AADRL Workshop Design+Make+Play

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Workshop 2 Design+Make+Play

Workshop 2 Design+Make+Play AADRL 19/20 Tutor: Alicia Nahmad

Team 1 Tetromino: Luca Bacilieri Suthinee Charoensawasd Devansh Daisaria Mauricio Villagra


Architectural Association School of Architecture Design Research Laboratory MArch (Architecture and Urbanism) Workshop 2 Design+Make+Play AADRL 19/20 Course Tutor: Alicia Nahmad Software Tutors: Federico Borello, Cesar A. Fragachan, (Truman) Jianfei Chu Team 1 Tetromino: Luca Bacilieri Suthinee Charoensawasd Devansh Daisaria Mauricio Villagra 2


Table of contents Brief 4 Design 5 Design matrix 6 Design stacks 8 Furniture layouts 24 Make 47 Simulation 48 Robotic fabrication 49 Play 51 Game version 1, mid-term 52 Tetromino rules 67 Tetromino example 88 Gameengine implementation 105

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Brief The brief of the workshop was to design furniture with ruled surfaces. These should be fabricated with a hotwire cutting robot. Furthermore, a game, or interactive system, should be developed to incorporate dynamic decision making and which leads to an interactive design process.

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DESIGN

RULED SURFACE FURNITURE

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Design Matrix Variations Table

Bench / Table / Shelf

Bed

Ruled suface furniture

Chair

The furniture are composed by the ruled surface logic. Ruled surfaces are defined by two paths which are called the directrix with straight lines between them, which are called rulings. The ruling’s first and final point follow the path in order to construct the surfaces. In the end every point on the surface lies on a straight line.

Kitchen

The process of all the operation stack that we design start from the primitive geometries with different actions, exploring different possibilities in the design process.

Shelf

The construction of the catalogue helps us to understand the logic of the ruled surface and the exploration with different geometries. The main focus of the catalogues is to communicate different variables that have being explored around the workshop.

Bench

Shelf

Table

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Design Matrix

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Design Stack

Operation

Operation

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Design Stack

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Design Process

Plan

Plan

Front

Side

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Design Process

Plan

Plan

Front

Side

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Design Process

Plan

Plan

Front

Side

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Design Process

Plan Plan

Front

Side

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Design Process

Plan Plan

Front

Side

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Design Process

Plan

Plan

Front Side

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Design Process

Plan

Front

Plan

Side

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Design Process

Plan

Plan

Front

Side

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Design Process

Plan Plan

Front

Side

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Design Process

Plan

Front

Plan

Side

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Design Process

Plan

Plan

Front

Side

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Design Process

Plan Plan

Front

Side

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Design Process

Plan

Front

Plan

Side

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Furniture layouts We created furniture layouts, of how different furniture could come together as a family and created different compositions. Not all of them where used in the final application of the game. It shows however, that with ruled surface geometries all kind of furniture are possible. It also shows the variety of design languages possible.

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Study

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Study

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Study

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Study

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Dining

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Dining

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Bed

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Bed

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Bench

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Kitchen

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Kitchen

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Living area

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Living area

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Dining

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Dining

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Chair / Table

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Chair / Table

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Study

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Study

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Bed

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Bed

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MAKE

ROBOTIC HOTWIRE CUTTING

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Programming and simulating the robotic fabrication

Programming and simulation Ruled surface geometry has the possibility to be robotically fabricated. Via the method of hotwire cutting, a block of foam can be cut into the desired shape. This method as the advantage to be easily scaled and to be very fast compared to additive manufacturing methods like 3d printing. However, to use a robot, each cutting path has to be programmed and simulated in advance, only then can a good result be guaranteed.

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Robotic Hotwirecutting

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PLAY

GAME VERSION 1, MID-TERM

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Game version 1, mid-term The first game, was based on cubes and open spaces, which could be placed on a grid. A turn based play mode would allow to create different structures over time. The players would have to place cubes, which cost points and open spaces which give points. The goal was to create a big structure.

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Game version 1, mid-term

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Game version 1, mid-term

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Game version 1, mid-term

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Game version 1, mid-term

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Game version 1, mid-term

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Game version 1, mid-term

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Game version 1, mid-term

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Game version 1, mid-term

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Game version 1, mid-term

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Game version 1, mid-term

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Game version 1, mid-term

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Game version 1, mid-term

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Game version 1, mid-term, evaluation The game allowed for too many options. The goal also had to be refined and the players needed to have smaller grid to play on.

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PLAY

TETROMINO, FINAL GAME

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Tetromino, final game Our final game addressed many of the problems of the first game. The rules where more refined and the gameplay introduced new elements, like pre-defined modules. The play grid is now smaller, forcing players to interact with each other’s structures and have a strategic thinking pattern when playing.

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Gameplay Rules

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Final game, Tetromino


Gameplay Goal

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Final game, Tetromino


Gameplay Actors

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Final game, Tetromino


Gameplay Actions

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Final game, Tetromino


Layout Module H

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Final game, Tetromino


Layout Module I

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Final game, Tetromino


Layout Module F

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Final game, Tetromino


Layout Module L

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Final game, Tetromino


Layout Module T

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Final game, Tetromino


Shape 1

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Final game, Tetromino


Shape 1 with Furniture

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Final game, Tetromino


Shape 2

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Final game, Tetromino


Shape 2 with Furniture

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Final game, Tetromino


Shape 3

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Final game, Tetromino


Shape 3 with Furniture

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Final game, Tetromino


Shape 4

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Final game, Tetromino


Shape 4 with Furniture

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Final game, Tetromino


Shape 5

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Final game, Tetromino


Shape 5 with Furniture

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Final game, Tetromino


Start screen.

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Final game, Tetromino


Input player name.

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Final game, Tetromino


Choose gameplay mode. Player vs. player or player vs. computer.

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Final game, Tetromino


Game beginns.

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Final game, Tetromino


Player orange rotates module.

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Final game, Tetromino


Player orange moves module.

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Final game, Tetromino


Player orange rotates individual cube.

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Final game, Tetromino


Player orange rotates individual cube.

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Final game, Tetromino


Next turn, player blue.

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Final game, Tetromino


Player blue rotates and moves module.

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Final game, Tetromino


Next turn, player orange.

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Final game, Tetromino


Next turn, player blue.

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Final game, Tetromino


Player orange.

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Final game, Tetromino


Player blue.

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Final game, Tetromino


Player orange cannot place anymore.

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Final game, Tetromino


Player blue wins.

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Final game, Tetromino


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PLAY

UNREAL IMPLEMENTAITION

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Game engine implementation The gameplay was tested in the game engine unreal. With the possibility to use a game engine, the planning process of a structure can be a real-time interactive event, rather than a pre-defined simulation. Game engines allow for a completely new kind of planning procedure where negotiations and actions can be between humans and computer, or human and humans.

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Actual gameplay commands

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Final game, Tetromino


Actual gameplay in gameengine

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Final game, Tetromino


Actual gameplay in gameengine

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Final game, Tetromino


Actual gameplay in gameengine

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Final game, Tetromino


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Winning combination

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Final game, Tetromino


Winning combination

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Final game, Tetromino


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