ARCHITECTURAL
PORTFOLIO EZGI GEYIK
Digital Skills : Autocad Revit Rhinoceros Grasshopper Photoshop Illustrator Indesign Lumion Maya Ezgi Geyik B. Arch ezgigeyik@gmail.com +905432059003
Education : 2014 - 2019 Middle East Technical University Preparatory School + Bachelors in Architecture 2017 - 2018 Brno University of Technology Erasmus + Program in Architecture
Languages : Turkish (Mother Tongue) English (Advanced) Spanish (Intermediate)
Architectural Experiences : June - July 2016 | Modelling-Construction-Digital Media METU Summer Practice June - August 2017 | Construction Site Internship Bilkent Integrated Health Campus July - August 2018 | Office Internship Mavi Peri Architecture Office January 2020 | Worked in Keeping it Modern a Project to Conserve METU Faculty of Architecture by Getty Foundation
Other Experiences : February - March 2015 | Radio Internship Radio ODTĂœ February - April 2016 | Under Secretary General EUROSima Model United Nations Conference January 2015 | Outstanding Delegate MUNBilkentUniversity 2015 2012 | Participant in Palermo, Italy in Comenius Program
INDEX
Curriculum Vitae
Architectural Design I
Play _ Ground
II
Brno Expo Center
III
Collective Hub
Digital Design IV
Doors of Perception
V
Garbovor
Play _ Ground Graduation Project Fall - Spring | 2018 - 2019
Spatial Structures: Re-Minding Skopje Location Skopje , North Macedonia
Instructors Prof. Dr. Ayşen Savaş Prof. Dr. Arzu Gönenç Sorguç Inst. Onat Öktem Inst. Emre Erkal
Skopje has been defined as a lot of things: destroyed, rebuilt, national, international, modern, kitsch yet the people remain the same. They are ever-evolving in their ever-changing city and their reactions are always so humourous that it is as if they are playing a game with-against their city. With history in mind, a new definition was needed: Skopjans are Homo Ludens in disguise - men and women at play- and by proposing Play_Ground that resembles no place at all - what is the ‘place’ of playing anyway?the project aims to research and teach through experience. First detecting these ‘arrhythmic points’, connecting them through a spatial structure and weaving the absurdities of the city together, Play_Ground not only recognizes Skopje as it is but enhances its ludicrous nature. In the second semester the focus was on a singular building, one of the insurance companies in this case, enveloped by the rollercoaster on both sides. Humankind have been playing since the beginning of time and Skopjans have been will be using the act to rebel, to enjoy and to dwell.
cycling fast rhythm ilinx game a race between cyclists roller coaster along bus stops + main roads weaving between and into existing structures
fishing slow rhythm alea game recycling + filtering garbage fishing along the river accumulating garbage in fishing decks
building classification
The building was selected for both its double game connotations and because it is enveloped by the roller coaster from both sides. First the spatial mass of the roller coaster is substracted from the existing building due to its origins in Skopje 2014 Project. Secondly, the buildings is divided into service quarters and experiment areas. Each floor is reserved for a singular sense and organized to stimulate and observe.
Functions like the archive and library are selected to reflect the ‘story telling’ aspect of an insurance company. Several forum areas on each terrace enhances the verbal stimulation. The ‘risk taking’ aspect is expressed as the plastic transformations to the building and its inviting physical and mental adventure. Floors which the roller coaster has its stops are trated as community rental areas for ilinx experiences.
Game Over
Brno Expo Center Erasmus + Project Spring | 2018
Valuable Element Within The Urban Space Location Brno , Czechia
Instructors Ing. arch. Kateřina Dokoupilová Pazderková, Ph.D. Doc. Ing. arch. Maxmilian Wittmann, Ph.D.
