Daniel Yep_GSAPP Graduate Portfolio_2010

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Daniel Yep Taboada

Graduate Portfolio 2010 I MsAAD @ GSAPP Columbia University



To my parents, Roberto and Rosana


GSAPP, Columbia University New York, NY, USA

Daniel Yep Taboada Lima, Peru


Graduate Portfolio

There is a remarkable difference between Work Samples and a Graduate Portfolio: the first one has to show what one has done for a living. The other one shows what one does for a dreaming. It intends to show our true colors. Inside, 50% pertains to the design of a project, the other 50% has to do with the design of a process and more so, of who I want to be. Welcome to my brain. Enjoy.

Daniel Yep Taboada

Master of Science in Advanced Architectural Design 2010 GSAPP, Columbia University


IND EX

OLIO PO RTF

2010:

U NG LI

JI 2009 D ENB U R G / R E T IAN I S EM E S

R LO R MO RAN R SUMM E STUDIO - F QUE WALKE AVID FANO - BR ENDAN D N RI Y D E SIG UHL / S - EN TH E O R OS H POLI RAL FT - J RCHITECTU M ETRO A R C A AL DIGIT D O UT OF N A INTO

LS RK 09 E R 20 AND E DANIE H E O RY - MA T S E M T OL SE

Y

WIGLE

E Y AM ECTU R DIO T U I T H RATIN S C R N N A A G I H F S DE Y O - MAT S SZOT ISTO R CTICE ANIEL V O A R P TH E H IT - JO HN D F O G DS AL FAKIN RY M ETH O TRAR E IEL V OS L U A E N OF TH EAL - DAN VISIO QUE S I NR N H C TE TH E U G N I N IMA GI

FALL

0 A R 201 A S EMAN E T GARCI S E K N M E H E V T S E I G KE TT - ST SPRIN DIO OD E SI ENCE

EZ SANCH AM M N STU CO NV E R G E D G S I A O S Y J E D G S NE ACHIN FO RM ATIO N H DOW APPRO V E FO RMUL ANO / ZAC TANGIBLE EZ F I SANCH AS E S N O I ADAPT G - DAVID J G E O RI N O RM M E S HI TIO N A S TH TUDY OF F S A SIMUL OLOGICAL P O TH E T



Summer Semester 2009


The Wyckoff Gardens Advanced Studio IV I Summer Semester 2009 Program: Location: Tools: Team: Professor:

Housing, Community Center, School Brooklyn, New York Rhino, 3ds Max, Autocad, Illustrator, Photoshop, After Effects Carla Vivar, Daniel Yep Florian Idenburg - Jing Liu Solid Objectives (www.so-il.org)

Design Studio I 01



How can we begin to domesticate open spaces? How do we ensure that we do not create insecure clusters? How do we establish connections? Explore different qualities of public space? How do we integrate the community? Reinforce a sense of belonging? How do we address program to achieve balance? How do we create a system? Is it by materiality? How is it going to help? What makes a project (or system) cohesive?

Design Studio I 02


A Revision of The Modern Agenda This studio examines Modernity’s fate today by operating on a shard of Modernist planning in New York City. Specifically in Public Housing Projects. As a point of departure the studio will use the work of two spirited individuals, Aldo van Eyck and Andrei Tarkovsky, who, in their own way, advanced modernity by questioning its limitations.

BAL TIC

SITE: 270,000 SQ. FT.

AV E.

WYC

NE VI NS

ST ..

3R

D

KOF

Design Studio I 03

F ST .

ST.


New Masterplan

Objective To create a place worth caring about that reinforces a sense of belonging by breaking down the existing time/distance barrier between the interior (the towers) and the exterior (the park).

Strategy 1. Domesticating the scale by the creation of smaller (and more intimate) streets and plazas within the site. 2. Exploring public space in different levels to generate balance throughout the site vertically as well as horizontally. 3. Extending the street through the site and establish constant visual contact. Exagerate permeability where limits are defined by architecture.

