RMIT Masters of Landscape Architecture
2012
Ludum Terra Fabrica
Concise ADR
3145591 Tech Yann Ooi
Index
Introduction Place Layers of Complexity Program, People, Players Reprogramming - City Centre Natural Processes Conclusion Bibliography
1 5 9 10 11 29 49 50
Introduction
Research Question How might we utilize the framework of games in order to generate iterative designs that respond to site and yet allows for reintepretation of the process. The project is about how complex issues and systems that landscape architects deal with can be abstracted and layered into a form that is more approachable and manageable. Approaching a new site is always difficult, constructing a game can be used as part of my process of designing. We can often be overloaded by the different aspects of a site, and sometimes ignore or overlook certain possibilities within a context. I’m hoping that the process of turning a site into a game can help manage these complexities. Games are excellent tools for abstracting complex and often invisible systems that we as landscape architects often have to deal with. Because landscape architects have to deal with systems that can’t be seen and which are often hard to understand, communicating information embedded within a design can be difficult, especially if the audience is not well versed in the concepts that the designer is engaging with. I believe that games can reveal these invisible complexities that operate in multiple layers simultaneously to the player and the audience, allowing them to appreciate the impact that each decision makes. Built on top of this tool, it can be seen as a 1
platform for speculative design, and a method of testing new strategies, like how there are almost an infinite number of strategies to win a game of chess. The process of constructing the framework of the game on a certain site can be seen as analysis; information that is gathered needs to be filtered and abstracted into a form that can be used for the game itself. Some games do not have an explicit goal or winning condition, which this project reflects. The research aims to translate the framework from games in order to create tools for design.
The Urban Form Looking back, some of the first experiences I had in manipulating cities and altering terrain was with the software toy, SimCity 2000. Countless hours was spent manipulating the terrain and creating large swathes of zones for imaginary inhabitants to live in. At the age which I was playing the game at, it usually meant levelling everything in my way in order to create something as simple as I could, which would succeed under the framework in which the game operated. Mountainous terrain was seen as a hindrance in my young mind, and was often levelled in order to gain as much developable space as I could, as developable space meant more space for zoning which meant financial success. This parallels how California City seems to be planned, with it’s massive grid of dirt roads laid out through the middle of the desert, disrupting the smoothness of the desert surface. “The curious thing about SimCity 2000 is that it simulates a very American city. I didn’t realise this at the time, and it was probably my first significant experience of large US cities — way before I ever got to visit one. When — ten years later — I did get to visit the United States, I felt a powerful pang of nostalgia for something that I knew I’d never actually experienced, which was a very odd sensation indeed. This sensation was fuelled by aspects of the game that reflect a uniquely American perspective on what a city is — the highways and on ramps, the colleges, the zoning system and grid layouts.”
fied, with many of the elements described playing a role within the simulation itself, including urban economics, a highly simplified set of urban elements and differences between visionary and institutionalised planning practices with most of the background based on American precedents. Altogether, the essay lays out the framework for how the city-toy-simulation works, creating a model with many of the elements found within the contemporary American city. Based on the same framework, there is a phenomena which happens within the simulation when large tracts of land are zoned out all at once; there will be small clusters of development which start up, then eventually stagnate and shrink. Looking at the boom and bust cycles of housing prices in California City, it would be fair to say that it operates on that same level. There are several reasons this happens, but the solution was usually the introduction of new utilities to stimulate growth. Can we change this paradigm by designing spaces which themselves change and stimulate the spaces and communities around them to grow?
At the end of the Simcity 2000 manual, there’s an essay on the History of Cities and City Planning, which lays out a brief history as well as providing the reader with a few facts about city planning, albeit being quite simpli2
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Site Plan Existing condition of California City. Insert legend and text explaining weather, demographics, etc.
