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Architecture Portfolio Kaushal Pahuja
Kaushal Pahuja Architect I Educator
A BOUT Based in Mumbai, I am an Architect, graduated from Aditya College of Architecture, Mumbal. The work experience and completion of academics gained from the past years have furnished my ability to think critically and have a personal view point about things that are related to built environment. I seek a base conceptualization, which then goes on to evolve into an extremely responsive architecture.
W ORK E XPERIENCE Mumbai, India +919890139466 ar.kaushalpahuja@gmail.com D.O.B.: 17th March, 1997
E DUCATION 2012 Passed S.S.C. Sacred Heart School, Kalyan
2014 Passed H.S.C.(Science) From C.H.M College, Ulhasnagar
2019 Bachelors Of Architecture Aditya College Of Architecture, Borivali
2019 Maya Animation Arena
2020 A1 German Language Goethe Institut, Kalagodha.
2020 - Present Architect Artyst Studio Ongoing Projects Landscape Design for Madonna Apartment, Mumbai Architectural Design for Bunglow, Bhuj Lives Salon, Kalyan Conceptual Designs Interior Design for Paradise Apartments, Kandivali Parametric Reception table For Studio Osmosis Beautification Of Entrance Signage For Bhiwandi Nizampur Municipal Co-orporation Concrete Product Design Desktop Organizers Incense Holders Street Furnitures Board Games Home Decor Bathroom Accessories
2021- Present Project Architect Ar. Daksh Hirani & Associates Re-Engineering the Walking Experience In Mumbai, India. Multi-modal Integration of Metro Line 2A. 2020 - Present Faculty For Bachelor of Vocational Studies (Interior Design) Aditya College Of Architecture 1. Assisted in formulating syllabus for 2nd and 3rd year Interior Design. 2. Integrated technology into classroom instructions for a well rounded modern approch. 2021- Present Trainer and Consultant Ira Edu Tech A Technical education based Startup Training professionals in Skilled based learing. 1. Trained more than 1300+ Professionals in Sketchup Modelling and Vray Rendering. 2. Mentored 200+ students in deriving effecient workflows in Architectural Drawings and visualizations 3. Formulated an Intergrated System for Online Teaching effeciently for Distant Learners and online class during the Covid Pandemic. 2017- 2018 Intern Abha Narian Lambah Associates (Conservation Architects And Historic Building Consultants) 1.Assisited in producing BOQs for Furniture and drafted tender drawings for Restoration of Capitol Complex, Chandigarh by Le Corbusier 2. Designed Landscape and Produced Tender drawings for Smart City Office Panjim, Goa 3. Visualized projects for Upcoming Museum for Chhatrapati Shivaji Maharaj Terminus (UNESCO World Heritage Site in Mumbai), Mayor Bunglow Landscape.
P EDAGOGY
W ORKSHOPS
26th June, 2019 Architectural Drawing and Represention, ACA Bridges
1. Design Associativity. A parametric Initiative CEPT Summer School, Ahmedabad
22nd April, 2019 Introduction to Parametric Modelling In collaboration with Studio Inbox 10th September, 2020 Architectural Drawing and Represention, Aditya College of Architecture 3th Februray, 2021 Architectural Rendering and Visualization Aditya College of Architecture
2. Dream Flakes V3.0 Design Morphine By: Micheal Pryor 3. Futurly Spaces Bending Active Shells- Nicolas Di Vann Strand Systems- Arthur Azoulai Fluid Branching: Teddy Fadous And Stefana Zapuc 4. Dream Flakes V4.0 Design Morphine By: Micheal Pryor 5. Elements Of Space Making By: Yatin Pandya
Consultant for Virtual Exhibition 19º North . 22nd December,2021 Basic Design and Form Evolution V.P.P Manohar Phalke College Of Architecture
6. Deployable Workshop Understanding Design and Structural Concept of Deployable Structure By: Bhavesh Patel
S KILLSET Autocad Sketchup Rhino 3d Grasshopper Maya Revit Vray Lumion Twin Motion Keyshot Arnold Photoshop Illustrator Indesign After Effects Premiere Captivate Ms Office 3D Printing
7. Origami Workshop
D OCUMENTATION
E XTRACURRICULAR
Pol Documentation, Published In Indian National Trust For Art And Cultural Heritage.
