 8

14

1516

17

Flush Usage

Total Requirement

140400

315900

140400

315900

NO. OF PPL 3 2 6 20 10 10 3 10 70 20 26 17 40 12 60 2 2

TOTAL NO. OF PPL 3 2 6 20 20 20 6 20 70 20 26 17 40 12 60 2 4

Domestic Usage

Flush Usage

25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25

10 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20

Per No Total TOTAL Domestic Usage 35 75 45 50 45 150 45 500 45 250 45 250 45 75 45 250 45 1750 45 500 45 650 45 425 45 1000 45 300 45 1500 45 50 45 50

Total Grant Total Domestic Usage 75 50 150 500 500 500 150 500 1750 500 650 425 1000 300 1500 50 100

Per No

Total

Total Flush Grant Total Flush Usage Usage 30 40 120 400 200 200 60 200 1400 400 520 340 800 240 1200 40 40

Total Requirement

30 40 120 400 400 400 120 400 1400 400 520 340 800 240 1200 40 80

105 90 270 900 900 900 270 900 3150 900 1170 765 1800 540 2700 90 180

6930

15630

AY

22 23 24 25 26 27 28

EW

IV

R

4 3 2 1

AY

EW

7 6 5 4 3 2 1

526

Domestic Usage

2. ENTRY BLOCK

149.22

RECEPTION

CONSOLE GAMIN G

toilet

OFFICE CABIN

EW

OFFICE CABIN

IV

R

D

FT

LI

AY

4m

ENTRANCE LOBBY

TOTAL NO. OF PPL 7020

Details

ELECTRICAL ROOM

AUDITORIUM

NO. OF PPL 78

12 02 91 81 71

22 32 42 52 62 72 82

61 51

348

8700

41

U P TO

7 6 5 4 3 2 1

31 21 11 01 9 8

G D

N

U

O

R

L

VE

LE

3. TRAINING BLOCK Details

Per Person

11 9 8 7 5

4

3

2

4 3 2 1

5

31 21 11 01 9 8 7 6 41 61 51 71 91 81 12 02

22 32 42 52 62 72 82

LEGEND

2 1

4 3 5

7 6 8

13

12 11 10 9

14 15

8 9 10 11 12 13

7

1 2

4

6

Training

WATER TANKS

15 14 12 11 10 9 8 7 6 5 4 3 2 1

26 2728 425

22 232

Fire Water Tank

21 20

19

18

16

21

3 5

18 17

20

19

19

20

18

22 23 24 25 26 27 28

21

1617

2728 2526

2324 22

13 17

16

15

14

Domestic Water Tank

DB

Flush Water Tank Fire Water Supply Domestic Water Supply

WELLNESS CENTER (F)

Flush Water Supply

(M)

DRAINAGE & SEPTIC TANKS

DB

PLAYERS LOUNGE

FITNESS GYM

toilet

meeting rooms

.88

287

toilet

pantry

Grey Water Tank Brown Water Tank

Office

Grey water Outlet Brown Water Outlet Gully Trap

Total Total Requirement

10 20 20 20 20 20 20 20 20 20 20 20 20 20 20

35 45 45 45 45 45 45 45 45 45 45 45 45 45 45

75 50 150 400 200 250 75 100 750 250 200 100 300 300 750

75 50 150 400 200 250 75 100 750 500 200 100 600 600 750

30 40 120 320 160 200 60 80 600 200 160 80 240 240 600

30 40 120 320 160 200 60 80 600 400 160 80 480 480 600

105 90 270 720 360 450 135 180 1350 900 360 180 1080 1080 1350

20 20 20 20 20

45 45 45 45 45

1000 300 150 125 125

1000 600 300 125 250

800 240 120 100 100

800 480 240 100 200

1800 1080 540 225 450

5630

12705

Domestic Usage

Flush Usage

1 Security check 2 Reception 3 Entrance lobby +Waiting area 4 Multipurpose zone 5 Content studio 6 Fitness Gym 7 Team doctor 8 Kitchen 9 Seating Area 10 Toilet 11 Lounge 12 Wellness center 13 Toilet 14 Meeting room 15 Training area