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Place
The site California City. Kostof, Spiro, The city shaped: Urban Pattern and meanings through history, 1991. Historically, the grid served two main purposes. The first is to facilitate orderly settlement, colonization in its broad sense and the other application is as an instrument of modernization, and of contrast to what existed that was not as orderly. Today, we can see developments that attempt to break away from the grid with the intentional return to curved roads and an apparent rebellion against the classical grid form. The largest advantage of the gridded city is how it lends itself to ease of navigation with a motor vehicle. Unfortunately, this has lead to a symptom of large, untraversable spaces which are impassable, or at least a large effort to traverse without a vehicle as well as expanses of carparks throughout the city. This is often seen as necessary, however it often completely discounts the pedestrian, who is also an important part of any city. Over the rectangular grid, it is important to visualise the smaller, non-geometric paths that pedestrians take within the city; the scale is smaller, and the time spent is larger. So overall the impression it leaves behind is larger 5
than someone on a motorvehicle. Kostof mentioned; “those who defended the visual interest and social richness of the old European towns could think of orthogonal planning only as a symptom of a primitive state of culture or proof of the impoverishment of the urban experience in modern times” Camillo Sitte’s appraisal reflected a similar notion. “This [Division] is obviously due to the fact that the terrain was not well-known at the time and its future development could not be predicted, since America lacked a past, had no history and did not yet signify anything else in the civilization of mankind but so many square miles of land. For America, Australia and other unopened lands the gridion plan may for the time being still suffice. Wherever people are concerned merely with colonizing land, live only for earning money and earn money in order to live, it may be appropriate to pack people into blocks of building like herring in a barrel.” Kostof countered by pointing out that “with care and imagination, the initial sameness of the most prosaic of grids may become the matrix within which interest diversity and
human richness can be provided for. And of course the origiinal intention for the grid can itself ensure against tedium and trivialization.� California city was modelled to parallel Manhattan’s open grid, where land is viewed as a commodity, to be bought and sold on the market. It is left unbounded and unlimited, so it can be extended whenever there is promise of fast and substantial profit. It exists within the Mojave desert, but interestingly enough, back in the late 1950’s in place of where the city exists today, there was a massive commercial farm that planted alfalfa and cotton, watered by nine massive ground water wells. The solution for deserts at that time was dig deeper and pull up more water. This lead to the idea of California city planned around a huge central park which is seen as an oasis that would spread through the rest of the city. Over time, the European style elm trees died as the desert reclaimed some parts of the city.
buildings floating in the city. The only thing which connects all of these elements is the road network, and the car-parks which service it. Although American culture revolves highly around the motorvehicle, the problem begins once they step out of the vehicle. Distances between one building to another is suddenly immense, almost untravasable by foot and punishing without shade. I believe what this city needs is to fill in the vast expanses with pragmatic, walkable connections which help embed it into the landscape of the city, establishing recognisable areas of value
My argument for California city is that the all of the buildings; public, community, private, businesses, residences and recreation spaces are just a collection of disparate unconnected 6
California City Airport
Water Treatment Ponds
Central Park
Desert Butte
Twin Buttes South
Honda Test Facility
Context and Issues The map above gives an idea of the scale of California City, in relation to notable landmarks in its surroundings. Although the city is planned in typical grid, it mostly only exists on roads and dirt trails, since most of the buildings and residences did not materialise.
Population Approx. 14 000 residents (2010) Workers who live and work in same city 807 Mean commute 29.2 minutes Precipitation Annual average of 168mm
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Left, Built lots. Right, Road network. There are a lot of plots left vacant throughout the city, despite the roads and trails already created to service them.
Left, Topography. Right, Negative space. Dirt trails spread out in all directions, regardless of the topography.
Left, Hydrology, Washes. Right, Public recreation areas. Despite having an extremely large space, the city only has two designated recreations areas.
Issues Problems regarding the site which the project attempts to address.
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Layers of complexity
The Rules Experiments with simple rules to generate outcomes which can be evaluated.
