Thesis 2021: Redevelopment in Hudson Lane

Page 1

ARCADIA Redevelopment proposal for HUDSON LANE,GTB nagar

Integrating Market and multimedia Studios For development of Market as well as Creative Landscape

Mohak Pandey 4B Roll no 1


UNIVERSITY SCHOOL OF ARCHITECTURE AND PLANNING Guru Gobind Singh Indraprastha University Sector 16C, Dwarka New Delhi – 110078

Redevelopment of Hudson Lane Market Mohak Pandey 00217301617 4th Year 2020 - 2021 GUIDE Ar. Anuj Seth


UNIVERSITY SCHOOL OF ARCHITECTURE AND PLANNING GURU GOBIND SINGH INDRAPRASTHA UNIVERSITY Dwarka, sector 16C, Delhi

Approval Certificate THESIS PAPER TITLE Redevelopment of Hudson Lane market The following study is hereby approved as a credible work on the approved subject, carried out and presented in a manner sufficiently to warrant its acceptance as a prerequisite to the degree for which it has been submitted. It is to be informed that by this approval the undersigned does not necessarily endorse or approve any statement made, opinion expressed or conclusion drawn therein, but approves the study for the purpose of which it is submitted herself as to the requirement laid down by the thesis committee.

Date: 29 May 2021 Submitted by: Mohak Pandey Guide: Ar. Anuj Seth Roll no: 00217301617


UNIVERSITY SCHOOL OF ARCHITECTURE AND PLANNING GURU GOBIND SINGH INDRAPRASTHA UNIVERSITY Dwarka, sector 16C, Delhi

I AM INDEBTED TO MY GUIDE AR. ANUJ SETH SIR, WHO HAS GIVEN ME HER GUIDANCE AND HELPED ME IN REVIEWING AND REFINING THE WORK OF THIS THESIS. I AM OBLIGED TO MY THESIS COORDINATORS MR. AVTAR SINGH AND SANJAYBHATTACHARYA SIR, FOR THEIR DEEP INVOLVEMENT AND FOR SHOWING THE RIGHT DIRECTION TO COMPLETE THIS THESIS. I WOULD ALSO LIKE TO THANKS MY FAMILY AND FRIENDS FOR BEING SUPPORTIVE IN THIS PANDAMIC TIME AND HELPING ME IN COLLECTING DATA DURING THIS RESTRICTIVE TIME.


Contents Introduction toMultimedia Market

1-3

Design Mantra

4

About Site

5-9

Proposal

10-11

Case Studies

12-17

Concept

18-20

Area Programme

21 Design

Market Plan

23-25

Themes

25-33

Detailed Plans

34-35

Area Statement

36

Appendex A


Multi-media Industry Multimedia is a form of communication that combines different content forms such as text, audio, images, animations, or video into a single presentation, in contrast to traditional mass media, such as printed material or audio recordings. Popular examples of multimedia include video podcasts, audio slideshows, Animated videos and Video Games. Multimedia industry comprises of team of marketing Managers, sales team, Creative people, and technical programmers.


1

Multimedia Market

Multimedia Hub Animation as well as gaming Industry is a well established multi-billion Dollar knowledge based industry that has started to make firm grip in Indian market. Not only entertainment, it aids in job creation, sustained growth and the expansion of Trade in Global market. This Multimedia industry comprises of team of marketing Managers, sales team, Creative people, and technical programmers. Multimedia has emerged as significant tool in Education, entertainment and technical presentations. It also supports other professionals such as Artists, Celebrities (for voice acting) and music publishers. Similarly in the field of education and advertisement streams and Global nonentertainment animation industry accounted for the turnover worth $15 billion in the year 2012. One sub branch of Multimedia that has become a serious contender of multimedia market in India and around the globe is Game industry. This industry has shown an exponential growth in India after popularization of smart phones and availability of low cost Internet. The online gaming segment has registered an impressive 45 per cent growth in the year 2020 with strong user base surpassing 365 million by March 2020, with Real Money Games (RMG) both card based and fantasy based, seeing strong traction. Casual gaming also saw strong consumption uptake in the year 2020 with in-app monetisation also started with good momentum.