1 1 1 1 1 1 1 1 1 2 1 1 2 2 1

3 2 6 16 8 10 3 4 30 10 8 4 12 12 30

3 2 6 16 8 10 3 4 30 20 8 4 24 24 30

25 25 25 25 25 25 25 25 25 25 25 25 25 25 25

16 Open Workforce 17 Meeting rooms 18 Toilets 19 Pantry 20 Office Cabins

1 2 2 1 2

40 12 6 5 5

40 24 12 5 10

25 25 25 25 25

Total

26

1

258.45

6

Per No

TOTAL

NOS.

AREAS

10

Total Grant Total Domestic Usage

TOTAL NO. OF PPL

12

Per No Total Domestic Usage

NO. OF PPL

13

283

Total Flush Grant Total Usage Flush Usage

7075

Inspection Chamber

TOTAL REQUIREMENT FOR WATER

Disconnection Chamber ELECTRIC

E

Transformer Room

SE

Generator Room Distribution Board

OUTLET

SW

S

NW

OUTLET

Electric Supply

Total Expected Domestic usage

Particulars Grant Total Add 20% Contigency

WATER REQUIRED ( IN l)

Total Expected Flush usage

191275

152960

38255

30592

229530

183552

Total

344235 68847

413082

W

R ROOM

ROOM

75.15

NE

N

GENERATO

ELECTRIC

MER ROOM

TRANSFOR

GREY WATER SEPTIC TANK 14 x 7 x 2.5

BROWN WATER SEPTIC TANK 12 x 6 x 2.5

Electric Room

TECHNO HUB

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

10

AJINKYA A. RANDIVE FIFTH YEAR B.ARCH | B556

INDIRA COLLEGE OF ARCHITECTURE AND DESIGN, PUNE

10


Fire Tank Sizes Decentrailized 1. ARENA

2. ENTRY BLOCK

3. TRAINING BLOCK

Domestic

Domestic

Domestic

263250

13050

10613

286913

39488

1958

1592

43037

39.49

1.96

1.59

43.04

40 2.5 15.80

2.00 2.5 0.78

2.0 2.5 0.64

12 2.5 17

(L X B) /2

7.90

0.39

0.32

9

Breadth

2.81

0.63

0.56

3

Length

5.62

1.25

1.13

6

Tank Size

6 X 3 X 2.5

1 X 1 X 2.5

1 X 1 X 2.5

6 X 3 X 2.5

Particulars Water Requirement (in Litres) Water Requirement for Fire Tank @15% (in Litres) Litres(in Cu.m) Tank capacity (Rounding off) Height Length X Breadth

FIRE TANK

Septic Tank Sizes

CENTRALIZED

Centralized Tank

Domestic

Particulars Water Requirement @ 1.5 Times (in Litres)

Tank Sizes Overhead Decentrailized 1. ARENA

Particulars

OVERHEAD CENTRALIZED

2. ENTRY BLOCK

Flush

Domestic

Flush

Domestic

Flush

Domestic

Flush

175500

140400

8700

6930

7075

5630

229530

183552

Litres per day (in Cu.m)

175.50

140.40

8.70

6.93

7.08

5.63

229.53

183.55

Underground Tank capacity (Rounding off)

176

140

9

7

8

6

230

184

Height

2.5

2.5

2.5

2.5

2.5

2.5

2.5

2.5

Length X Breadth

70.20

56.16

3.48

2.77

2.83

2.25

92

73

(L X B) /2

35.10

28.08

1.74

1.39

1.42

1.13

46

37

Breadth

5.92

5.30

1.32

1.18

1.19

1.06

7

6

Length

11.85

10.60

2.64

2.35

2.38

2.12

14

12

Tank Size

12 X 6 X 2.5

12 X 6 X 2.5

3 X 1.5 X 2.5

3 X 1.5 X 2.5

3 X 1.5 X 2.5

3 X 1.5 X 2.5

14 X 7 X 2.5

12 X 6 X 2.5

Water Requirement

(in Litres)

