Ezgi Geyik Undergraduate Portfolio

Page 1

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


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