Core Management and Organisation Team International Design Competition for, 2014 to 2016
Headquarters Of The Panaji Smart City, Abha Narian Lambah Associates Kekee Manzil, Documented a Grade 2 Heritage Residential Bungalow for approval from Mumbai Heritage Conservation Committee , to execute restoration. Abha Narian Lambah Associates
Core management and organisation team for Udaan Aditya college of Architecture, 2014 to 2016 Core management and organisation team for Borivali Design Fare, 2016 Sponsorship team for Borivali Design Fare, 2016 State level Archery Player, 2011 State level Softball Player, 2012
L ANGUAGE English Hindi Sindhi Marathi Gujrati German
H OBBIES
Advanced Advanced Native intermediate intermediate Novice
CONTENTS
Academic work P r o f e s s i o n a l Wo r k
01
Realm
02
An Urban Village
03
Intact
04
Conjoin
05
Product Design
06
Retreat
A Center Mixed Reality Gaming Experience Bangalore, India
Mass Housing Project Kalyan, India
Documentation of Haja Patel Ni Pol. Ahmedabad, India
Multi-modal Integration of Metro Line 2A Mumbai, India
Desktop Organizers Incense Holders Murals
Landscape Design Madonna Apartment Mumbai, India
01 Realm A Center Mixed Reality Gaming Experience Th e s i s Pro j e c t Fo r Ba c h e l o rs O f A rc h i t e c t u re Timeline: 6 Months
Architecture has always played an important role in game designing. Without architecture the essential experience of a game would be lost; sense of space and boundaries, feeling of void and mass, darks and whites would all be lost. Essential experience felt by the user has been more immersive and realistic over the years as the technology used for developing these games have been developing exponentially. Understanding how these elements of space, technology, and the real world work all together in forming the virtual world of game. Studying the history of games critically to understand what made them special and what were the elements introduced which worked and had a novel idea which engaged the gamers into hours game play.
Me nto r : Ar. Bh av ya Sh a h , Ar. Sa m e e r Hi n go o Softwares: Rhinoceros 3D, Gra s s h o p p e r, Autocad, P h o t o s h o p , I l l u s t r a t o r, I n D e s i g n , Lu m i o n , Vr a y 9
A View of the Central Zone 10
Interest
Concern
Digital Gaming has evolved over the years, in 1970 when the first gaming console came out things started to change, and every year there was a new game, a new console getting introduced in the market. This gave gamers a novelty every year, the evolution of games developed from a two-dimensional line to the time where they started Looking hyper realistic with haptic feedback. Every year slowly and gradually the environment, the feel, the human behavior, the artificial intelligence of a game and the most important factor the architectural environment made the games feel better and real every year. Architecture plays an important role when it comes to designing a game. The built environment dictates how one should feel the game to be like be it dark or bright. Welcoming or claustrophobic. Digital Gaming is an upcoming field in India and has already been developed in other countries at a tremendous rate.
Essential Elements Game Designing
Of
Rules
Goals
Challenge
Conflict
Theory Of Fun
Technology has played an important role in the way we practice architecture throughout the ages. There are various fields in technology which are aiding architecture such as computational design, virtual reality, augmented reality. However, the use of technology can be broadly classified into Function, Representation And Interaction.
Mixed / Merged Reality (MR) A technology which brings the best aspects of both Virtual and Augmented Reality. A mix of both Virtual and Real worlds. Computer generated objects seamlessly blend and interact with the real physical world objects. These objects can be easily interacted and manipulated.
Representation
Fu n c t i o n
I n t e ra c t i o n
Virtual Reality
Re a l i t y
Au g m e n t e d Re a l i t y
A theory of fun is a book written Raph Koster, a game designer. Raph majorly talks about how a game can get boring. He also talks about the pattern that humans perceive while playing games, and how it affects the game play. What games teach us and how we develop our thinking toward it. If I were Will Wright, I’d say that “Fun is the process of discovering areas in a possibility space.”
teach spatial relationships
Creating spaces which transform according to every decision the player takes. A space that have numerous possible outcomes of a space or circulation path, which lead to different outcome for player every time they play.
Basically, all games are edutainment
I n t e ra c t i ve
Wo n a n d Lo s t
E n t e r e d w i l l f u l l y.
Fo r m a l s y s t e m s
Creating a puzzle is like the most essential part of the game. But at the very same time puzzle should not have defined pattern for the player to understand it.
Some games
To build a gaming center which is based and dictated by the built form and technology.
11
Some games teach you how to aim precisely
I n t e r n a l Va l u e
I n t e r n a l va l u e
Aim
Some games
Objective 1. To find an in between where the Video Games and Architecture meet. 2. Giving gamers a new platform to experience a game where the built form dictates the game and makes the experience more immersive 3. Learn and understand how digital games developed over the years. 4. Understand and derive how we are going back to basics of gaming which used to happen in the early ages but with the sense where everything is virtual. 5. Understand and explore how architectural built form can be used to enhance a game.
teach you to
Most long-lasting games in the past have been competitive, because they lead to an endless supply of similar yet subtly varied puzzles.
explore
Mastering such type of a puzzle would not really master pattern but the skill of approach for the player.