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One main advantage for which I decided to look at games as a method for design was the intuitive method of seperating different layers of complexity The research starts off with a single rule for each layer on the site. This is to maintain a certain level of As a tool to manage the complexities of site, relevant issues are separated into different layers and each layer is issued with a rule that it must obey, maintaining a certain level of manageability, at the same time allowing for design decisions that are relevant. Possible layers - Nature, Habitat, Artefact, System, Problem, Wealth, Ideology History, Place, Aesthetic. (The beholding eye)
Precedent? Settlers of Catan - Hexagonal based game, with town/city building essentially based on a triangular grid.
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Carcassonne - Rectangular grid where players place down tiles acquired from a random stack.
Ticket to ride - Non-uniform game board, offering an abstract representation of train lines criss-crossing a continent.
Program, People, Players
List of Players Considering the design through the different lenses of these people (caracitures), each with their own agenda and preferences. • • • • • • • • • • • • • • • • •
Recreational Vehicle Enthusiasts Gardener/Farmer/Greenthumbs Long commuter Minimum wage earner Cyclist Renaissance actors Politican Musician Children with lemonade stand Team sport players Golfers Budget Developer Real estate agent Fledgeling Housewife Schoolchildren Grazing animals Absent homeowner
In the scope of this research, the “player” does not refer to the person playing the game, going through the process of designing , but rather the stakeholders who uses the spaces created in the end. Initially considered as a device for scoring and judging the outcome of the game, the caricature of the stakeholders who are part of the community form an ongoing consideration in the process of creating a design under the framework created. Currently not an exhaustive list of stakeholders, the list helps to function as a tool for reflection on the designs and how these spaces might be occupied by a particular set of people.
Desires What most of the stakeholders are interested in. • • • • • • • • • • • • • • •
Well connected traffic network Access to shops Increased land value quality open space recreation areas grazing area quality jobs access to education access to public facilities parking housing walkable connections lighting shading relief from climate
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Reprogramming - Community Centre
Public heart of the city Looking at the space around the buildings of the city that make up the city’s civic center. In the context of California City, this site is located at the center of the city, just off the intersection of two main four land roads that cut through the city, California City Boulevard and Hacienda Boulevard. It is referred to the Community Centre because most of the city’s civic buildings are clustered here. Right on the intersection, you have the Civic Hall. The Public Library is to the east, while the city’s Post Office is to the north. Further north is where we find the Police Station. Across the intersection towards to south is where the city’s Fire Station is located. Although these are distinct buildings, the way the spaces surrounding them all work in relatively similar ways, that is to say that they don’t work very much. If we look at all the space around these buildings as a whole, a large percentage of the space is dedicated to parking, while the remainder of the space is left unoccupied. It is clear to see that the asphalt divides the space, but in the hot desert conditions of the site, it makes the thought of walking through the area even less ideal. Although sparse, there are trees and vegetation in the area, but they are primarily European trees like modesto ash, elm, and fruitless mulberry that were planted back in the 60’s and 70’s. Newer plantings natives that are more suited to the climate.
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Summary of layers and rules engaged on this site (Ambitions); Natural Processes - Taking advantage of shade provided by trees, sheltering important areas from the warmest parts of the day in summer. Programming - Taking a note from Rem Koolhas, each programmed space will attempt to maximise the number of adjacencies it has with other programs, at least on a conceptual level. Spatiality - As a remedy to the condition of open, unsheltered space prevalent throughout the city, areas where people congregate and use should be buffered from sight and sound. WSUD - Take advantage of runoff areas to create areas of water collection and storage. Materiality - Aim to be pragmatic, more for less. (Local materials) Lighting - The desert becomes much cooler at night, allowing for a more pleasant atmosphere for the spaces to be enjoyed in, so lighting becomes then becomes quite important.