Aim was to reconsider the boundary of the expo center and the activities it hosts. The concept of the boundary is taken as an alive organism and transformed into a building complex with elevation as seperators. Since the square in front is large enough to accommodate different activites, a layered and carved out urban square is situated on the periphery of the underground parking lo. A small open air parking space is also placed in front of the administration building for the staff. View points from the tram stop, the dense vegetation towards west of the inclined border and the existing axis of the old design of the expo affected how the organism was formed. Façade of the building changes due to the sun, East and West façade b oth are glazed but west has structural elements as sun shaders. Roof garden has few fruit trees and sitting arrangements. The design aims to bring back the exhibition center’s old charm and create the urban park that the city of Brno needs.
location in brno
tram stop
bus stop
existing axis designed axis view axis compelx design entances
site plan
a
c’
c underground parking b commerce center
a’ library
± 0.00 plan
cafe b’ main exhibition area
commerce center
auditorium
library
+ 6.50 plan
roof terrace
cafe + shops
+ 11.50 plan
c’
a
a’
b
b’ key plan
c 250 m 211 m
section aa’ + 15.00 m + 5.50 m ± 0.00 m elevation bb’
44 m
20 m
22 m
+ 5.50 m section cc’
paid user free user circulation
- 4.50 m
selected areas for detailing
N
Collective Hub 3rd Year Project Fall | 2018
Arts and Crafts Movement at Akköprü A New Form of Riverfront Community
Location Ankara , Turkey
Instructors Inst. Erkin Aytaç Inst. Gizem Deniz Güneri Söğüt
Arts and crafts have been part of the Turkish culture for centuries however it has been neglected and dispersed throughout the city. The project aims to collect the artists and crafts(wo)men from all over Turkey with the help of accomodations, workshops, shops and revitilize forgotten traits. Akköprü is a 13th century Seljukian bridge that was located on trade roads and connected Ankara to outer cities, so it was fitting that our site includes it on the SouthWest edge. The whole structure is lifted except some entrances for permability due to Akköprü’s still surviving function. Old Varlık neighbourhood to North and the industrial sites to south were taken as design inputs as ‘pull’ and ‘push’ respectively that resulted in the sharped layers through the site. Çubuk River runs through the site, creating the needed riverfront arrangement and dividing the site into a more public region to North where shops, workshops and other service areas are and a private region to South where some of the accomodation is situated. Since this was a housing project, typologies are also added as final touch.
dwelling
çubuk river akköprü industrial production shopping center
pull
push
initial layers
layer 1 layer 2 layer 0
layer 0 housing
housing library housing services housings exhibition areas workshops + ateliers + studios offices
pop - up stores housing
multi purpose hall exhibition areas
circulation network
structure cores
flower garden at the roof of layer 1
grey to green green teraces
site plan
a
a’
section aa’
Sections aa’ and bb’ shows the relation between the dwelling and production functions through the site. Section bb’ passes through the selected area for detailing, also depicted in the site plan with black lines. Section aa’ is the residential tower to the west of the site where the same black is repeated vertically and shifted around a structural and circulation core.
section bb’
b
b’
b
b’
b
b’
Detailed Area
layer 3 to 6 block 2
layer 2 housing with 1 room
layer 0 housing with 3 rooms
Some Plan Typologies
New habits, new community...
Doors of Perception Digital Design Studio Fall | 2018
Big Bees Colabration with Ala Haj Taleb and Evrim Sacmali
Location The Milky Way
Instructors Prof. Dr. Arzu Gรถnenรง Sorguรง
This VR project is based on the marvelous Milky Way, our home. The research phase began with understanding our galaxy and creating our own. For our story, we chose an avarage (wo)man and questioned what would happen if they were to widen their doors of perception. How they would perceive what is around them and to what extend they could effect their enviroment. This led us to an interactive universe building with player creating their own universe at the start by placing red or black little squares into a two by two bigger square. Black ones being the black holes or density and red ones being the worm holes or relations. Their choice effect the density, relation, sound, textures and movement within their universe. The result is 256 different experiences. 5 different universes were created with specified readings of black holes and worm holes beforehand. Each group member was responsible for their structure, its textures and sounds.
universe exists a much as one can perceive it,
what if we were to widen our doors of perception...
how would we perceive the universe then?
-what if we had the power to create? -to what extend can we understand the universe?
-does perception demand individual universes? - to what extend can we interact with the universe?