Design Studio I 04


Family

Restaurant

Restaurant Mezzanine

Pre-kindergarten

Restaurant

School Offices

Library

Retail

Two-bedroom Units

Classrooms

Field

Gallery/ Cafeteria

Ground Floor

First Floor

School and Community

Elderly

Design Studio I 05

Studios


School and Main Square Park

Design Studio I 06


Studio Apartments and Retail

Design Studio I 07


Main Entrance

Design Studio I 08


Animation Stills

Design Studio I 09


Animation Stills

Design Studio I 10



Digital Craft Visual Studies I Summer Semester 2009

Description:

Advanced Architectural Rendering

Tools:

Rhino, 3ds Max, After Effects

Professor:

Josh Uhl / David Fano

Visual Studies I 11



Casa da Musica by Rem Koolhaas - 3d Detail

Barcelona Chair by Mies Van Der Rohe

Visual Studies I 12


Fall Semester 2009


National Mediateque Advanced Studio V I Fall Semester 2009 Program: Location: Tools:

Center for Digital Arts Odaiba, Tokyo Bay, Japan Rhino, 3ds Max, Autocad, Illustrator, Photoshop, After Effects

Professor:

Yolande Daniels www.sumostudio.com

Design Studio I 01



Site Aerial View

Mutant Architecture: Delineating Fantasy / Reality In digital culture mutants are defined by Post human and Cyborg transformations. The studio will entertain theories of mutant or transformative bodies and space found in ubiquitous computing, and, interactive, integrated, and universal design. Overall, the task of the studio is to project and construct a center for Digital Culture that is not dystopic or utopic or overwhelmed by constraints of the "real" while meeting the challenges of spatializing the digital Arts media of Japan.

Design Studio I 02


Site Photos: Tokyo Big Sight and Fuji TV

What does a futuristic city looks like? Are the new futuristic cities supposed to be understood as platforms for big buildings that serve as containers where everything happens? Is it ok that they disregard what happens outside? If the way we move from one building to the other is by entering a vehicle (car, train, water bus), meaning going from one interior to the other, What is the exterior now? What is the real in-between? Do we need to go outside? What for? What is outside?

Design Studio I 03


The Analysis of Odaiba gave as a result a city with no real planning where big buildings, commute and public space seemed to be heavily disconnected.

One of the goals was to propose new dynamics. Different, perhaps more intimate, ways to move from one place to the other so to lessen that disconnection.

Not only transportation could have a greater interaction with architecture but perhaps parts of a building could be disaggregated from it and commute.

Is it too early or naive to imagine architecture itself moving? Could it be a possible way of commuting not only locally but may be some day globally?

* Pages extracted from Manga produced for Studio

Design Studio I 04


Perhaps a futuristic city is a completely dinamic city where all of its agents have the ability to move freely through an exaggerated version of an established (or traditional) way of commute (i.e. an aerial subway) where through a comprehensive study of a skin visuals are never interrupted, therefore reinforcing a connection with the exterior.

Design Studio I 05


Programmatic Diagrams

Design Studio I 06


The selection for the National Mediateque’s (Center for the Digital Arts) site was chosen for its separation from the island to reinforce new dynamics.

By being located near the entrance it emphasizes its iconic nature offering a comprehensive 360 degrees view from the inside out and otherwise.

Strategy: To understand nature as a device that allows architecture to borrow and reinterpret from it in order to translate human diversity into spatial conditions more suitable to heterogeinity of social activities as well as softening the separation between interior and exterior.

Design Studio I 07


View of one of the towers and train tube

The project relies on the skin as a shape that has a structural rationality but also enough freedom to establish more fluid spaces and relationships, both visual and physical.

Design Studio I 08


Aerial View

To allow irregular geometries to separate us from preconceived notions of a building as acontainer but more importantly, to ratify a stronger link with the exterior.

Design Studio I 09


View of the towers and train tube

What if we had to come closer to nature as we ever have had to in order to save ourselves?

Design Studio I 10


Interior Plaza

Multipurpose Room

View of the Towers

Design Studio I 11


Visual Studies Fall Semester 2009 Description:

Advanced Architectural Rendering, Visual Effects, Animation, Motion Graphics

Tools:

Rhino, 3ds Max, Autocad, Illustrator, Photoshop, After Effects

Professor:

Daniel Vos, John Szot, Mathan Ratinam

Visual Studies I 12


Interior View 01

Techniques of the Ultrareal Tools: 3ds Max, Prof. Dan Vos

Art sculptures and their material properties where displayed to further develop studies on lighting and reflectivity. Depth of field was emphasized to give a sense of distance and perspective.