Site Study
Design Brief
1. IT and Tech support dominated regions for easy help in establishment and future service of the upcoming proposal. 2. In close proximity of residential areas. 3. Target population: Young population Nagavara Lake 4. Centrally located in a city or a metropolitan for the ease of access.
The Design program needed to develop this facility would be catered into two major formats: 1. The Users 2. The Creators
Nagavara Lake - Google Maps
RESIDENTIAL PLOTS RESIDENTIAL PLOTS
50M OFFSET FROM PRIMARY STREAM
75M OFFSET FROM LAKE
NAGAVARA LAKE RESIDENTIAL PLOTS
RESIDENTIAL BUILDING
The built form would be designed in a way, which gives the ability to the content creators or game developers to alter the structure according to the game design demands with a set of limitation; designed for the built form to function. The built form designed and the virtual world would overlay with each other and would create “Hyper Reality” or “Mixed reality”; which will be experienced by the End Users. There will be multiple built form as such, that would cater to different genres and types of games.
LUMB
INI GARD
EN
45 M WIDE OUTER RING ROAD
45 M
LUMB
WIDE
INI GARD
EN
OUTE
R RIN
G RO
AD
LUMBINI GARDEN
RESIDENTIAL PLOTS
BWWSSB WATER TREATMENT PLANT, HEBBAL
Site Layout Maps
Imagery ©2018 DigitalGlobe, Map data ©2018 Google
Context Maps
100 m
.in/maps/place/Nagavara+Lake/@13.0458634,77.607724,1285m/data=!3m1!1e3!4m5!3m4!1s0x3bae179d6ff45275:0x74a5af118b33cec7!8m2!3d13.0448805!4d77.6085027
To look after the efficient and smooth function of this center, there will be a Research and development Wing, which will be maintaining and updating the center. This building would house outstation offices and spaces for the game development companies to look after the functions of their games and products. These offices or studios would look after time to time maintenance and functioning of each genre of game
1/1
Entrance Area ` Parking Security zone Lobby Ticketing zones Orientation zone
Land Use Maps
Road Network Maps
`
` Close To Recreational Zones
`
Metropolitan City
`
Connectivity To Major Highway
`
Close To SubUrban Area
10 Km `To City Center Management Wing ` Security zone Lobby Administration Food and cafeteria Maintenance area Storage room Parking
View Of the Site
View Of Recreational Park
Management Wing ` Administration Staff Quarters Storage Area Maintenance Areas
Gaming` Arenas Massively Multiplayer Online Games Adventure games Puzzle Sports Simulation
Bangalore, India Close To IT. Sector
Common Space ` Food Court Expo center Souvenir Store
O v e r -`w a t c h Centre Control center Data center
Research And` Development Department Studios Co-Working Space Testing Areas Mechanical Workshops Electrical Workshops Seminar Rooms Library Lodging Area
Nagavara Lake
12
Games are based on the four basic elements, which forms different permutation and combination of the game possible in the gaming realm. Every user has individualistic approach and preferences to each elements. Though the preference of these elements may vary the experiences, the effects noted are similar. The ideology of this design is to explore all the four realms individually, as well as look at them in a holistic approach and see how they flow and connect in to one another and blend-in to give a fulfilling and enriching experience.
Gaming Realm Holistic Approach
AR
VR
Reality
Enhancing the linkage spaces physically to attain the form
Splitting the Site from the center to create a visual axis for the Lake Front
Creating transparent intersections between all ‘realms’ of gaming
Formulating Gaming zones based on typologies and mental state transition a game has on human psychology
Creating common space for both site users
ELEMENTS OF A GAME DESIGN
en
t
ACTION
em ev a
g
c hi
n ti
PLAYER
WORLD
INTERACTION
so c
r re
ia li
se r
o pl ex
Sub Divided In Four Parts
Dividing the Mass in two parts Private User and General public
Tr a n s i t i o n o f M e n t a l State
o o sh
13
Creating Service areas and Auxilary functions around the Built Form
VR
World
Interaction
Massing of Site Under Consideration
MR
AR
Player
Form Evolution
Elements Of Game Designing
Action
Combining Multiple Ty p o l o g i e s
1. Tier 3 Staff Lobby Entry And Exit
5. Control Center
9. Orientation Zone
13. Service Areas
2. Tier 3 Staff Quarters
6. Server Room
10.Distribution And Waiting Zone
14. Expo Center
3. Electrical And Mechanical Workshop
7. Buffer Zone For Entrance Plaza
11. Computer And Simulation Game Zones
15. Virtual Reality Zones
4. Tier 1 And Tier 2 Lobby Area
8. Waiting Area For Users
12. Mixed Reality Gaming Zones
16. Buffer And Waiting Area For Virtual Reality Zones
Entry
1 2 4 5
M M
W i d e W i d e
S e r v i c e H i g h w a y
17. Food Court
Ro a d Ro a d