-how would we perceive the creation of our universe? - to what extend can we create our the universe?
raw data of the universe
contextualized data
information
blackhole | wormhole | interstellar medium | halo | galaxy | energy |matter | cloud | singlepoint | bulge |spiral | gravity | nuclear force | electro magnetic | force | flat | ring | dark matter
black hole | worm hole density | relation
our senses
dimensions of perception
sight | taste | hearing | smell | touch | balance | proprioception | temperature | colour | texture shade | shadow | rhythm | movement | heat | form | speed | hot | heavy | opaque | dark | milky
speed | scale | texture | music | colour
+
/ interface
Layer 2 t2
=
dimensions of perception
Individual
information experience as experienced
Unique Universes
Layer 1 t1
=
User
Selection
context user preferences as designed
Their Universe
Layer 0 t0 Simplified Selection
User Selects
data birth as they are
User Creates
Construction of the Universe lac
lac
2B
lac
1B
lac
0B
lac
kH
ole
s/4
kH
ole
kH
Wo rm
s/3
ole
kH
s/2
Wo rm
ole
kH
Wo rm
s/1
ole
Wo rm
s/0
Wo rm
User Affect
Ho
les
Ho
les
Individual readings give us the structure of the universe Black Hole Density
Ho
les
Ho
les
Ho
les Col o
User Preferences
ur /
Ech
oT une
ure {
}
{
}
of P erc
ept
ion
}
}
Mutation Matrix
colour 2 x 2/ possibilites texture 2 x 2 possibilites
Echo Tune
Universe Speed
S
Lateral readings give us perceptional features
colour / texture 4x4x4x4
{
rse
ive
Un
Lay ers
Worm Hole Relation
Colour / Texture
{
ure
ct tru
5 different structures with individual laws
Structure of the Universe
Tex t
Affect Style
4B 3B
Layers of the Universe Speed
Vertical readings give us movement features
2 x 2 possibilites 2 x 2 possibilites
Perceptional Features
t0
t1
t2
universe
highest density lowest relation
perception
eerie sound
t0
t1
t2
universe
high density low relation
perception
echo
eerie sound
t0
eerie sound
heart beat
t1
t2
universe
equal density equal relation
echo
eerie sound
radio static
heart beat
heart beat
echo
perception
t0
t1
t2
universe
low density high relation
perception
heart beat
t0
radio static
radio static
t1
t2
universe
lowest density highest relation
perception
echo
radio static
Garbovor Advanced Digital Design Studio Spring | 2018
Pavilion Under the Sea Colab with Elif Korkut, Gizem Ulusoy and Berke Çakır
Location Twenty Thousand Leagues Under the Sea
Instructors Prof. Dr. Arzu Gönenç Sorguç
When we were assigned with designing a pavilion under the sea, our instinct was to leave our waters better then how we find them. As we were cultivating our scenario, the waste problem threatening ocean life became significant. Our pavilion would fight the garbage problem with the help of two scientist that govern it. They would collect garbage in shallow seas then deploy on land for resources and a display of horror. Since collecting the garbage would be troublesome, we kept the structure fairly simple, a rotating slices of sphere and focused on the modules that it was to inhabit. We parametrized the modules to the type of garbage it needs to collect and restore and to the scale of the slice of sphere it rests on. Each member of the group focused on delevoping different kind of modules and we finally started building a model. Unfortunately, time and money constrains forbid us from completing it but we have experimented with cnc cutting, 3d printing and laser cutting for the modules.
Research and Design size
function
mobility
garbage size
garbage type
xs
minor habitat
kinetic
s
x
minor garbovor
kinetic
s
m
l
typology
storage
modules
x
‘small tuna and tabula rasa’
textured
major habitat
static
main garbovor
static
s,m
s,m
s,m,l
micro plastics shredded nets and plastics x
micro plastics whole plastics fishing nets
deployable
nooks and rocky volume
hooks and opennings
micro plastics
fish nets
major habitat fish - nooks corals - rocky
minor garbovor micro plastics
minor habitat
fish nets
‘bittersweet and
above and below structure
photogenic v2’
x
‘big tuna’
above and below structure
major garbovor
‘bitterweet and photogenic’
‘bittersweet’
‘bittersweet v2’
whole plastics
shredded plastics
‘photogenic’
‘big tuna’
‘photogenic v2’
‘tabula rasa’
‘small tuna’
Mutation Matrices big tuna
bittersweet
cones to hook and capture fish nets
creates nooks for fish to hide rocky surface for coral reefs
mild topology for small fish
tabula rasa
plain plexiglass for sunlight and observation
mesh expands with repletion
tubes to collect micro plastics with suction cups
small tuna
transparent surface for observation
photogenic
leaf shutter to control garbage intake
bittersweet v2
cones collapse with the upper slice
photogenic v2
system moves up and down to trigger the leaf shutter mesh helps with elasticity
to be continued...
more modules can be utilized to the garbovor as needed
Module Characters
Top View
Section View
Thank You