Over head

Underground Decentrailized 1. ARENA

Particulars

2. ENTRY BLOCK

3. TRAINING BLOCK

Flush

Domestic

Flush

Domestic

Flush

Domestic

Flush

263250

210600

13050

10395

10613

8445

344295

275328

Litres per day (in Cu.m)

263.25

210.60

13.05

10.40

10.61

8.45

344.30

275.33

Underground Tank capacity (Rounding off)

264

211

13

10

11

9

345

275

Height Length X Breadth

2.5 105.30

2.5 84.24

2.5 5.22

2.5 4.16

2.5 4.25

2.5 3.38

2.5 138

2.5 110

(L X B) /2

52.65

42.12

2.61

2.08

2.12

1.69

69

55

Breadth

7.26

6.49

1.62

1.44

1.46

1.30

8

7

Length

14.51

12.98

3.23

2.88

2.91

2.60

17

15

Tank Size

15 X 7 X 2.5

14 X 7 X 2.5

4 X 2 X 2.5

3 X 1.5 X 2.5

3 X 1.5 X 2.5

3 X 1.5 X 2.5

17 X 8 X 2.5

15 X 7 X 2.5

Water Requirement

Under ground

(in Litres)

TECHNO HUB

• • •

UNDERGROUND CENTRALIZED

Domestic

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

229440

229530 229.53 230 2.5 91.81

183552 183.552 184 2.5 73.42

45.91

36.71

Breadth

6.78

6.06

Length

13.55

12.12

(L X B) /2

Tank Size

3. TRAINING BLOCK

Domestic

• • • • •

11

Brown water

286912.5

Water Requirement for Septic Tank @80% (in Litres) Litres per day (in Cu.m) Underground Tank capacity Height Length X Breadth

Underground Septic tank

Grey water

14 X 7 X 2.5

12 X 6 X 2.5

SOLAR PANEL CALCULATIONS : Area required for 1 panel=10 sq.m Amount of kg/Watt generated per day=0.45 kg/Watt. Angles of solar panel for obtaining optimum output = latitude of Mumbai + 15 degree. Latitude of Mumbai = 19 degree Therefore , angles = 19 + 15 = 34 Degree. Total solar panels = 500. Total power Generate = 500 x 0.45 Hence ,Total power Generate = 225 kg/Watt.

AJINKYA A. RANDIVE FIFTH YEAR B.ARCH | B556

INDIRA COLLEGE OF ARCHITECTURE AND DESIGN, PUNE

11


GAMING CENTER This structure cannot be termed as a typical gaming cafe which are seen in our country. It is especially designed for the professionals to train rigorously. This gaming center trains athelets like any other. This center will be helpful for players who aspire to peruse a valid career in esports. Counselling center is provided for the players to guide and shape them as athelets. This gaming center through its unusual structure has its own cultural significance and can help in a larger aspect for the country. Information desks have been provided for the people who are keen in knowing more about the game and the culture. The shape of the structure is not generic it is designed keeping in mind the geometry and aesthetics of the game. Facade has been treated in the same manner having mechanical ventilation. A lot of geometric shapes and patterns have been used and are placed considering the sun direction keeping very the light diffused inside the structure.