M a s t e r L a yo u t O f P r o p o s e d S i t e Fo r M i xe d Re a l i t y G a m i n g C e n t e r I n B a n g a l o r e , I n d i a 14
B i rds Eye Vi ew Fro m S o uth-West S i d e Of the S id e
View Of Bridge and Holog raphi c Gardens
Bi rd s Eye Vi ew Fro m S o ut h-Ea st S i d e Of t he S i d e
Section Through the Northern Part Of the Structure Passing Through The Public Garden, And Administratio
15
Vi ew O f the P ub lic Ga rd e n
Birds Eye View From North-Ea st Side Of the Side
Vi ew Of t he A mp hi t heater i n t he P ub l i c Ga rd en
, T h e Re s t a u r a n t , T h e E x h i b i t i o n C e n t e r, S e r v i c e a r e a , M i xe d Re a l i t y Z o n e , S e r ve r Ro o m , on Building Block
16
User Orientation Building and Admistration Buildings Drop Off Circulation for Visitors
Drop Off Administration
1. Food Kiosk
10. Admin Lobby
2.Souvenir store
13. Admin Department
3. Ticketing Zone
12. Ticket Room
4. Main Entry Lobby
5. HVAC Room
6. Locker Room
9. Waiting Lobby
7. Security Zone
8. Orientation Zone
Massing Of User Orientation Building
Plan For User Orientation Building, Administration Building, VR Simulation zone ,Computer Gaming & E-Sports Zone
17
Key Plan
Structural detail for VR Simulation,Computer zone & Adminsitration Building
11. Common Area 14. Biometric Zone 15. Reception 16. Buffer Zone 17. Control Center
Interior View of Computer / E-Sports Zone
Lattice Girder Joinery
Castilated Beam Joinery
Lattice Girder Joinery
Castilated Beam Joinery
18. Server Control Room 19. Technical Room 20. Server Room 19.21. Technical Hub room Room View Of Holographic Bridge For As Games
Massing for Administration Building
View From User Drop-Off Point
Joint holding the GFRC/ GFRP
Gusset plate holding the box section on circular tube
Joint holding the GFRC/ GFRP
Circular tube to rectangle box section joinery
Exterior View With Projections on Walls
View From the Waiting Lobby Towards AR Gardens
The entire structure has Two departments for the efficient functioning of the center. The northern block deals with the functionality and maintenance of the center and is responsible for handling all major tech from the control center. The southern block deals with the public aspect of the center, where the orientation, security and waiting lobbies are located.
18
Edifice For Mixed Reality Gaming.
Adventure Game Arena
The idea of the Mixed reality center is based on the ideas of THEORY OF FUN. There is an attempt to create a network of path which can be iterated and could have multiple possibilities as it was Studied in the book. There are two designed areas one on the north and the other on the south for adventure based games and shooting based games. Players will be equipped with a movable VR Gear and Hap-tic Suit to experience Mixed Reality. These Structure become an integral aspect for creating multiple games, which will have a Movement based on these plans. These structures have a network of movable walls, that form as a Limitation and guideline to design the movement of users in the game. Forming a balance between Built Architecture, Virtual Reality and Technology. The Structures are fitted with sensors on top to track every players position in real time and correlate all information with the data center in place.
Ideating Theor y of Fun in a Plan format to create endless possibilities
A loop in X direction
A loop in Y direction
Overlapping X and Y
Filling the gap with diagonal loop
Formulating a Bounding Structure
Connecting all the zones with X,Y and Diagonal Paths
Adventure Game With Secret Room Format
Adventure Game With Secret Room Format
The Generated Pattern has 9 anchor points around which each line as been tied across. Each line represent an Extruding Wall system, which breaks at intersection. This pattern creates possibility for multiple iterations to be generated based on the typology of game the group of Players would choose to play. Adventure Game With Two Parts Format
E x t r u d i n g Wa l l S y s t e m
Hydraulic press anchored to the moveable wall for pushing or pulling the walls
19
All walls Pulled inside the floor Board for when the area is not in Use
Stage 1 Wall at a Height of 700mm- To act as fence in game
Stage 2 Wall at a Height of 1400mm- To act as window in game
Stage 1 Wall at a Height of 2100mm- To act as a wall in game
Open World Game Format
Shooting Game Arena
Layout Of Closed Room Format
Layout Of Spatial Format
R o t a t i n g Wa l l S y s t e m The Shooting Area is divided into 4 parts to Create a sense of Team Play. Each part has a grid of 7x7 rotating wall system, the system has 3 mode Wall opened to a Full 180º, a right angle closed up-to 45º and a complete fold. The wall Functions on a Central Rotating pivot which can rotate at any angle and can be controlled remotely.