Police Station
Post Office
Civic Centre
Public Library
Retail
Commercial
California City Blvd
Hacienda Blvd
Total paved area
8356 meters squared
Total unpaved area
24755 meters squared
Paved area percentage
33.75%
Unpaved area percentage
66.25%
The projects in California city try to reconcile the speculative nature of its beginnings with a future that attempts to fulfil some of the promises made or at least envision a brighter future in the desert city, avoiding the pitfalls of cities that came before it. “At the time that this over-all grid is laid out, a second, more detailed grid is put in place -- that of plot parcels within the block. Decisions affecting allocation of land to owners or rents need to be made before or at the same time as the drawing of the street likes. If in the city’s history the street grid is likely to endure longer than this closer grained and less visible division because streets as public space are under official scrutiny while private parcels can stage their own internal transformations. nonetheless, street grid and plot grid will always interlock and be interdependent. (P124) Chandigarth (founded in 1951) is a Modernist city, and one of its failings is typical of modernist cities like Brasilia where “the spaces between them are hardly negotiable on foot in the searing Punjab sun.” (P155)
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This model was made to think about the concept of a playable game overlaid onto the site. The game is based on a grid of 8 by 8 meter squares overlaid onto an extrusion of the model of the community centre. Onto the grid, little pegs can be attached to the grid in order to designate certain conditions and programs. At the moment, the pegs are used designate the open spaces between the roads and the buildings.
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Iteration I Noticed that Surface and Meeting programs follow a similar pattern, where they tend to alternate along edges closer to buildings and walkways before being pushed to less ideal locations. Surface program might be repeating too often along building edge. Only reason it is not a giant blob along building edge is the rule for that similar programs should not be alongside each other, with the exception of the Active program.
Active Passive Surface Meeting 155
Rises to 800mm
Iteration II Similar rules as the first except all new tiles placed down need to be next to an occupied tile wherever possible. I noticed I was consciously reserving room for active spaces and placing the other programs surrounding the reserved areas.
Active Passive Surface
Rises to 800mm
Meeting 16
Iteration III Again, similar as previous, except starting from opposite side of the grid and order of which tiles are used can be chosen. Although there’s an equal number of all tiles, there seems to be too many surface programs. A further line of exploration might be one where the some programs are highlighted.
Active Passive Surface Meeting 177
Rises to 800mm
An interesting outcome from working with this framework is that the squares don’t connect with each other in the X and Y axis, but their corners still touch diagonally. The result can still be interpreted as a series of spaces that are connected programatically (Since that is what this layer is working with.) Do the spaces then need to be designed specifically for this in mind, or is there a possiblity for another game which tries to create spaces which cater for that?
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Meeting One tree to act as a shading device, shrubs frame the seating in the middle of the space to maximise visibility.
Surface Two trees provide shading for any visitors using the surface for any period of time, shrubs act as a screen.
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Passive Three trees encloses the space beneath it while the shrubs surround the edges to screen o surroundings.
Active Ground covers acts as a device that changes over the seasons, while being eected by the use on site.
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Usable space - Squares immediately opposite roads or carparks aren't usable. Some sort of buffer is required between vehicles and people before occupation of the space could begin, otherwise the space is no different from the existing sidewalk condition. Program - eating spaces, meeting spaces, active spaces (where people can run around, etc) & passive spaces The first strategy was to have meeting spaces closest to edges and walkable areas, so that people waiting are more visible to whoever they are meeting. Active spaces require a connection of squares, resulting in an larger activity zone to allow for people to run about. Eating spaces are where there is a surface to accommodate eating. Does not have to be the only activity in the area, it could include things that require a table like people playing chess. Should be closer to buildings Passive spaces should be more intimate spaces that offer people a larger sense of privacy at the same time accommodate people watching. Once a type of program has been placed, all other types need to be placed before it can be put down again. The rendering of the area with the spaces created from each program reveals that there are a lot of trees used in this design.
