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
ha
7
8.2
M
6
AN
ST
FILM CIT
Y
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6.9
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SH
1
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33
ing
ST
Ro
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BU
RIK
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
ST
FILM CIT
Y
D
6.9
ist
AW
Ex
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SH
ing
ST
Ro
S
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