Layout Of Shooting Format
Layout Of Reset Format
Key Plan
20
SO
R TA
BLES
The Dome is constructed in two layers making it a double geodesic dome where the first layer houses the equipments screen fabrics and projectors required for the functionality The second layer house the Screen and the bridge, which has a polycarbonate transparent flooring anchored on MS C sections
SPON
SO
R TA
BLES
STAGE
1. Three Virtual Reality Domes that are connected through a Bridge internally, the Domes have 12 projectors each, Which located at the entries and exists of the dome .The dome is Used to Create a Virtual Experience of Natural Environment, and can be treated as an attraction point for users visiting the center
Exhibition Center SPON
There are Two Experiential centers in the southern part of the complex
Virtual Reality Sphere
STAGE
Projector Domes and Virtual Reality Spheres
SPON
SO
R TA
BLES
2. A Dome Screen That can be used as a theater for planetarium and dome based movie screening in the complex, this structure also houses a souvenir store at the lower level and the projection room at the center, on the ground floor.
Layout for a Event With Public Seating and a Stage Setup
Section Through Vr Spheres
Exhibition Center An Exhibition Center is a necessity to promote new technology, products and upcoming games, at the center; generating an additional source of revenue for the center This center has rooms at the peripheries to accommodate or be used as kiosk during these events. The air-condition will be accommodated under the floor to provide efficient cooling. The food court ares is located at the east end of the expo, which helps to cater the needs and services efficiently form the back-doors which are required for the exhibition hall during an event.
Key Plan
21
Working Of the VR sphere (Source: Internet)
View Inside the VR sphere (Source: Internet) Layout for Comic Con / Tech based Expo
Dome Theater
Section Through the Dome Theater
First Floor Of Dome Theater
Layout a BYOC (Bring your own Console/ Computer) Event
Construction Theater
for
Exhibition
Center
and
Dome
The construction is steel based with castellated beams forming the portals, with MS tubes Binding the entire structure together
View of Restaurant from Public Garden
View From the Entry of Public Garden
22
02 An Urban Village Mass Housing Project Semester 7 Architectural Design Studio Project Timeline: 6 Months
The aim of the project was to develop a mass housing project in an upcoming satellite city of Kalyan. Previously, the town consisted of 10 villages which, are now being converted into high end residential zones, forcing the previous land owners of the villages to move out, due to gentrification. The vision is to design a Mass housing project, which maintains the essences of the housing typology of the previous occupants of the land. The proposed proiject would cater to multiple economic class of the society from higher income groups to lower income groups, as well as the Displaced local communities that are being affected because of the recent developments.
Me nto r : Ar. Ri t a Na i k Sof t wa re s : Au t o c a d , Ph ot o s h o p , Il l u s t rat o r, I n D e s i g n , Lu m i o n , Vr a y 23
24
Site Location and Analysis
Site Evolution
Nilaje is one of the 10 villages prioritized for development and the proposed site is earmarked for Affordable housing under the Development Plan. The identified site is near Nilaje Village beside Nilaje Lake in Kalyan taluka. The 24 m wide DP road proposed, divides the site in two halves. The site on the West of the proposed road is to be considered for the Mass Housing. Proposed commercial hub as a part of the growth centre proposal to the North east of the site.
Timeline Of Site Development Over The Years
2003 2003
Greenland, Vegetation and Farms in the vicinity of the proposed site
Site Massing
2012
YEAR WISE DEVELOPMENT YEAR 2003: The lake was polluted and not under maintenance. YEAR 2012: The lake was observed to be dry. YEAR 2017: The lake and its edge conditions came under development 2013 onwards and was further cleaned by the adjacent plot developer (VERSATILE GROUP). 2012
Gentrification and Built mass development 2003 around the Site
2012
2017
YEAR WISE DEVELOPMENT YEAR 2003:
The lake was polluted and not under maintenance. Road Network, Water bodies YEAR 2012: and road Connectivity, around The lake was observed to be dry. the site YEAR 2017:
YEAR 2017: The lake and its edge conditions came under development 2013 onwards and was further cleaned by the adjacent plot developer (VERSATILE GROUP).
2017 2017
Junction
Main Highway
Lake
Railway Station
Internal Road
Village
HDH Zone
R Zone
Dividing the mass in two, Sale and Affordable Groups
Analyzing Urban And Rural Sprawl Settlements 匀
䤀
吀
䔀
䄀
一
䄀
䰀
夀
匀
䤀
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Creating Public and Private zones
Rural Setup
Urban Sprawl
Current Urban Development
Real Estate development in the nearby communities are being developed in tall towers . Creating a disconnection in the older rural community typology that exited previously.