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Spring Jan
Feb
Mar
Apr
Summer May
Jun
Jul
Fall Aug
Sep
Oct
Nov
Dec
Carnegiea gigantea Fouquieria splendens Acacia constricta Acacia craspedocarpa Acacia greggii Cercidium microphyllum Geoffreya decorticans Olneya tesota Dasylirion acrotriche Agave colorata Ambrosia deltoidea Atriplex lentiformis Calliandra eriophylla Eremophila decipiens Euphorbia antisyphilitica Jatropha cardiophylla Lycium fremontii Creosote bush scrub Grayia spinosa Caulanthus Inflatus Capsella bursa-pastoris Aster tanacetifolius Yucca brevifolia Abronia villosa Aristida purpurea Bothriochloa barbinodis Bouteloua rothrockii Digitaria californica Eragrostis intermedia Erioneuron pulchellus Muhlenbergia emersleyi Sporobolus contractus Bromus tectorum Aster abatus Amsinckia Tessellata Zinnia acerosa Lupinus succulentus Penstemon parryi Penstemon barbatus Coleogyre ramosissima Franseria dumosa
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The plant list was selected from the local region’s drought tolerant plant listing, with all of the plants below being able to survive for extended periods of time without the need to be watered after being established. Each set of plants are coded by the size and area in which they go.
The plants flowering times are also mapped. During the spring and summer months, the top half of the creek would be in bloom, and once it starts to transition into fall, some of the grasses and annuals will flower in the lower half of the creek.
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Microclimate This is one of the reasons behind the creation of a one cube buer from the street to the actual programmed areas. In future games, could this buer be programmed into the game to be dynamic and related to other factors?
Imprinting This is used for the creation of the planting areas in the active spaces. The areas that are imprinted create a zone which allows for a higher survival rate for seedlings because the shape of the soil channels and traps water and nutrients into them for the plants. This is interesting in activity areas because areas that have the soil disturbed reduces the rate of survival of seedlings and this could be seen in the distribution of the plants.
Surface Configuration Expansion of the configurations of the surfaces for the Surface program. This could be expanded into a future game for the ideal configuration for social interations.
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Scale 1:100
Sidewalk connections Redesign of existing edge of roads .
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The existing roads have two lanes going in both directions, with a lane for bicycles and a concrete footpath, however, the design of the city in general isn’t very conductive for cyclists, nor for pedestrians. The existing concrete sidewalk is completely exposed to the desert sun. One solution to this is to take advantage of the 8 meter buffer from the previous game, allowing the pedestrian’s path to be expanded into the site, at the same time creating shelter for the pedestrians and a buffer from the roads using native vegetation. The creation of this micro climate is important to reduce the local temperature in order to make it more appealing to whoever has to walk from one building to another. A possibility exists for a game to expand on the configuration of the space, changing the meaning of the edge of the roads.
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Natural Processes
The early research done for this project focused on the processes behind desertification. The research question has changed, but the work is included to draw links back to ideas and concepts explored in order to project possibitlies for use in future game frameworks. Desertification is a huge conglomeration of processes which form a downward spiral for the health of a landscape, leaving soil degraded and over time, turning them into sand. A complex evolutionary system, I admittedly got lost in its breadth, searching for a combination of elements or processes which I might be able to manipulate in order to generate what I saw as unpredictably. I understand now that those processes effects more than just the condition of the soil it degrades, it goes further to touch the vegetation, wildlife and people living in the area. Small towns dependant on agriculture struggle to survive, shrink and eventually get abandoned due to the combination of these processes, but this is a negative example. Picking apart the various processes, simply changing one might have an impact on the rest, perhaps in a more positive way. The early research initially tried to combat desertification, but simply regreening the desert was not the research’s goal. This shift of focus meant that the processes which cause desertification can be broken down and looked at as design tools.
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Relationships between processes of land degradation which ultimately leads to desertification.
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Relationship between productivity of the land and the health of the soil.
als Anim
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an
Water
Soil
Pl
Earth
Fertilizer Water ls ma Ani
nts
Soil
Pla
Earth
Section of renewal after desertification via the activity of cows threading on the soil as well as the addition of organic matter via their droppings, creating pits and valleys in which seeds and water get trapped within, encouraging new vegetation to emerge.
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The images show an attempt at abstracting the distribution patterns of the particles by selectively picking out the lighter parts of the picture where the particles have accumulated. The method has some success in terms of showing the general distribution and volume of particles in certain areas. Unfortunately, the method is susceptible to uneven lighting and shadows. Some of the images simply become a black and white montage of where shadow and light is. A few observations, particles tend to gather behind windbreaks, instead of being stopped ahead of it.