Existing Market Of Online Gaming In India The inking of India’s online gaming industry can be dated back to the decade starting in the year

2000, when console and PC gaming brought several middle-income group Indians on digital gaming platforms. For Indian Game development ecosystem, India acted primarily as service providers for international developers. Online gaming market realized impressive volumes with 120 million online gamer(s) and market value estimated at USD 290 mN in 2016. However, challenges like limited local games development facilities and monetisation of gamer(s) are still restraining force in spite of high potential. In recent years, local internet ecosystem has initiated the course correction by end to end local game development and adoption of digital payment solutions. Indian online gaming industry is likely to add 190 million gamer(s) and become a USD 1Bn opportunity by the end of the year 2021 while it was just USD 290 million in year 2017. An average Indian online gamer::• is introduced to online gaming through their friends, family and peer group • is engaged in gaming for stress relief and social interaction • prefers puzzle, action and adventure games.

During 2010s • The development ecosystem has evolved in line with the exponential growth of consumption. • With the development of comprehensive local expertise and influx of fresh funds, role of local companies is evolving from being a service provider to end-to-end game developers. This trend is expected to become bigger in future; with companies developing enhanced content customized to local market preferences. These local theme and language based games are expected to


2

Multimedia Market

positively impact the consumption patterns in near future. • During this period, the number of Indian gaming companies reached USD 250 mN and started launching their own titles. India VS Global Gaming market • U.S. has a per capita media and entertainment spend of USD 1860, which is nearly 8x of that in Malaysia, nearly 11x of that in Brazil,15x of that in China, and 98x of that in India. • Despite having a modest share of media and entertainment spend, gaming has become a thriving sector in the developed economies. • China is an exception, since gaming accounts for 14 per cent of media and entertainment revenues, as against 4 per cent in U.S. and U.K. and 8 per cent in Japan in 2015. This clearly implies that China is the largest gaming economy globally, surpassing U.S. • What establishes the developing economies as promising gaming markets of future is the fact that these countries have considerably younger population, which is likely to create a large market for the evolving gaming sector. • In India with more than 60 per cent of population is below the age of 35, makes it one of the largest potential market for online


3

Multimedia Market

gaming in terms of volume. The report, “A Year Off-Script: Time for • e-Sports, currently in nascent stages in India, Resilience,” provides an overview of India’s has a promising potential going forward. media and entertainment sector against the backdrop of economic strife — initially due to barriers and geopolitical tensions, then Existing Market Of VFX and trade dramatically escalated by the coronavirus. Animation In India The report illustrates the underlying health of the industries, which almost doubled in size in 2015 was a significant year for the Indian the four years before the pandemic. It grew from VFX industry with the release of one of the biggest 53 billion rupees (USD$719 million) in fiscal hits, Baahubali – The Beginning, which spent INR year 2016 to 101 billion rupees ($1.37 billion) in 850 million on visual effects. The Animation & year 2020. Of that, animation accounted for 21.8 VFX industry grew by 13.8 percent in 2015 to rake billion rupees, VFX and post-production for 79.5 in revenues of INR 51.1 billion. billion rupees. Now in the mid of year 2021 India has nearly 300 The report cites growing demand from overanimation, 40 VFX and 85 game development the-top (i.e. streaming) services, noting the studios with more than 15,000 professionals success story that is Mighty Little Bheem, working for them. These studios have experienced Netflix’s first animated series from India. There a mix of content production, outsourced animation is also a growing market for animated spinservices and collaborative animation services. offs from Bollywood franchises, such as the Over the last decade, the Indian animation upcoming Dabangg from Cosmos-Maya and industry has moved up the value chain from a Arbaaz Khan Productions. traditional outsourcing model to creating its own As for VFX, there is rising demand from both intellectual property and co-productions. TV Bollywood and international producers. The Industry is probably one of the largest consumers report also observes that, in both animation and of animation content created in India. VFX, overseas clients are starting to shift their • The Indian animation industry continues outsourcing away from China due to “prevailing to grow for 2D and 3D content for serving anti-China sentiment.” This could benefit Indian television (TV), OTT platforms and service studios. advertisements. Among the problems experienced across • Over the years, there has been a gradual animation and VFX since the lockdown are shift from a purely services-driven model to security issues concerning clients’ IP, and one which includes development of individual’s low internet speeds and bandwidth in homes. Intellectual Property. Small studios were slower than large ones in • Further, many Indian studios have transitioning to remote working, in some cases successfully launched their own animation taking one and a half months to return to full shows internationally via OTT platforms. service. The report warns that many of these • This has led to an inflow of work to Indian studios are likely to go out of business. studios from international platforms and is Ultimately, the animation, VFX, and postlikely to increase further in the coming years production industries are projected to climb back to 77 billion rupees in Year 2022.


4

Design mantra

Fail Faster! A mantra for Creative Thinkers “No one creates a perfect game, book, or project on their first try. Don’t waste time trying to polish your idea: put yourself out there, create something, and learn quickly to improve upon your failures.”