TECHNO HUB

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

12

AJINKYA A. RANDIVE FIFTH YEAR B.ARCH | B556

INDIRA COLLEGE OF ARCHITECTURE AND DESIGN, PUNE

12


GAMING CENTER

Console gaming

VR gaming

Loacal gaming

Exhibition trophies

Merchandise store

Multipurpose hall

da

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7

8.2

M

6

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FILM CIT

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6.9

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rk Pa tri ing n Ma uild B

Compou nd

wall

149.22

53

2,

A

E

258.45

A

.88

287

W

SW

S

GROUND FLOOR PLAN

NW

SE

N

NE

TECHNO HUB

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

13 75.15

AJINKYA A. RANDIVE FIFTH YEAR B.ARCH | B556

INDIRA COLLEGE OF ARCHITECTURE AND DESIGN, PUNE

13


TECHNO HUB

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

14

AJINKYA A. RANDIVE FIFTH YEAR B.ARCH | B556

INDIRA COLLEGE OF ARCHITECTURE AND DESIGN, PUNE

14


da

ha

7

8.2

M

6

AN

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FILM CIT

Y

D

6.9

ist

AW

Ex

OP

SH

ing

ST

Ro

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ad

BU

RIK

ark iP ntr ding a M uil B

1

.7

33

258.45

Compou nd

wall

A

149.22

53

2,

A

E

terrace .88

287

W

SW

S

TERRACE PLAN

NW

SE

N

NE

TECHNO HUB

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

15 75.15

AJINKYA A. RANDIVE FIFTH YEAR B.ARCH | B556

INDIRA COLLEGE OF ARCHITECTURE AND DESIGN, PUNE

15


SKYLIGHT LEVEL SKYLIGHT LEVEL +6.00 M ROOF SLAB+4.50 M

PLINTH LEVEL +0.75M GROUND LEVEL ±00.00

FRONT ELEVATION

SKYLIGHT LEVEL SKYLIGHT LEVEL +6.00 M ROOF SLAB+4.50 M KITCHEN

FOOD AND BEVERAGES

VR BIKES

VR CYCLES

RECEPTION

WAITING AREA

PLINTH LEVEL +0.75M GROUND LEVEL ±00.00

SECTION AT AA

TECHNO HUB

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

16

AJINKYA A. RANDIVE FIFTH YEAR B.ARCH | B556

INDIRA COLLEGE OF ARCHITECTURE AND DESIGN, PUNE

16


TRAINING CENTER This training Center is as similar as all the other training centers we see for every other sports (I.e cricket football hockey etc ) The players here will be guided by professional coaches (experts in esports),unlike any other sports academy this center will have its health care with appropriate doctors and physiotherapists. Well organised rooms are provided for the athelets as well as the coaches and the doctors. This sport needs in depth gaming analysis like any other. Any athelete playing esports has to build strong reflexes and attentive skills and this happens with constant training. Detox porches and therapeutic spaces have been especially designed for the same. Physical exercising areas are provided for detox. This space is designed keeping in mind the atheletes coming from all over the world. Environment friendly spaces have been provided for the same. Multipurpose activity zones have been provided for players with different biodiversity.