Visual Studies I 13

Sketch Rendering 01


Interior View 02

Techniques of the Ultrareal Tools: 3ds Max, Prof. Dan Vos

Sketch Rendering 02

A still image is usually completed and interpreted by the viewer. It is more about a promise than a result. It has to have the audacity and capacity to tell a story, for that it relies on composition, materiality and lighting in a specific moment.

Visual Studies I 14


Sketch Animation Stills

Imagining the Unreal

Tools: 3ds Max, Prof. Dan Vos

The only more compelling visual media other than a drawing or a static image is a whole set of them put together harmonically so they can convey information and communicate with a level of detail that cannot be revealed in a specific instant.

Visual Studies I 15


Final Animation Stills

Imagining the Unreal

Tools: 3ds Max, Prof. Dan Vos

The aim of this animation was to conceive motion as the prime resource to analyze and understand space and its constraints, whether they could be materiality, light, dimensions or time. A fixed camera was set so that the true protagonist could be movement itself.

Visual Studies I 16


Animation Stills

Faking It

Tools:, Adobe After Effects, Prof. John Szot, Team Partner: Anya Gribanova (MsAAD ‘10)

The Story Tell me how you feel is a digital video production that analyzes and reveals time and movement constraints in a given space within the daily lives of new yorkers. Techniques Filmed on HD camera. Motion tracking, motion capture in After Effects. Compositing and details in Illustrator and Photoshop.

Visual Studies I 17


Animation Stills

Visionary Methods of Practice

Tools: Adobe Photoshop, After Effects, Prof. Mathan Ratinam

The Story True Colors is the story of a boy who goes through life stumbling into society’s worst until he loses his sense of self. This animation’s main claim is that we need to unveil our true selves (colors) if we want to let our best to rise above inspite societie’s limitations. Techniques Stop motion and 2D animation. The characters where drawn by hand before going into the computer to achieve an organic look.

Visual Studies I 18


Spring Semester 2009


Operational Armatures Advanced Studio VI I Spring Semester 2010 Program: Location: Tools: Professor:

Operational Strategies for Downtown Rio Praรงa Tiradentes, Rio de Janeiro, Brazil Rhino, Grasshopper, 3ds Max, Autocad, Maya, Illustrator, Photoshop, After Effects, Model Making Keith Kaseman www.kbas.com

Design Studio I 01


Phase I_Imagination Vessels Team Partner: Arnaldur Schram

Series of collaborations with brazilian artist Sergio Cezar. His art is embedded within a recycling mantra. The workshop aims to generate a sense of brazilian culture through an intense exchange between Sergio’s low-tech deeply rooted approach and Columbia’s high-tech spatial strategies. Techniques 3d Modelling, laser cutting and model making.

Design Studio I 02


Phase II_Feito Pro Rio The premise where to operate was set on a typical brazilian house where to manipulate its established components. The walls start to mutate and generate new spatial conditions that get absorbed and infected by new spatial constructs that react directly to Sergio Cezar’s imagination.

Design Studio I 03


Phase II_Feito Pro Rio False Facade

The concept behind False Facades in Latin American cities is to preserve the cover but not the interior of a historic building. Usually for collective memory’s sake. The Strategy here was to propose a inverse operation. To maintain a historic building’s interior qualities while giving the city a new face accordingly with the innovations of our times.

Design Studio I 04


Phase II_Feito Pro Rio Stalk House

By shifting faces between floors terraces are provided for all of the units. Also, perspective is enhanced and new views are generated. The voids in the middle intend to provide space to breathe between units.

Design Studio I 05


Phase II_Feito Pro Rio Tree House

Tree House revises Le Corbusier’s concept of raising the building off the ground on pilotis. The intention here was to densify the ground with thinner columns so to reinterpret what could be a public open space instead of just liberating the space from supporting walls but rather free it and give it to the city.

Design Studio I 06


Phase II_Feito Pro Rio The Ramp

The Ramp also revises one of Le Corbusier’s concepts. By restoring green areas that the building consumed it intends to compensate for the lack of open space. The Strategy here was to not only replace them on the roof but rather pose them in each of the steps so to create a sense of ceremony where people represent the act itself. By posing the possibility of seeing and being seen we extend visual connections.