Digital version of the tests conducted above. Partially successful, however the digital version lacks several elements which is vital for understanding wind in real life. One of those elements is wind pressure. It is useful to have done these tests however, since now we can tell the difference between results of real modelling and digital models
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Image from Anne Whiston Spirn, Woodlands New Community: Guidelines for Site Planning [Philadelphia: Wallace McHarg Roberts and Todd,1973]
Desire Lines Top shows trails carved in the empty spaces between buildings in 1994. Below, same, 2009
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Visualising the effect of sand being poured into the city by the wind and how speaces might still be able to be used afterwards. Integrated with the passing of the cows through the area, can social events be used to signify the moment, since the cows would only move through an area every 4-9 months.
The existing ownership of the pastoral lands are fragmented. As sand fills the space and grazable areas diminish, the carrying capacity of each area is diminished significantly. If remaining grazable areas are unified and a plan set in place to guide the cattle from a grazable area to the next, the capability of the land can be balanced out.
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Sand carried in by the wind is a form of artificial desertification, with the same effect of degrading the land.
First method of penning the cattle. Enclosing the cattle between the edges of sand and grazable areas would cause the cows to displace sand, as well as fertilize the area. These same principles apply for all the methods. Cell grazing. Adapted from holistic land management, cows are left in strictly regulated lots, for certain periods of time between 3 days to a week. They are then moved to another lot and the previous lot is left to recover for 3-9 months.
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Cell grazing. Adapted from holistic land management, cows are left in strictly regulated lots, for certain periods of time between 3 days to a week. They are then moved to another lot and the previous lot is left to recover for 3-9 months.
The third method is not about penning the cows, rather about movement across the dunes, imprinting the sand with hooves, which create cachements for seeds and water to get trapped within. Occasional cow droppings accelerate this process by adding organic material to the otherwise dead sand.
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Vegetation is selected by size and its propagation methods, their location split into three different zones on the creek. Larger trees are located on the higher edges of the creek, providing shade for the lower areas. Light grasses and annuals are located on the lowest areas with shrubs populating the middle.
Through their natural propagation processes, the tree’s fruit will fall, rolling down to the lower areas, while the winds will carry the seed of the grasses and annuals up to higher ground. Due to their location in an area which naturally gathers water during rain events, the plants have a larger reserve of water to draw from, increasing the chance of propagation.
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Exaggerated vertical scale sections. Height x3 of width. Colours represent different zones of planting.
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Visualising how the vegetation might start to interact with the wind, trapping sand. If there is enough sand, a small embankment will be created, redirecting water to flow along the edges of the terraces instead of straight down into the creek. Over time, the water cycle will be introduced into the system, floods might wash away the accumulated trapped sand.
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Primarily to test processes derived from the Active Desert The goal of this project is to generate a topological condition encourages offroad use of spaces beyond the city.
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Primarily to test processes derived from the Living Desert. The goal of this project is to turn the empty lots in between these residential buildings into functional spaces which develops according to the usage of the space over time. The existing lots are seen as sub-natural spaces, which means that even through they are a remnant of man’s activity, which is the clearing of the land for buildings, it is still recognised that the spaces are inhabited by visitors, even if it was only for a moment.
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Conclusion
This research project is still a work in progress, I am still exploring the possibilities of translating different frameworks from games into tools in order to generate design outcomes. There’s also a question of representation of the outcome generated by the game; what happens if other games are played on it, would it offer any more complexity or refinement to a design, or will it simply contradict what was initially accomplished? The grander ambition of the project was to have a larger plan designed for California City, so future iterations of the games will involve other sites around the area. More work is needed in order to fully understand what games can offer as a tool for design. A lot of my research previously examined the processes behind desertification and the changes that it brings. I will be trying to accommodate some of that research into the work by considering the possibility of future changes to the landscape and how games can be used as a tool to structure the design of such changes.
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