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25
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Adjacent Housing with common gathering Spaces
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Stacked apartment typology Creating a disconnection
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Proposed Urban Development
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The Proposed mass housing developments is stacked with 4 floors alternatively , this creates zones in-between for a group for floor each. These Zones are to be used for Recreational Activity, Community gathering and Urban Farming. Based On the height and sunlight available to each open 䰀 夀 匀 䤀 匀 zone
Internal 12m Wide road connecting 24m wide proposed road
Forming Landscape and Public zones in and around the lake
Exploded View of Proposed Mass Housing Project Urb an F a r m s
Top Level of all the Upper modules have Terrace garden for community to grow organic food.
Floors 16 to 20
Co m m u n i t y G a t he r i n g S p a ces
Second Terrace levels to be used as intermediate gathering spaces.
Floors 13 to 16
Semi Indoor Games
Third level terrace levels to be used as gathering spaces and indoor and board games. P a rk i n g B a y s
Floors 9 to 12
Parking on podiums to accomodate 2036 bikes and 1100 Cars. Sh op p i n g A re a a n d C o n ve i n en ce s to re
A Shopping complex with convience stores and supermarkets.
Floors 5 to 8
Cl u b h o s e a n d F i t ne s s C e n te r
A three storied clubhouse with fitness center and I ndoor games.
Floors 1 to 4
Sw i m m i n g Po o l
A 12.5m wide x 25m long semi Olymic size swimming pool. Ch i l d e r n s P La y A re a
Podium Level 3
A dedicated childrens play area on the first podium lev el. O p en L a wn G ro u n d
A 25m wide and 45m long open lawn that can be used for Community functions and Sports.
Podium Level 2
B ota n i c al G a rd e n
A 1430 Sq.m for gardening with meditation and yoga zones Cycl i n g Tr a c k
Podium Level 1
Cycling track parallel to the main road. A m ph i t h e a te r a nd C o m m u n i t y G a t h e r i n g S p a ce
Ground Level
Two Amphitheaters for common gathering spaces for community meetings.
26
Plan for Local Community Housing
P l a n of H . I .G . 3 B H K A p a r t m e nt
High Income Group Housing Total Area of Floor: 497.84 Sq.m/ 5358.88 Sq.ft Total Floors in Proposed Project: 76 Floors
H . I .G . 3 B H K A p a r t m e nt Un i t s A re a : 1 2 4 . 4 6 S q . M / 1 3 3 9 S q . Ft Un i t s Pe r Fl o o r : 4 n o s . Tot a l Un i t s i n Pro p o s e d Pro j e c t : 3 0 4 Un i t s
Local Community Housing Total Area of Floor: 519.4 Sq.m/ 5590.77 Sq.ft Total Floors in Proposed Project: 28 Floors P l a n of L .C . H . 1 B H K A p a r t m e nt Units Area: 69.09 Sq.M/ 743.67 Sq.Ft Units Per Floor: 4 nos. Total Units in Proposed Project: 112 Units
P l a n of L .C . H . 1 B H K A p a r t m e nt
27
Plan of L.C.H. 1 BHK Apartment Units Area: 60.76 Sq.M/ 654 Sq.Ft Units Per Floor: 4 nos. Total Units in Proposed Project: 112 Units
P l a n of L .C . H . 1 B H K A p a r t m e nt
Plan Of High Income Group Housing
Plan Of Middle Income Group Housing
P l a n of L . I .G . 1 B H K A p a r t m e nt
P l a n of L . I .G . St u d i o A p a r t m e nt
Plan Of Lower Income Group Housing
Un i t s A re a : 3 6 . 3 7 S q . M / 3 9 1 S q . Ft Un i t s Pe r Fl o o r : 8 n o s . Tot a l Un i t s i n Pro p o s e d Pro j e c t : 1 6 0 Un i t s Un i t s A re a : 5 5 . 3 0 S q . M / 5 9 5 S q . Ft Un i t s Pe r Fl o o r : 4 n o s . Tot a l Un i t s i n Pro p o s e d Pro j e c t : 8 0 Un i t s
Lower Income Group Housing Tot a l A re a of Fl o o r : 5 1 2 . 1 6 S q . m / 5 5 1 2 . 8 4 S q . f t Tot a l Fl o o rs i n Pro p o s e d Pro j e c t : 2 0 Fl o o r s
Middle Income Group Housing Tot a l A re a of Fl o o r : 5 1 9 . 4 S q . m / 5 6 9 0 . 8 7 9 4 S q . f t Tot a l Fl o o rs i n Pro p o s e d Pro j e c t : 7 2 Fl o o r s H . I .G . 2 B H K A p a r t m e nt Un i t s A re a : 1 0 4 . 6 5 S q . M / 1 1 2 6 . 4 4 S q . Ft Un i t s Pe r Fl o o r : 2 n o s . Tot a l Un i t s i n Pro p o s e d Pro j e c t : 1 4 4 Un i t s
M . I .G . 2 B H K A p a r t m e nt Un i t s A re a : 7 9 . 8 5 S q . M / 8 5 9 . 5 S q . Ft Un i t s Pe r Fl o o r : 4 n o s . Tot a l Un i t s i n Pro p o s e d Pro j e c t : 2 8 8 Un i t s
P l a n of M . I .G . 2 B H K A p a r t m e nt
P l a n of H . I .G . 2 B H K A p a r t m e nt
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03 Intact Document ation of Haja Patel Ni Pol, Ahmadabad P u b l i s h e d i n I N TAC H The documentation was focused on Expressing the architecture, its Typologies, culture and heritage of a pol housing through the means of hand-drafted intricate drawings and models .The documentation was Further presented at the annual Exhibition.