So instead of limiting yourself to just your own studio, why not reach out to your audience more. Why not reach the market for creativity rather than target audience reaching the market and hence this project proposes an alternative approach towards development of Multimedia Market. Instead of providing a separate learning and development institution away from audience, this project integrates all the processes in market itself, literally and figuratively with the following ideas: . What if games and animation are developed in a populated market where players (users) are kept involved in the development process during strolling while enjoying sip of coffee? What if the players and viewers are not limited to just few interested people, how about letting anyone peek at the development and genre of multimedia development.

Source: https://www.youtube.com/watch?v=rDjrOaoHz9s


5

About site PLOT MAP

HUDSON LANE GTB Nagar, Delhi, 110009

ser

vic

Ma

1A

er

hat

2A

ma

3A 4A

ser

5A

GTB nagar metro station 6A

vic

7A

8A

9A

10 A

11 A

12 A

13 A

14 A

oad

Gan dhi

er

oad

ma

rg

15 A 16 A

17 A

3

18 A 4

19 A

5

20 A 21 A

6

22 A

7

23 A 24 A

8 9

10

25 A

11 12 26 A

DDA park

13

27 A

14 28 A

ABOUT SITE

15

29 A

16 17

30 A

18 19

31 A

20 21

32 A

22 33 A

23

34 A

Police colony

24

35 A

25

36 A 37 A

26

38 A

27

39 A 40 A

28

41 A

29

42 A

30

43 A

31 44 A

32

45 A

LENGTH OF MARKET - 700M ACCESSIBILITY- BUS, MRTS, NMV, YULU

46 A

33

47 A

DDA park

34

48 A

49 A

35

50 A

36

51 A 52 A

37

53 A

38

54 A

39

55 A

40

56 A

57 A

41

58 A

42

59 A 60 A

43 44

GTB mar g

61 A 62 A 63 A

64 A

65 A 66 A 67 A

68 A 69 A

70 A

45

46

48 47 49

50

70 A

DDA park

51

71 A 72 A

52 73 A

53

74 A 75 A

54

76 A 77 A

55

79 A 79 A

56 80 A

57 81 A

58

Jah

ana

59

60

ma

61

rg

62

63

64

65

DDA Market-Hudson Lane

66

67

DDA park

68

69 75

70

71

The

72

73

a ked

77 74

78

79 80

rS

81 76

86

urje

& 87 85

et S

DDA park

84 83 82

jaf

gh

ar

Dr

ain

arg

hm

ing

88

Na

Hudson lane is a famous street for cafés and lounges among youngsters. Being located near North Campus of Delhi University, market demographic majorly comprise of college students and youngsters. To understand more about the character of Site, a survey was taken regarding all the shops present in the whole stretch in the market was taken. (APPEDEX A)

ra

89

Patel Chest

Slum

LAND USE MAP

CIRCULATION MAP


6

About site Traffic Movement Site is located at a prime location of Guru Teg Bahadur Nagar. • As seen in the map, the proposed site is next to the entry gate of local metro train station, local bus stop and local Auto, e-rickshaw stand. Pedestrian footfall in the footpath along the proposed site is very high. • • One interesting observation about the proposed site is that in spite of having a better reach than other part in the market as well as high through put of pedestrians, the shops in this stretch are not flourishing proportionately. The type of shops is not matching the taste of gentry passing through the stretch. • • • The major vehicular traffic comprises of 2 wheelers, indicating the fact that a large portion of people passing through this area are young. Street is dominated by NMV and rickshaws. This is attributed to the fact that GTB Nagar metro station is a hoping and drop off point for passengers who come from dense populated places of Vijay Nagar and Kamla nagar. • • Cars comprise of lesser portion of vehicular traffic on street. It can be deduced that a large percentage who come here do not own a car or prefer alternative mode of transport.


7

About site

Vertical zoning Hudson lane is compact in nature, and due to lack of space in ground floor, market has expanded to upper levels. This Market is dominated by commercial Enterprises and some office spaces. In the Master plan, this area is dominantly residential. Some plots can be used as mixed use property, where one can run a commercial enterprise at ground level and residential at upper levels. Since introduction of Delhi Metro Train service in the area on February 4th 2009, the market has started flooding with cafés, conventional food outlets as well as those of food giants. The swift approach through Metro trains Made it popular among youngsters of entire Delhi as a destination not limiting only to the students of Delhi University north campus. Students of various other colleges and university have come to recognise this street as a café center. Market stretch at curved portion is home to various famous cafés and lounges such as QD, Woodbox etc. Due to recent pandemic and nationwide lock down in 2020, many cafés have gone out of business but the market is still dominated by them.

