GAVIN WALSH ABOUT ME
CONTACT INFORMATION
I am a recent graduate from The Ohio State University with a Bachelor of Science in Architecture and a minor in Landscape Architecture. I am currently a�ending Rensselaer Polytechnic Ins�tute in pursuit of a Master’s Degree in Architecture. I am a mo�vated individual, and throughout my academic career I have developed the quali�es of organiza�on and efficiency. In the future, I look forward to further developing my skills in design and finding new and crea�ve ways of approaching new projects.
EMAIL: Gasw96@Gmail.com MOBILE: (516) 551-0417 ADDRESS: 30B Nesaquake Ave, Port Washington, NY 11050
EDUCATION
SKILLS
Rensselaer Polytechnic Ins�tute, Troy, NY -Master of Architecture -Expected Comple�on: May 2020 -Cumula�ve GPA: 3.58/4.00
Drawing / 3D Modeling +Rhino 3D +Grasshopper (for Rhino) +AutoCAD +SketchUp +Revit +Unity +Maya
The Ohio State University, Columbus, OH -Bachelor of Science in Architecture -Minor in Landscape Architecture -Cumula�ve GPA: 3.41/4.00 WORK EXPERIENCE Student Office Assistant at the Knowlton School of Architecture -Human Resource and Finance Departments [2016-2018] Construc�on Worker at Paul Peterson Company -Main Yard Worker for the Safety Division [2018] Part-�me Intern for Laura Casale Architect -Residen�al Renova�on Scale Model Produc�on [2017] Lifeguard at Manhasset Bay Yacht Club -Lifeguard and Swim Instructor [2012-2017] MEMBERSHIPS The American Ins�tute of Architecture Students (AIAS) -Rensselaer Polytechnic Ins�tute Chapter -The Ohio State University Chapter (formerly) 1
Graphics / Presenta�on +V-Ray (for Rhino) +Adobe Illustrator +Adobe Photoshop +Adobe InDesign +Adobe A�er Effects +Microso� Office Suite Produc�on / Fabrica�on +VLS and X-660 Laser Engravers/Cu�ers +3-axis and 5-axis Milling Machines +MakerBot 3D Print Machines
TABLE OF CONTENTS EMISSIVE COLUMN APARTMENT SEMINAR PROJECT, HALF SEMESTER 3-4
UNITED STATES EMBASSY IN MEXICO CITY STUDIO PROJECT, FULL SEMESTER 5-8
ARCHITECTURAL VIDEO GAME SEMINAR PROJECT, FULL SEMESTER 9-10
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EMISSIVE COLUMN APARTMENT
SPRING 2019, HALF-SEMESTER SEMINAR PROJECT PROFESSOR: EDWIN LIU The objective of this project, as a part of a class titled “Architectural Visualization & Moving Image,� was to create an immersive environment with elements of surrealism through the superposition of intrusive elements. My design utilized swirling columns of varying sizes to introduce a seemingly alien element into the scene, further emphasized by the rotating and glowing volumes extruding from the columns. The first scene of the animation focuses on the presence of the columns in the room and the emissive qualities of these extrusions acting on intervals. The second scene portrayed an additional dynamic element of these volumes, oscillating away from and toward the columns. The final scene gave the volumes full autonomy from the columns, in which they all slowly drift away from the columns, filling up the room and even escaping to the outside. Full video link: https://vimeo.com/user78747657/review/333442557/da351c62ae
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UNITED STATES EMBASSY IN MEXICO CITY FALL 2017, FULL-SEMESTER STUDIO PROJECT PROFESSOR: KAY BEA JONES
The primary concept behind my design of a United States Embassy in Mexico City is the establishment of two opposite sides that are mirrored in plan but contrast in sec�on and in the types of programa�c spaces contained in each side. Doing so distringuishes the unique iden��es of different parts of the embassy in respose to the variety in program, including primarily office program in the southern por�on of the design and mixed use program in the northern por�on. One of the other focuses of my design is the allowance of sufficient natural ligh�ng throughout the building, which is achieved through central voids in the building’s main sec�ons and implemen�ng consistent glazing in the interior spaces adjacent to these voids and along the curvilinear perimeter of the building.
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SITE PLAN
STAGGERED LEVELS
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GROUND PLAN
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SUPPORT/UTILITY SERVICE ELEVATOR FIRE STAIRS
MIXED USE SPACES OUTDOOR GALLERY LIBRARY OUTDOOR AMERICAN CLUB GARDEN/THEATRE ABOVE FIRST FLOOR OF PARKING GARAGE ENTRANCE THROUGH GALLERY
PARKING GARAGE VISITOR PARKING ON FIRST LEVEL UNDER THE GARDEN/THEATRE
MIXED USE SPACES MEDICAL PROVIDER OFFICE MARINE SECURITY GUARD RESIDENCE INDOOR GALLERY INDOOR AMERICAN CLUB
CAFE/OFFICE BRIDGE RECREATION CENTER BETWEEN CAFE AND MEDICAL PROVIDER OFFICE MULTIPLE MEETING ROOMS IN OFFICE BRIDGE
CLOSED OFFICES VISA PROGRAM ON FIRST FLOOR CONSULAR OFFICES MANAGEMENT OFFICES PUBLIC AFFAIRS OFFICES EXECUTIVE OFFICES
OPEN OFFICES TWO LEVELS PER OFFICE, MEZANINE LAYOUT OVERLOOKING LOWER LEVEL
VISITOR/SERVED
MID-LEVEL PLAN
MIXED
EMPLOYEE/SERVICE
UPPER-LEVEL PLAN
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ARCHITECTURAL VIDEO GAME
FALL 2017, FULL-SEMESTER SEMINAR PROJECT PROFESSOR: STEPHEN TURK Taking place over the course of a semester-long seminar, the Architectural Video Game project aimed to explore the concepts of pla�orm, character, and world in video games with the objec�ve of studying their rela�onship with architecture. The study of this rela�onship was inspired in part by how previous genera�ons of architects, including Rem Koolhaas and John Hejduk, looked toward the medium of film as a catalyst for architectural theory. Although film is s�ll a very prominent form of media today, the emergence of a culture surrounding the rela�vely new medium of video games can be seen as a candidate for film’s successor as a catalyst for new forms of architectural theory and study. The world of my group’s design took inspira�on from SEGA Genesis-era pla�orming games such as the original Sonic the Hedgehog games, and converted that typology to a ver�cal climb of numerous paths, precise pla�orming and challenging encounters with three chimera-like characters that combined the forms of Rem Koolhaas’ Agadir Conven�on Center and John Hejduk’s Memorial Towers. Each of these characters was designed to express one of the Four Temperaments, with the bo�om character being choleric, the middle being sanguine, and the top being melancholic. Apart from their original designs, these temperaments are also expressed in the manner in which they transform in the game’s world and impede the progress of the player as dynamic obstacles.
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The project was done in small groups, with my group consis�ng of myself, Ben Haywood, and Morgan De�willer. My contribu�ons consisted of designing the level for the game, designing the “choleric” bo�om character, impor�ng the level and characters into Unity, and scrip�ng all objects to func�on as intended in the game.
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