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PORTFOLIO A COLLECTION OF WORKS ON ARCHITECTURE, DESIGN AND CONCEPT ART
Andreas Papastergiou
ANDREAS PAPASTERGIOU Born in 1992 in Thessaloniki, Greece, Andreas studied Architecture at Aristotle University of Thessaloniki. His interests cover all aspects of design and visualisation with a special focus on concept design and the whole process of creating imaginary worlds and stories. He enjoys working in that space where science meets fiction and where the technical meets the artistic.
+30 6948639097 andreas.apa@gmail.com andreaspapastergiou.blogspot.gr instagram.com/andreas.papastergiou
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CURRICULUM VITAE EDUCATION 2010 - 2018 | DIPLOMA IN ARCHITECTURE (300 ECTS - M.Arch. equivalent), Aristotle University of Thessaloniki, Greece GPA: 9.19 / 10.0 (graduating on February 2018). 2007 - 2010 | ST. PAUL, PRIVATE HIGH SCHOOL, Thessaloniki, Greece GPA: 19.8 / 20.0
WORK EXPERIENCE 2013 - present | Freelance Work Architectural Visualisation, Illustration, Graphic Design, Photography 2016 | TTDZ ARCHITECTS, Thessaloniki, Greece External partner on two architectural competitions (May and November). Focused on the production of architectural illustrations and photo-realistic images. Sept. 2014 - Jan. 2015 | TOUMPA EXCAVATION, Department of Archaeology, Aristotle University of Thessaloniki, Greece Archaeological illustrator (part time). Produced technical drawings of excavated artefacts. 2011 | karosimaia.gr & GO magazine (automobile news and stories), Thessaloniki, Greece Writer & sketcher on topics of car design.
COMPETITIONS & AWARDS Nov. 2017 | Nominated for the Piranesi Student Honourable Mention 2017, Piran, Slovenia Aug. 2017 | Featured among The 80 Best Architecture Drawings of 2017, Archdaily May 2017 | Special Prize (by Tchoban Foundation Museum for Architectural Drawing) ArchiGraphicArts international competition of architectural drawings (category: fantasy), Moscow Nov. 2016 | Third Prize Architectural competition for the reuse of the old stables in the port of Thessaloniki, TTDZ Architects & Partners May 2016 | Runner Ups International competition of architectural ideas for the Suncheon Art Platform, South Korea TTDZ Architects & Partners
TRAINING July 2013 | 6th Archaeological Excavation Workshop in the Neolithic Settlement of Dispilio, Kastoria, Greece Trained in producing archaeological illustrations. Aug. 2009 - June 2010 | Morfes atelier, Thessaloniki, Greece Architectural and freehand drawing classes.
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GROUP EXHIBITIONS Dec. 2016 | Cheapart 22, Athens Sept. 2016 | Cheapart, 81st TIF, Thessaloniki Jan. 2016 | Seven Architects, Gallery 512, Ptolemaida Dec. 2015 | Cheapart 21, Athens Nov. 2015 | ARTmART, Künstlerhaus, Vienna Sept. 2015 | Cheapart, 80th TIF, Thessaloniki
SKILLS DIGITAL OS | Mac, Windows 2D drafting | Autocad
TRADITIONAL (level)
3D modelling | Rhinoceros Grasshopper TSplines Cinema 4D Sketchup rendering | Vray Keyshot sculpting | ZBrush photo editing | Photoshop Lightroom graphics | InDesign Illustrator
Technical drawing Hand sketching Hand rendering Model making Calligraphy Photography Linocut
LANGUAGES Greek: native English: fluent
video | Final Cut Pro Premiere After Effects fabrication | Laser Cutting 3D Printing
EXTRACURRICULAR ACTIVITIES Sports | Football (11 years in local club & 3 years in Architecture Team, AUTh) Tennis (2 years in local club) Music | Local children’s choir (4 years) Byzantine (2 years)
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TABLE OF CONTENTS This portfolio is a collection of both academic and personal works on architecture, design and concept art. These works touch on various aspects of design and visualisation but all revolve around a common interest: the creation of imaginary worlds and objects which can be used to tell stories. The works are organised in the four, following categories:
Part 1
ARCHITECTURAL DESIGN & VISUALISATION
p. 5-52
Part 2
PRODUCT DESIGN
p. 53-57
Part 3
CONCEPT DESIGN & ILLUSTRATION
p. 58-77
Part 4
PHYSICAL MODELS
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p. 78-86
Part 1
ARCHITECTURAL DESIGN & VISUALISATION
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Chapter 1
REUSE OF THE OLD STABLES IN THE PORT OF THESSALONIKI (Architectural Competition - Third Prize)
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his was our proposal (TTDZ Architects and Partners) for the reuse of the old stables of Thessaloniki. Our idea was to use the scattered industrial ruins which are abundant in the area, to create a new mosaic, providing the place with a strong sense of history and materiality. I focused on the production of the final illustrations.