TECHNO HUB

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

17

AJINKYA A. RANDIVE FIFTH YEAR B.ARCH | B556

INDIRA COLLEGE OF ARCHITECTURE AND DESIGN, PUNE

17


TRAINING CENTER

Detox porch

A da

ha

7

8.2

M

6

AN

ST

FILM CIT

Y

D

6.9

ist

AW

Ex

OP

SH

1

.7

33

ing

ST

Ro

S

ad

BU

RIK

rk Pa tri ing n Ma uild B

Compou nd

wall

149.22

53

2,

A

E

258.45

A

SE

N

NE

W

SW

S

.88

287

NW

A

GROUND FLOOR PLAN

TECHNO HUB

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

18 75.15

AJINKYA A. RANDIVE FIFTH YEAR B.ARCH | B556

INDIRA COLLEGE OF ARCHITECTURE AND DESIGN, PUNE

18


TECHNO HUB

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

19

AJINKYA A. RANDIVE FIFTH YEAR B.ARCH | B556

INDIRA COLLEGE OF ARCHITECTURE AND DESIGN, PUNE

19


A da

ha

7

8.2

M

6

AN

ST

FILM CIT

Y

D

6.9

ist

AW

Ex

OP

SH

1

.7

33

ing

ST

Ro

S

ad

BU

RIK

rk Pa tri ing n Ma uild B

Compou nd

wall

149.22

53

2,

A

E

258.45

A

SE

N

NE

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

20 75.15

W

S

SW

ROOF PLAN

TECHNO HUB

NW

A .88

287

AJINKYA A. RANDIVE FIFTH YEAR B.ARCH | B556

INDIRA COLLEGE OF ARCHITECTURE AND DESIGN, PUNE

20


FRONT ELEVATION

SECTION AA

TECHNO HUB

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

21

AJINKYA A. RANDIVE FIFTH YEAR B.ARCH | B556

INDIRA COLLEGE OF ARCHITECTURE AND DESIGN, PUNE

21


SIDE ELEVATION

SECTION BB

TECHNO HUB

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

22

AJINKYA A. RANDIVE FIFTH YEAR B.ARCH | B556

INDIRA COLLEGE OF ARCHITECTURE AND DESIGN, PUNE

22


ARENA Every sport has its colossium and a specific environment. There are world renowned dedicated stadiums for sports like cricket and football. Esports is a community gathering and culturally diverse sport which is the future of this nation. Esports and it’s significance is a lesser known topic for more than half people of our country. Building an arena especially dedicated for esports could create a significant change in the nature of esports and could alter its perspective. A large number of youth are engaged in esports with bare minimum knowledge and resources. This arena along with its training and gaming center could provide the same for the players not only for our country but for the players all around the world. Sports has always been a means of cultural bond between countries and an esport Center with all the necessities could be an add on to that. This arena could also be used for several other activities round the year.

TECHNO HUB

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

23

AJINKYA A. RANDIVE FIFTH YEAR B.ARCH | B556

INDIRA COLLEGE OF ARCHITECTURE AND DESIGN, PUNE

23


ALUMINIUM CLADDING ROOF Service floor for electromechanical rooms

Second floor with VVIP Players seating and premium facilities

GLASS FIBER COAT INORGANIC GLASS AND ALUMNIUM FRAMING

Seating area

STEEL FRAME STRUCTURE

First floor with VIP rooms and other services

CATWALK SERVICE MAINTENANCE

RCC Beam and columns

LED MONITOR SCORE BOARD AND LIVE STREAM Ground floor with four different entries for different users