Courtyard In a House
Exterior Facade
Street View
Bracket Detail
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Column Detail
Axnometric View Of A House
3rd Floor Plan
2nd Floor Plan
Section
1st Floor Plan
Ground Floor Plan
Axnometric View Elevation
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04 Conjoin Multi-modal Integration of Metro Line 2A P r o f e s s i o n a l Wo r k Throughout the city of Mumbai, metro train constructions are in progress. The goal of the project is to develop a Multi-Modal Integration of different transits modes in Mumbai. The assigned Scope of work is 3.5 km long link road below the Metro line 2A, in the Western suburbs. A Complete revamp of the existing roads is underway, where the road widths are being shortened and dedicated cycling track, Public cyclic stands, pedestrian footpath, Bus stop Bays and Auto Rickshaw bays are being integrated. The vision is to promote the use of public transport and reduce the use of private motor vehicles in the city.
No r t h En d
S co p e of Wo r k 31
Status: Ongoing Team: Ar. Kaushal Pahuja & Ar. Daksh Hirani Client: Mumbai Metropolitan Region Development Authority And Relcon Infrastructure Length of Road: 2.1 Miles/ 3.5 Kilometers Timeline: April 2021- February 2022 Scope Of Work: 1. 2. 3. 4. 5. 6. 7. 8.
Signages Street Furniture Bus Stand And Public Transport Area Designation Landscape Strom water Drainage Revamping Illumination Site Supervision GFC Drawings
S o u t h En d
400 m
Ty p i c a l C ro s s S e c t i o n of Prev i o u s Ro a d
Ty p i c a l Cro s s S e c t i o n of Pro p o s e d Ro a d S e c t i o n ( Un d e r Co n s t r u c t i o n)
No r t h
Ty p i c a l Ro a d L ayo u t Fo r L i n k Ro a d
Ro a d Un d e r Co n s t r u c t i o n
Int e r s e c t i o n At L i n k Ro a d , K a n d i va l i We s t Lo c at i o n : 1 9 ° 1 2 ’ 5 4 . 3 ” N 7 2 ° 5 0 ’ 1 7 . 2 ” E
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N AVA Desktop Organizers
05 Product Design P r o f e s s i o n a l Wo r k Nava Series
These are some concrete products that i have designed as the part of the team Artyst Studio. We have tried a really artistic take on certain daily life products and enhanced them aesthetically while retaining their funtionality.
Mountain Series
The Inspiration was to bring architectural expression in various scales into daily life product usages. Some of these products have been realised and are out for sales as a part of our collaboration with Elite Earth. Incense Holders Nine Spaces of a Traditional House Temple
Living Temple
Study Living
Study
Bedroom Bedroom Courtyard Courtyard Lawn
Lawn
Terrace
Entr y
Kitchen Terrace
Entr y Kitchen
Nine parts of Energy Grid
Elements Of Space Making
Floor
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Wall
Window
Roof
Column
Door
Staircase
Plan
NAVA is a series of desktop organizers conceptualized and designed by ARTYST STUDIO in collaboration with ELITEEARTH. The design advocates the relationship between distinct forms and functions of ancient and modern day architecture. Sculpted with concrete, a material that revolutionized the dynamics of architecture, It is designed to express its presence with a timeless appeal.
Production Process
Master Object (3D Printing SLA Based)
ANUKASHA Table Lamp
Parts of Jacket for Silicone Pouring (3D Printing FDM Based)
SAMVADA Phone Stand
DHAARAK Stationery Box
Interlocked Jacket with Master Object
GURUTVA Paper Weight
Silicone Pouring Inside the Jacket
BHASMANA Ash Tray
Unmolding the Silicone Mould from the Jacket
VRUKSHAKA Planter
SAMAYA Table Clock
Concrete Pouring in Silicone Mould
Final Product In Micro Concrete
RAKSHATI Coasters
NIVID Card Holder
Pravaaha- Backflow Incense Holder
Incense Holder
The Backflow Incense Holder is inspired from the ancient temple design. The form explores the spatial arrangement of the transitional spaces and essential features of temple architecture
The incense holders are designed based on the elements and principles of space making. The achieved configuration is a result of altering spatial arrangements to resemble an architectural form.