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Exploded analysis of the proposal 8
Analysis of the main building 9
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Sketches in preparation for the final illustrations
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Illustration development stages
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Before
After
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Mosaic detail
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Chapter 2
DIGITAL EXPERIMENTATIONS: INFLATIONS Visions of Dune and Moebius
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his project was an experimentation with floating, inflatable forms. I started by studying jellyfish, which I always found to be some of the most extraordinary creatures. Then, I tried to simulate their free-flowing movements and shapes using Kangaroo Physics (Grasshopper 3D plugin). The idea was to start with a single sphere and force it with continuously altering amounts of pressure, thus keeping it in a permanent state of unbalance — this is basically what happens to a jellyfish underwater. The balloon forms which were produced, were then used to experiment on certain imaginary worlds and environments.
This illustration was inspired by Jean Giraud Moebius’ whimsical, desert scenes and Frank Herbert’s Dune. 16
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Chapter 3
THE TEMPLE
Visions of Frank Lloyd Wright
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his is an academic project I carried out in collaboration with my friend, Foivos Galinos Paparounis. We proposed a low information, low tech, distraction-free space in the middle of a noisy city centre. It was an attempt to create an urban island, offering serenity in the heart of the city. The temple’s design and aesthetics were inspired by the primitive, Maya architecture and Frank Lloyd Wright’s textile block houses.
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Maquette testing
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Structural analysis of the proposal
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Anatomy of the proposal
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Concrete tiles
Steel structural grid
Deconstruction of Frank Lloyd Wright’s tiles
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Skin detail
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Chapter 4
PHAROS: A SCI-FI LIGHTHOUSE Visions of Lebbeus Woods
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his project was about creating an extreme or odd piece of architecture. This could not get any better for me. It was one of the few chances I got, while at Architecture School, to break completely free. So, I took the chance to sort of experiment on some ideas I had on sci-fi architecture for films and video games (the realm of concept art and design had already become my main interest). I decided to design a crazy lighthouse reminiscent of Lebbeus Woods’ drawings. This was basically an experimentation on form and structure, leaving matters of practicality and function out of the equation. * pharos (from the greek: φάρος = lighthouse)
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Form-finding sketches
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Final drawing
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Structure
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Chapter 5
SOLOMON’S MYTHICAL PALACE
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or this project, I was asked to produce an imaginary interpretation of Solomon’s Mythical Palace in Thessaloniki. All the input I was given, was the following: “Thessaloniki’s mythic origin is an oriental palatial enclosure. Prophet Solomon is mentioned to be the founder of Thessaloniki, by building a palace, amidst a plane tree forest, to hide Belkis, the queen of Sava.” The following illustrations will be published in the upcoming book, Islamic Gardens: Multi-meanings of Paradise.
Ideation
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The Folly
The Northeastern Garden
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The Northeastern Garden
The Southeastern Garden
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The Gate
The Western Wall
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The Northern Wall
Garden Formations
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Chapter 6
DIGITAL EXPERIMENTATIONS: MUQARNAS Visions of Game of Thrones
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his project started with a study and analysis of the Muqarnas Dome of the Hall of the Two Sisters in the Alhambra Palace in Granada. Using the six principle solids that compose the aforementioned dome as my alphabet, I created a series of new designs (column capitals, floors, ceilings, tiles etc.) for a mythical, Game of Thrones - like architecture.