AREA TO DEVELOPE

Due to booming of market, people started to open commercial enterprises at upper levels. market quickly started gaining a character dur to innovative faćade treatment be various cafés. this boom, however was concentrated to curved portion of market which is approximately 200 meter away from Metro station. It was slowly expanding towards the site which is in consideration in this thesis. Many service centers and cafés started to open up in this stretch as well. But many owners had not paid the conversion charges to convert residential into commercial. As a result, in MCD sealing drive in 2017, all the businesses above and below Ground floor level were sealed my MCD. Since stretch under active consideration was still at a nascent stage of its boom, most of the business were not able to pay for conversion charges and hence either left or were closed down.


8

About Site

Market Composition Market’s major chunk comprises of commercial shops followed by food outlets. 21.71% of market comprised of closed/empty shops. Such large portion of abandoned commercial space was attributed to 2 major factors. 1. Due to Nationwide Lock down because of corona virus(covid-19) outbreak just few months before this study, a lot of cafés closed down due to bad business as a lot of shops relied on influx of students from colleges in north Campus. 2. Red portion in plot map (map 4) a lot of shops at upper level were sealed by Municipal corporation of Delhi (MCD) as this Region was allocated to Mixed use, and due to booming café business in market stretch following, many cafés and offices popped up at upper levels without paying conversion fees of 34 lakhs to MCD. As a result, in sealing drive of 2017, all shops and offices above ground floor level were sealed be MCD. Eatries Market is dominated with longes, Bars and Cafés with some family restaurants. 62.6% of eateries in market comprise of Cafés, lounges of Bars, generally catering to College population in the area. Hudson lane is popular spot among youngsters for cafés. Due to effects of corona virus, only about 40% or eateries were open at the time or survey. Despite this face, Market’s eateries composition favored young audience. Other commercial. Although this category of commercial shops catered to a wider variety of demographics, but effects of dominant Young college going demography were visible as a good chunk comprised of Coaching institutes and Career counselors. Demography From the types of shop, a graph showing number of shops, vs dominant age group was made. It clearly indicates that Market is dominated by people of age group 15-30.


9

Analysis For Design connectivity to Transit system

Bitwiz Place

Required site

Availability of Target audience

Blighted Area to redevelope


10

Proposal

PROPOSAL This area has high potential to develop further. This street can be redesigned to improve development of Graphical Entertainment in Country. To do so, Blighted Streatch of market can be redeveloped as discussed in the following paras:

whole market. To prepare interested people to learn VFX and Graphic Design, Space can be provided for Teaching graphic design. Various companies who do the same already have some presence in the area, such as MAC academy in Kamla Nagar. Part C: Gaming Center • Gaming centers are a thing in east Asian countries where people come and play like old arcades, but with better equipment and bigger variety of choices than old arcades. • E-sports are good way to attract people. A setup for it can be provided in some plots, to retain interest of people in the street. Such events can be organised by gaming center to attract more people towards gaming.

part A: Studios • Various gaming, VFX studios and various other Design Studios can be given space here. Facilities for printing is already available in Vijay Nagar opposite to Najafgarh drain. This location is also known as Patel Chest due to its vicinity with a premium institute of Delhi University. • • Due to presence of younger demographic, they can make use of facilities in the complex Part D: Street Infrastucture Street is devoid of a lot of basic infrastructure, to test and get feedback for their creations. so first and foremost, basic infrastructure has to be worked out. Pedestrian way has to be Part B: Other Utilities. • To maintain correct mix of Use in the street, widened as it is not able to tackle the current existing shops in the market will be given footfall efficiently. space in the new complex. Other than that, • Street experience needs to be enhanced by facades to activate the focused part of the new plots will be available for increasing street. Attractive Revenue generation can commercial space and hence revenue of