Design Studio I 07


Phase II_Feito Pro Rio Money Drawing

This 24x36 board intended to explore Rio’s flavors and potentially address future operations by setting up an artistic and architectural atmospheric interaction.

Design Studio I 08


made for rio

OPERATIONAL ARMATURES

Phase IV_Re-imagining Praça Tiradentes

Team Partners: Lior Shlomo (MsAAD ‘10), Nico Weiss (M.Arch ‘10), Peter Wu (MsAAD ‘10)

The focus of this stage is to re-imagine a potentially vibrant main plaza within the heart of downtown Rio. The area surrounding the plaza is incredibly active during the day and completely dead at night but the square itself no matter the time of the time is gated and secluded.

Design Studio I 09


Site Photo 01: A fence that potentiates discrimination and separation

Conditions 1. A fence that segregates 2. High solar exposure 3. Heavy vehicular traffic and pollution

Design Studio I 10


Site Photo 02: Unforgiving sun

Agenda 1. Democracy, communication, gathering. Activation of the square throughout the entire day. 2. Exploration of behavioral possibilities rather than programmatic specificity. 3. Instantiate visual and physical connections to strengthen a sense of belonging and identification with the plaza, people and oneself.

Design Studio I 11


Site Photo 03: Heavy traffic, air and noise pollution

Strategies 1. Extension of the street into the square and from there into the city fabric so to erradicate imposed limits. 2. Harvest energy to illuminate the square at night and provide shade during the day. 3. Exploration of public space and human interaction through thickening of the square.

Design Studio I 12


Spatial Diagrams

Design Studio I 13


Site Analysis

Design Studio I 14


Masterplan

One of the strategies was to domesticate the big open space that pertains the plaza into small pockets that can contain different activities. This way the street extends into the plaza atenuating impact from noise and air pollution.

Design Studio I 15


Axonometric

Design Studio I 16


Steps Diagrams

Cantilever Diagrams

Design Studio I 17


Amphitheater Diagram

Design Studio I 18


wheat

educational space

pedestrian path

amphitheater

Diagram for Utilitarian Strategies

Design Studio I 19


Daytime View

Design Studio I 20

Utilitarian Strategies


Nighttime View

Design Studio I 21


Night View 01

Design Studio I 22


Night View

Design Studio I 23


Studio Sangue Bom

These boards failed to be displayed at the final exhibition at Studio-X New York. Reasons remain undisclosed.


Visual Studies Spring Semester 2010 Description:

Advanced Architectural Rendering, Visual Effects, Animation, Parametric Design

Tools:

Rhino, Grasshopper, Maya, Catia, After Effects, Illustrator, Photoshop

Professor:

David Fano, Jose Sanchez, Steven Garcia, Adam Modesitt

Visual Studies I 24



Meshing

Tools: Rhino-Grasshopper, Prof: David Fano

The sole purpose of parametric design is efficiency. To be able to represent different outcomes in several ways. It can deal with multple scales and kinds of spatiality faster and perhaps, more compellingly.

Visual Studies I 25


Approaching Convergence

Tools: Rhino-Grasshopper, Prof: Steven Garcia

Parametric Design with a focus on multiplatform efficiency. Designing the parameters in Grasshopper to later extract the data on Excel for fabrication as well as acoustic and solar studies on Ecotect for later rendering in Maya or 3ds Max proves that technology is imperative in Advanced Architectural Design.

Visual Studies I 26


Adaptive Formulations

Tools: Catia, Prof: Adam Modesitt

Catia is one of the most powerful tools within parametric design. This project reveals a module that has a number of parameters that can be later instantiated into a surface/ facade showcasing indefinite amount of variations.

Visual Studies I 27


Sketch Render

Visual Studies I 28


FInal Render

Topological Study of Form / Simulation as the Origin of Tangible Form Tools: Maya, Prof: Jose Sanchez

Maya is the most powerful 3d Animation tool that exists today. The ease of use and versatility of its components has the ability to tell a story strongly and efficiently.

Visual Studies I 29


Sketch Animation Stills

Visual Studies I 30


Final Animation Stills

Visual Studies I 31


rdy2103@columbia.edu I danielyep1@gmail.com I 917.865.5525


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