INDOOR ARENA RCC STUCTURE

TECHNO HUB

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

24

AJINKYA A. RANDIVE FIFTH YEAR B.ARCH | B556

INDIRA COLLEGE OF ARCHITECTURE AND DESIGN, PUNE

24


First floor entry for audience

Exterior facade

Visitors entry

Visitors lobby

TECHNO HUB

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

LED SCREEN

CATWALK

Stage for chamionships

25

Premium viewing gallery

Audience seating

AJINKYA A. RANDIVE FIFTH YEAR B.ARCH | B556

Steel structure

Players lobby

INDIRA COLLEGE OF ARCHITECTURE AND DESIGN, PUNE

Players entry

25


+34M END COVER

+18.7M TOP FLOOR

+14.5M THIRD FLOOR

+9.4M SECOND FLOOR

+4.6M FIRST FLOOR

+0.6M PLINTH LEVEL 0.00 GROUND LEVEL

A

SECTION AT AA

A

TECHNO HUB

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

26

AJINKYA A. RANDIVE FIFTH YEAR B.ARCH | B556

INDIRA COLLEGE OF ARCHITECTURE AND DESIGN, PUNE

26


CITY FILM 2 149.2

N E

W

SE

NW

NE

SW

S

GROUND FLOOR PLAN

TECHNO HUB

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

27

AJINKYA A. RANDIVE FIFTH YEAR B.ARCH | B556

INDIRA COLLEGE OF ARCHITECTURE AND DESIGN, PUNE

27


CITY FILM 2 149.2

N E

W

SE

NW

NE

SW

S

FIRST FLOOR PLAN

TECHNO HUB

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

28

AJINKYA A. RANDIVE FIFTH YEAR B.ARCH | B556

INDIRA COLLEGE OF ARCHITECTURE AND DESIGN, PUNE

28


CITY FILM 2 149.2

N E

W

SE

NW

NE

SW

S

SECOND FLOOR PLAN

TECHNO HUB

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

29

AJINKYA A. RANDIVE FIFTH YEAR B.ARCH | B556

INDIRA COLLEGE OF ARCHITECTURE AND DESIGN, PUNE

29


CITY FILM 2 149.2

N E

W

SE

NW

NE

SW

S

SERVICE FLOOR PLAN

TECHNO HUB

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

30

AJINKYA A. RANDIVE FIFTH YEAR B.ARCH | B556

INDIRA COLLEGE OF ARCHITECTURE AND DESIGN, PUNE

30


PARKING BLOCK

DOMESTIC

FIRE TANK

WATER TANK

RAIN WATER HARVESTING

6m DRIVEWAY

EXIT

ENTRY

UGT

BMS 25 SQM

3m DRIVEWAY

GARBAGE ROOM 25 SQM

3m DRIVEWAY

AC PLANT 65 SQM

4m DRIVEWAY

4m DRIVEWAY

S

ST

OP

CIT

Exis

6.9

SH

AW

ST

AN

D

4.5m DRIVEWAY 14

9.2

2

M a Bu ntri ild Pa in rk g

4.5m DRIVEWAY

6

BU RIK

33 .71

ting

Road

Mh

3m DRIVEWAY

M FIL

ad

a

8.27

3m DRIVEWAY

Y

PUMPING AND FIREFIGHTING 18 SQM

2,5

NE

NW

d wall Compoun

S

N

TYPICAL FLOOR LAYOUT

SE

E

3

W

SW

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

31 258.45

TECHNO HUB

AJINKYA A. RANDIVE FIFTH YEAR B.ARCH | B556 88

7.

28

INDIRA COLLEGE OF ARCHITECTURE AND DESIGN, PUNE

31


PARKING BLOCK

TECHNO HUB

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

32

AJINKYA A. RANDIVE FIFTH YEAR B.ARCH | B556

INDIRA COLLEGE OF ARCHITECTURE AND DESIGN, PUNE

32


PARKING BLOCK

6m DRIVEWAY

EXIT

ENTRY

UPPER BASEMENT FLOOR PLAN

MECHANICAL ROOM 25 SQM

CONTROL ROOM 25 SQM

ELECTRIC ROOM 65 SQM

6m DRIVEWAY

6m DRIVEWAY

PUMPING AND FIREFIGHTING 18 SQM

ST

OP

Y

Exis

6.9

SH

ST

AN

D

2

6m DRIVEWAY

14

9.2

AW

M a Bu ntri ild Pa in rk g

6m DRIVEWAY

6

S

33

.71

ting

M FIL

Road

Mh

CIT

ad

a

8.27

BU RIK

2,5

NE

NW

d wall Compoun

S

N

TYPICAL FLOOR LAYOUT

SE

E

3

W

SW

TECHNO HUB

258.45

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

33

AJINKYA A. RANDIVE FIFTH YEAR B.ARCH | B556 88

7.

28

INDIRA COLLEGE OF ARCHITECTURE AND DESIGN, PUNE

33


CONCLUSION: India being a developing country ranks second in world in terms of using internet facilities. Esports players are increasing day by day and the trends set in today’s days are leaving a very significant impact on the culture of our country. Esports is a multi billion dollar industry which is changing the economic outlook of several countries and india could be one of them. Post the COVID outbreak the entire world is moving forward together digitally and this could enhance the empire on many levels. Esports is an ever globally aclaimed and ever growing business in today’s times and is also being added as an sport in olympics. Significant learning’s from the project Social : .An misconception about esports being nothing but waste of time into a professional career and also as a money making business. . People’s lack of knowledge and resources about this subject . As a means of cultural bond between countries and an even larger impact on the culture of this nation Architectural : . Changing the map of the city by adding an multipurpose all round useful arena . Mumbai being an economic capital of the country could be a perfect place for such a significant structure . It is also internationally accessible . The site being situated in a film city is huge land of 520 acres which is the first step in changing the dynamics of the city. Technical: .Various building technologies used . Combining the futuristic technologies with the existing environment which could adapt different diversities.

TECHNO HUB

GLOBAL COMPETATVE HUB FOR DIGITAL GAMING AND ANIMATION CENTER

34

AJINKYA A. RANDIVE FIFTH YEAR B.ARCH | B556

INDIRA COLLEGE OF ARCHITECTURE AND DESIGN, PUNE

34


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