11

Proposal

be done with these. setup by direct collection, • Near Delhi university’s North campus in Advertisement, and coupon distribution. close reach. • With better footfall and various scheme and enhanced movement pattern, market complex Weakness at gray areas can be activated. • Najafgharh drain at one end, which is a source of foul smell at that end. PART E: Animation Studios • Bridge over drain acts as a bottle neck for • Animation and gaming industry work side traffic coming from one direction. by side. In order for gaming studios to work • Spread linearly so circulation has to be efficiently, first and foremost, a setup to stretched. promote animation studios need to be setup. • Pedestrian experience can be enhanced by Opportunities screens that play works of animators to • Presence of an underutilized DDA market at evolve experience of market and get a one on backdrop of market. one feedback for animator for his/ her work • Presence of few vacant plots, that can be utilized for purpose required. Imprtance of this project • Parking is unorganized, so some area can • Introduction of new elements can be used to be freed from parking by organization. improve gray areas of market. • Presence of metro station at one end helps • By integrating multimedia studios and in accessing the market even without cars. facilities in street, market audience will get another activity to do in street. Threat • By introduction of offices, functioning hour • GTB Nagar being one of the stop to take of market will be increased, hence increase rickshaw towards Kamla nagar, is over commercial productivity for all in the market. crowded with rickshaws, which hinder the • Studios will get an audience to get feedbacks movement of traffic. to have better efficiency in their work flow. • Presence of drain at one end can cause ` problem to electrical and mechanical SWOT analysis objects if exposed for prolonged time. • Mahatma Gandhi Marg is a source of Strength heavy traffic; hence noise pollution has to • Connectivity to MRTS station be controlled. • Already popular with youth as a café destination


12

Case Studies

NIGT Gaming Longue primary case study Kamla Nagar Delhi Area: 100 SQM Next gaming longue is located Above Subway, Malka Ganj Marf, Jawahar Nagar, Delhi. established in august 2013, it is a popular destination among young people as well as college student which provides high end hardware to students and kids for reasonable prices. on enquiry with the owner, Owner told that demography comprise of people of age 10-35 years. being the only gaming longue in Kamla nagar, it serves as destination for serious gamers of North campus as well as local population who cannot afford high end hardware. Longue provide cheap passes for people who wish to play for long hours. another feature about shop is that its working hours are from 10 in the morning to 8 in the morning, i.e one can play games through night in the shop with 8 hour night pass. since shop is at 1st level, it is not connected with general street environment of kamla nagar.


13

Case Studies

Archnemesis gaming center literature study Firm DESIGNQUBE Subtypology Gaming Center Style Futuristic Area 6500-sqft ~595 sq ft The sober and rigid exterior of the Ispahani Centre, Nungambakkam, gives no clue to the passive onlooker that hidden in its basement is arguably, the largest gaming lounge in South Asia Cross the threshold of the sleek black door, and it feels like you’ve entered the sets of a Star Wars movie. Launched in Chennai on September 29 with stateof-the-art equipment from some of the biggest players in the gaming industry — Asus, Corsair, NVIDIA and Sony — Arknemesis is deemed to be the first-of-its-kind lounge in the city, and supposedly the largest in South Asia. The futuristic-themed space is well demarcated into various zones — PlayStation consoles zone, a 64-PC gaming zone, further divided into three zones based on specifications of equipment — Zone Mega (low level), Zone Ultra (mid level) and Zone Monster (high level), lined respectively with the orange, blue and purple lights. key demographic is of the gaming center are 15 to 30-year-olds Globally, gaming is an $18 billion industry, with some gaming tournaments offering an average $1 million as prize money. “India too has great potential, but there is no necessary infrastructure yet,” says Harish, explaining that Arknemesis’ long-term goal is to raise awareness about gaming, and send an Indian team abroad to win a tournament.


14

Case Studies

Santa monica Animation studio literature study Santa Monica, United States Area: 1580 SQM year:

The 17,000 square foot building was artistically designed for a well-known, International animation studio that has recently achieved significant commercial success. The design maintains the structure of 1940s bowstring truss and brick warehouse along with stripped down and polished concrete floors. The centerpiece is the ‘Cube’ which houses a screening room, two editing rooms and a central IT/Server room for the entire office. Designed with a small black band that secures the foundation of the room, the office appears to float within the space. The sides facing the kitchen and hallway have built in platform seating used as spill over spaces for employee lounging.


15

Case Studies

Amplitude Studio literature study

PARIS, FRANCE Area 262 m sq Amplitude Studios SASU is a French video game developer based in Paris. The studio was founded in January 2011 by former Ubisoft employees Romain de Waubert de Genlis and Mathieu Girard, and was acquired by Sega in June 2016 Studio is renowned for its working environment. Studio includes 2 floors and roof top. studio have a open plan environment and zining is achieved through spacial arrangement rather than walls. Studio includes a kitchen area where other leasure equipments are also provided for employees. since studio is spread longitudnally, it makes use of ample day light it receives from its longitudnal facade.


