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Case Studies
NIGT Gaming Longue
primary case study
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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.
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.
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.
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.
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.
Studios
Reference Used
P R I V A T E
P U B L I C
S H A R E D
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.