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The six principle solids of the muqarnas (as presented in Jean-Marc Castera’s study, “The Muqarnas Dome of the Hall of the Two Sisters in the Alhambra in Granada”).
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Column Capital Designs
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Ceiling Designs
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Ornamental Tiles
3D printed piece
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Part 2
PRODUCT DESIGN
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a d re a m - re c o rd i n g d e v i c e
mnimi (from the greek: μνήμη = memory) The average person has three to five dreams per night, yet most of them are immediately or quickly forgotten, leaving us with exactly nothing. Mnimi is a dream-recording device which makes it possible for one to experience their dreams again, once awake. Its job is to record the brain activity during the dreaming process and then translate this data into image and sound. The file produced can then be played anytime and anywhere, just like a video. This device introduces a new, curious form of communication, between man and his subconscious mind, giving us access to a whole new world.
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Flexible Plastic Elements (for size adjustment) USB Port (charging and data transferring) On/Off Memory Card Slot
Flexible Plastic
Polymeric Foam (for mild head contact during sleep)
Electrode Spots (EEG method for monitoring brain activity)
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Ideation
FROZEN LIGHT This project was an experimentation on the idea and nature of light. It was an attempt to give form to the formless, give material to the immaterial. A glowing, liquid mass emerges from the Earth and freezes in time. This frozen flow of light becomes a floor lamp: Lakbossa. Its organic, flowing body is a single, 3D printed, translucent shell with a soft matte finish. This material allows light (emitted from a LED lamp on the upper part) to flow smoothly along the lamp’s body until it fades out near the roots. 3D printing could allow the production of infinite variations of the given form, thus making each product unique.
Section Removable Cover
LED Lamp
175 cm
3D printed, translucent shell (3mm thick)
Power Cable
66 cm
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Part 3
CONCEPT DESIGN & ILLUSTRATION
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Part 4
PHYSICAL MODELS (Visions of a Post-Apocalyptic Future) The following models were built as part of my final design thesis. This was, basically, a post-apocalyptic tale, which focuses on the new needs and conditions under which the few survivors ought to operate, using the scattered elements of the past. The survivors collect these leftovers, study them, try to make sense of them and finally combine them into new structures, objects and tools in an effort to survive in their new, challenging environment. These models were built using the kitbashing technique.
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DRILLING APPARATUS
Water Injection (Cooling)
Upper Arm Elbow Motor
Lower Arm Drill Bit
Shoulder Power Supply
Control Station Base
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FLYING APPARATUS I
Safety Valve
Chief Helium Pipe Deck
Pressurised Helium Tank Fuel Tank Tail Rotor
Exhaust Pipe Engine
Rudder
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Stabiliser
FLYING APPARATUS II
Main Rotor
Chief Axis
Headlight Flight Controls Pilot Seat Engine Secondary Gears Tail Rotor Chief Gear
Rudder
Fuel Tank
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HOVERING HOUSE
Scrap Metal
Supporting Legs
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LIVING IN AN OLD GLORIOUS SPACECRAFT
Rear View
Front View
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TELESCOPIC APPARATUS
Aperture
Telescope Tube
Finderscope
Rotating Base
Eyepiece
Observation Platform
Power Supply
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UNDERGROUND LIVING
Rope Pulling Winch Entrance Hatch
Ventilation Tunnel
Supporting Structure (Scrap)
Corridor
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GEOTHERMAL ENERGY WELL
Cold Water (Moving Down)
Supporting Structure (Scrap)
28 m 4 km Hot Water or Steam (Moving Up)
Underground Water Reservoir
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TH A N K YOU. If you are interested to see more work, or have any questions, please don’t hesitate to contact me. I will be glad to hear from you.
+30 6948639097 andreas.apa@gmail.com andreaspapastergiou.blogspot.gr instagram.com/andreas.papastergiou
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