16 Case Studies Taito HEY, Akihabara , Japan literature study

Hirose Entertainment Yard, better known as Taito HEY, in Akihabara, Tokyo japan is one arcade where game freaks can still enjoy the titles of yesteryear >First Floor: Flashy cane games ground floor level of the arcade in filled with crane games in order to attract people to come for merchandises from pop culture of Japan. >Second Floor: Retro Games It is the second floor where things get a little more interesting. 2nd fkoor is filled with 90s era classic games like Capcom’s Dungeons and Dragons brawler and Arika’s Tetris the Grandmasters. This floor is always packed to bursting with arcade machines and players. People come here to make highscore in games and challenge other players to beat their scores. > Third Floor: Competitive games The third floor offers mainly fighting games like the most recent versions of Street Fighter, Tekken, and Virtua fighter, but also has classics like Darkstalkers. The most popular part of this floor is the Gundam Versus games, a Gundam fighting game that is really difficult to pick up, but insanely popular. > Fourth Floor: unique games The more unique arcade experiences, like the Gundam pods, are up on the fourth floor.It is a cockpit like setup that lets you pilot your own giant robot against or with your friends! There are also games that use collectible cards to give you access to characters or equipment. all the machines here are in Japanese, indicating nature of game is highly localised.Floor wise segregation of games is aimed to attract people all the way to 4th floor so that interest in arcade is retained. Façade of building is highly expressive of its purpose, to attract more people.


17 Case Studies Case Studies

Utilities Present

PRIVATE

Game Center Studios

PUBLIC

Studios

SHARED

Market Arcade

Reference Used 1. Google, KMPG and. 2017. “Online gaming in India: Reaching a new pinnacle.” 2. Kalyanasundaram, Abinaya. 24. www.newindianexpress.com. October 2017. Accessed February 18, 2021. https://www.newindianexpress.com/cities/chennai/2017/oct/24/6500-sqft-for-a-game-1681961.html. 3. KPMG. 2020. A year off script. Yearly Report, KPMG. 4. Wit, Alex Dudok de. 2020. www.cartoonbrew.com. october 27. Accessed February 18, 2021. https://www.cartoonbrew.com/business/indias-animation-vfx-industries-doubled-in-sizein-4-years-before-covid-report-198126.html. 5. Takahashi, Dean. 2016. venturebeat. 6 December. Accessed January 21, 2021. https:// venturebeat.com/2016/12/06/even-in-decline-japans-arcades-are-critically-important-tojapanese-game-makers/. 6. n.d. Amplitude-Studios. Accessed feb 24, 2021. https://www.amplitude-studios.com/#Contact. 7. Studio, Gwynne Pugh Urban. 2013. Santa Monica Animation Studio / Gwynne Pugh Urban Studio. feburary 13. Accessed Feburary 24, 2021. https://www.archdaily.com/353207/santamonica-animation-studio-gwynne-pugh-urban-studio.


18

Concept Zoning

people in opposite side of market, facade is filleted to attract attention of pedestrians at Whole Hudson lane market stretch is other side of the street. dominated by commercial shops at ground floor level. It is important for the market experience, hence ground floor level is preserved as commercial area. A offset of 2m will be provided for pedestrian movement.

Theam

but in market, these is lack of breathing space, so to make up for it, whole stretch is divided in 3 segments with I atrium space each. This will ensure interest points are present at few distance for market user.

To highlight Adventure genra of gaming and create a sensation of excitement via adven¬ture, market is divided into themes.

These themes are changed at each break in continuity of market stretch. Multiple Atrium also acts as a transition point in themes are provided to make each stretch an Theme of market faced which will give unique identi¬fication point as well. character to each stretch of market . 3 new uses are introduced in market stretch. One Namely 4 themes are used, which themselves is a small scale cinema facility, second is a inspired from concept art for games. Gaming center, and 3rd is a facility to learn VFX via private institutions. v Upper levels of market is dedicated to office space. It is done to provide privacy to offices and studios and prevent spread of market blight, as if some portion of office space is vacant for some period, it will not affect user experience of market.

Advertisement At current stage, the focused portion of market is provided with a narrow side walk (pic 1). This hinders the view for pedestrian to see the billboard and advertisements on facade of buildings as viewing angle is increased. It is interesting to note, that the stretch that is followed by focused stretch is a hub of cafes and lounges. It is partially because, at pedestrian walkway in that stretch, footpath is wide enough for pedestrians to view facade of buildings, which are decorated elaborately by cafe owners in various themes(pic 2). To counter this problem, facade of market is staggered in such a way to increase exposure of facade to pedestrian view. For