Prayati
Ishti
Dheeti
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Low Poly Mountain Series The Low Poly Series is based on the idea of creating a hybrid artistic object inspired from various forms of natural environment. The motivation was to use a modeling technique to break down the naturally complex shape and translate them into a low poly mesh to achieve a simpler form while maintaining the dynamic nature of the inspired element.
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C o n t o u r Ta b l e L a m p S e r i e s In Production
Chess
Wa l l M u r a l : A C o l l e c t i o n O f 4 2 T i l e s
In Production
In Progress
Street Furniture Pebble
Miniature Prototype
Slicing 3D Model
Laser Cut MDF 5mm Thickness
Plastered and Sanded (Master Object)
FRP mould Casting
Final Product
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06 Retreat Madonna Apartment Landscape Design P r o f e s s i o n a l Wo r k This is an ongoing project for landscape design of a residential building called Madonna Apartments. As a part of the team, I designed, made working drawings and finalised the materials for the Entrace Portal, Compound Wall and the Terrace Garden. I also co-ordinated with the on site team for the execution of the project.
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(As per Selection)
795
C
B'
C'
175 50
1400 1400 950 950
25 mm Thk Profile Stone Plenum A Aluminum (As per Selection) Light 10 25 mm mm Thk Thk mortar Stone A 230per mmSelection) Thk RCC wall (As (Asmm per Thk Engineers 10 mortarDetail)
12 Stone 230mm mmThk ThkGranite RCC wall (As per Detail) 115 mmEngineers Thk brick wall 25 mm Thk Stone B 12 mm Thk Stone Plaster (AsGranite per Selection)
450 450
200 418
C'
Scale- 1:20
2800 2100
550 550
950
1400 1400
Back Elevation
100 mm Thk Gravel (As per Engineers Detail) 25 mm Thk Stone B (As per Selection) 25 mm Thk Kadppa Stone Aluminum Profile Plenum Light 25 mm Thk Stone B 25 mm Thk Stone A (As per Selection) (As per Selection) 25 mm Thk Stone B mortar 10 mm Thk (As per Selection) Aluminum Profile Plenum 230 mm Thk RCC wall
450
(As per Engineers Detail)
Woo
Door Handle Woo (As per Selection
Door Handle (As per Selection
12 Profile mm Thk Granite Stone Aluminum Plenum Light 115 mm Thk brick wall 12 mm Plaster 100 mm Thk Concrete Pavement
2800 2800
100 mm Thk Gravel (As per Engineers Detail)
2100 2100
C'
1400 1400
B'
100 mm Thk Gravel PCC bed (As per Engineers Detail)
Light
150 350
200
Front Elevation Scale- 1:20
115 wall Pavement 100 mm Thk brick Concrete 50 mm x50 mm 12 mm 100 mmPlaster Thk Gravel Box Section (As per Detail) 100 mmEngineers Thk Concrete Pavement (As per selections) 100 mm Thk Gravel (As per Engineers Detail) 100 mm Thk PCC bed (As per Engineers Detail)
2800
Section AA' Scale- 1:20 Section AA' Scale- 1:20
2800 2800
1200 2100 2100 150 150
Stone B Stone 25 mm Thk Kadppa (As per Selection) Aluminum Profile Plenum 25 mm Thk Kadppa Stone Light
Scale- 1:20
A' 450 450
25 mm Thk Stone B (As per Selection)
1400
Scale- 1:20
2800 2800
2100 2100
A'
B'
Det
25 mm Thk Stone B (As per Selection) 25 mm Thk Stone B 50 mm mm (As per x50 Selection) Box Section (As per selections) 50 mm x50 mm Box Section (As per selections)
C
200
350 350 200 200 2800
1400
A'
2350 2350
B
150 150
2800 2800
200 200 1200 1200
A
Front Elevation Scale1:20 Front Elevation
Detail A (Scale- 1:10)
200
2800 2800
B
25 mm Thk Stone B (As per Selection)
A
1400 1400
A
C
418 418 200 200
Plan @1000 Scale- 1:20
B
50 mm x 50 mm box section (50 mm C/C )
2800 2800
A
25 mm Thk Stone B (As per Selection)
175
300
750
450
Flower bed
350
1210
275
4795
Scale- 1:20 Section AA' Scale- 1:20
100Stone mm Thk 25 mm Thk A PCC bed (As per Engineers Detail) (As per Selection) 100 mm Thk Gravel 25 mm Thk Stone A (As per Engineers Detail) (As per Selection)
12 mm Thk Wooden Panelling (As per Selection)
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Design is where science and art breaks even
Kaushal Pahuja ar.kaushalpahuja@gmail.com