PIC 1: CURRENT WALKING VIEW OF FOCUSED STREATCH

PIC 2: CURRENT WALKING VIEW OF STREET FOLLOWING THE FOCUSED STREET


19

Concept 1. Ancient India. • Path to enlightment-jessica woulfe

2. Middle east • The silk road-yen shu liao

3. Fantasy • Arrival-Charles Lee

4. Future Colonialism Base-Josha Rahmonov


THEMES

ADVERTISEMENT

ZONING

20

Concept


21

AREA PROGRAMM E

Area Programme

Total Ara of site

Sno

sno

Type 1 Commercial 2 Office 3 Residential

1 2 3 4 5 6 7 8 9 10 11 12 13

length (m) 200

1. Typology Mix Percentage 40.00% 40.00% 20.00%

Beadth (m) 20

Area 4000

Floor area permited 1400000

FAR 350

Area allocated 4800 4800 2400

Usage mix Usage Area targeted Area achieved Cinema 500 Gaming center 250 VFX school 500 Eatries 1000 Studios 3000 office space 2000 Clothing shops 1600 Mobile shop 180 tailors 360 Atrium 630 Recreational space 540 Furniture shop 270 service center 90

Current Market Composition

Residential

Commercial

office

empty

Shop Space Office Space Residential Space Proposed market composition 19

total

10920 30

Shop Space

67

Office Space

Residential Space


22

ARCADIA DESIGN


Schematic Plan

23


24 Market Design Plot Amalgamation Current Size of plots are insufficient for ample studio space, and a lot of Area is used in circulation.

90m2

so 90m² plotts are amalgamated into plots of 2-3 so that scheme can be implemented in stages, and save area on circulation .

180 180 180 180

Advertisement TO allow for more surface in Advertisement, Market Facade is Extruded inwards after some interval, to create a volume for pedestrian to gaze their eyes on advertisements

180 180 180 180

Vertical Zoning

Plot amalgamation process

Vertical Zoning is done keeping the existing compostition in mind. Studios and office spaces, which need privacy are kept at uppar levels.

Interaction Area On roof

Office/Studio Space

Theme Following the tradition of Hudson Lane Cafes, of Creating a Theme based Facade, The streatch is Given a character by Dividing it into 4 parts with different themes, each depecting popular or upcoming themes in Adventure games. it attempts to create an essence of excitement and evolution for a pedestrian in this streatch

Commercial Space Public Nodes

Advertisement

Vertical Zoning


Market Plan 25



27

Classical Indian theme

Classical Eastern theme lies at Starting of the streatch. shops provided in this streatch are dominantly clothing shops.

key plan


Middle-Eastern theme


29 Middle Eastern theme Middle Eastern theme lies at middle of the streatch. shops provided in this streatch are dominantly clothing shops.

key plan


3rd node


31

Medevial Theme

Medivial Theme Lies at the 3 quater streatch of the streatch it is here Character of the street starts to change its character. from Footware and clothing streatch to a more gaming and cafe oriented stratch.

key plan



33

Futuristic Theme

Futuristic theme lies at the end of the streatch. here market transitions more towards cafe, than Clothing

key plan


34

Houses- Modern theme

Housing unit 1

Housing 1

to Accomodate Existing population in The redeveloping Area, A housing is provided comprising of 2Bhk flats at center streatch in Middle Eastern Theam portion

key plan

Housing unit 2

1st Floor plan

Housing 2

And retaining the residential Character of Last Protion Of Redevelopment zone, housing is provided comprising of 2 bhk flats and studio Apartments

key plan


35 Game Parlor Game parlor in the street Serves two purpose, one, it gives character to the street by presence of Flashy Game cabinate at ground floor level Second, at upper level, it transfoems into a cafe+game longue that enables wider variety of games to be played and allow developers to test games in any platform of gaming key plan

Design Studio Offices spaces are provided at uppar levels of Market. these can make use of Infrastructure in the market to enable them to showcase their Works.

key plan

floor area of studio is larger than previous arrangement and more comfortable to aceess than previous development

VFX Learning Center VFX learning Center such as MAC academy, Arena Animation, are introduced in market so that they can collaborate with the studios in market. key plan

They can also make use of infrastructure in market to showcase their work


36

Sections

Section 1

Section 2

Sections

4

Sections depicts how duplex Game palour is connected to street in section 1

DN

3 3

1 1

DN

2 2

DN

Section 3

4

Section 4

In section 2, Ventilation of basement and offset left for its safe construction without hindring the structure at back of street is depicted in section 3, Section cuts through housing unit at middle streatch. it also depicts how Stair well is visually connected with back alley Section 4 depicts the skyline of proposed market


3 4 5

NOTES

EXIT

ALL DIMENSIO ALL ANGLES A bl.gr

6

S

1 0101

Ref

7

Door sche

D

1

Waiting room

2

8

public Toilet

3 window sc 1 W W 2

key plan

30

3

SHEET Multileve

9

10

Staff and service parking

11

Staff room

12

Control Room

Reference Drawin

DG room

1 2

13

Transformer room

3 4 5 6

Entry

14

7 8 9 10 11 12

Service Drop off area

13 14

crane servicing area

DWG TITLE:-

DWG TITLE:-

1 0101

Dwg No

2098

DRAWN BY

ALL DIMENSION ARE IN MM ALL ANGLES ARE IN DEG

ROLL NO:-

S

INSTITUTIO

S stands for section number a ref stands for reference numb for that section in section hea

Ref

Dwg No.

Rev. No.

0

0

MOHAK PANDEY To meet the Growing Demand for parking Site Area : 2575 m² ROLL NO:1 4B in the Market, A plot of land Can be developed as a parking zone for market. Built area : INSTITUTION:USAP,GGSIPU902 m² Since market lacks enough space for Total Cars Capacity: 250 cars. SCALE:1:250 Parking, an Automated Car parking Section 1

NOTES

SCALE:

0101

4950

2950

service entry

2330 2330 2330 2330 2330 2330

15106

10156

0101

40

SCALE BAR 1:250

37 Automated Car Parking

Door schedule

width

1

800

DW 1

2 3 window schedule Wn 1 1 Wn 2

2

Sill 900 900

width 1200 600

3

SHEET TITLE Multilevel Car Parking Site plan

DRAWN BY:Section 1

50

System Is proposed at Souther Part of Market to fit as many cars as possible in smallest possible space.

Reference Drawings

Dat

Checked by

1 2 3 4 5 6 7 8 9 10 11 12 13 14

DWG TITLE:-

Dwg No.

Rev. No.

0101

0

DRAWN BY:-

MOHAK PANDEY 1 4B USAP,GGSIPU 1:250

ROLL NO:INSTITUTION:SCALE:-

0


38

Area Statement MARKET AREA Sno

Discription 1 Area under consideration 2 Built area 3 built percentage

Sno 1

S no

S no

S no

S no

Discription

Discription 1 Floor area residential Commercial office

Discription 1 Floor area Commercial office

1

1

Discription

Discription

Area Theme Segment 1 Floor area commercial Office space Theme Segment 2

Theme Segment 3

Theme Segment 4 Floor Area Commercial Office Housing Unit Floor Area

Area in M²

Area in M² 2392 559 1833

Area in M²

Area in M²

Area in M²

Area in M²

Total Floor Area Site area FAR achieved FAR allowed

S no

Plot Amalgamation Current number of plots 1 Proposed number of plots 2 Amalgamation Type 1 in group of 2 2 in group of 3

3585 3139 87.56%

3260 610 615 1078

2501 1304 1000

1992 800 1192

600

10745 3585 299.72106 300

45 nos 17 nos 12 nos 5 nos


39

Appendix A 1A

2A

3A 4A 5A

6A 7A 8A

9A 10 A 11 A

12 A 13 A

14 A 15 A 16 A

17 A

3

18 A 4

19 A

5

20 A

21 A

6

22 A 7

23 A 24 A

8 9 10

25 A

11 12 26 A

13

27 A 14

28 A

15

29 A

16 17

30 A

18

19 31 A

20

21

32 A

22 33 A

23

34 A

24

35 A

25

36 A 37 A

26

38 A

27

39 A 40 A

28

41 A

29

42 A

30

43 A

31

44 A

32

45 A 46 A

33

47 A

34

48 A 49 A

35

50 A

36

51 A 52 A

37

53 A

38

54 A

39

55 A

40

56 A 57 A

41

58 A 59 A

42

60 A

43 44

61 A 62 A

45

63 A

46

64 A

65 A 66 A 48

67 A

47

68 A

49

69 A 70 A

50

70 A 51

71 A 72 A

52 73 A

53

74 A 75 A

54

76 A 77 A

55

79 A 79 A

56 80 A

57 81 A

58

59

60

61

62

63

64

65

66

67

68

69

75

70

71

72

73

77

74

78 79 80 81

76

86

& 87 85

84 83

82

88

89

N

0

20

50

100

200


40

Appendix A


41

Appendix A


42 Appendix

A


43 Appendix

A


44 Appendix

A


45 Appendix

A


46 Appendix

A


47 Appendix

A


48 Appendex

A


49 Appendex

A


50

END OF DOCUMENT


Turn static files into dynamic content formats.

Create a flipbook
Issuu converts static files into: digital portfolios, online yearbooks, online catalogs, digital photo albums and more. Sign up and create your flipbook.