Portfolio | Nasratullah Amiri

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Portfolio........ Nasratullah Amiri


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E: nasratullah96@gmail.com T: +90 (0) 553 334 94 77 www.nasratullahamiri.com

Education Bachelor of Architecture | 6/2014 - 6/2019 | Middle East Technical University - Ankara - Turkey High School 3/2009 - 3/2013 | LycĂŠe Esteqlal - Kabul - Afghanistan

Relevant Experiences Architectural Intern | 6/2018 - 8/2018 | FREA Architecture Office | Ankara - Turkey Designing | 3D modeling | Rendering Construction Intern | 7/2017 - 9/2017 | ODTĂœ Research Park | Ankara - Turkey 6/2017 - 7/2017 | METU Wind Tunnel | Ankara - Turkey Intern |

6/2016 - 7/2016 | Middle East Technical University | Ankara - Turkey

Skills Architectural Designing | Computational Design | Detailng | Model Making Rhinoceros | Grasshopper| Autocad | Revit | Maya | Vray | Photoshop | Illustrator | InDesign | Microsoft Office

Languages Fluent : English | Persian | Turkish

Intermediate : French



Contents........ 1. 2. 3. 4.

Fault Line Inhabited...........6-23 Center - x....................24-33 MycoWall......................34-43 Oblivion : Lost in Gravity ...44-51



[skopje]

1

Fault Line Inhabited Architectural Design VI Supervisors | Aysen Savas | Arzu Gonenc Sorguc

Cities have always been in danger of destruction when it comes to highly magnitude earthquakes happen. The question is why some cities, like Skopje Capital of Macedonia, are countering this in a high degree. Skopje has faced many disastrous earthquakes through history, made the city nearly to the ground. The earthquake in 1963 almost left nothing to the city except scattered remnants of the urban fabric. The possibility of another enormous earthquake hitting this historical city has never been diminished. The condition is deeply hidden to the shrines of Faults underlying the city. They are passing through the center of the city in continuation of the tail that passes from the city of Istanbul. The city would be divided into many tectonic plates tracing the lines of fault. Thus, exploring the conditions through speculation about the possible future of the city, exposing the Faults that create the new topology of the land in the city is practiced as my design intention. A fault exposing as an enormous land crack would possibly leave nothing behind in the city. Proposing another City Wall and City Gate as Kenzo Tange’s post-earthquake city plan will not be the same mantra, albiet. The topology of the land potentially creates the safest place to form new urban settlement within itself. The condition creates its own architecture within the cracks as already built forms[objet trouve]. Crystallization is the natural process of rock formations that is studied in this case and algorithmically speculated their behavior to expose the natural formation and creating their own architecture. Each crystal being conceived as a new urban entity taking reference from the existing urban fabric is a design strategy to realize the city scale.


0 1 2 skopje fault lines

3

4

A

B

C

D

E

F

G

H

I

1963

The 1963 earthquake of Skopje destroyed nearly 80% of the city’s infrastructure and claimed thousands of lives.

8

5

6

7

8

9

10


World Fault Line

FAULT LINE SCALE SCALE 1 1m - 10m

700

m

SCALE 2 10m - 100m

SCALE 4 1km - 10km

SCALE 3 100m - 1000m

v a r d a r

200m

10m

9

fault line


Crystallization

Land Form

10


Crystal Generation

surface iteration : 10 - 15 max. intersection: 2

surface iteration : 10 - 20 max. intersection: 3

surface iteration : 10 - 20 max. intersection: 2

surface iteration : 10 - 20 max. intersection: 4

surface iteration : 10 - 15 max. intersection: 3

surface iteration : 10 - 15 max. intersection: 3

surface iteration : 10 - 20 max. intersection: 2

surface iteration : 10 - 15 max. intersection: 2

surface iteration : 15 - 25 max. intersection: 2

surface iteration : 20 - 30 max. intersection: 4

surface iteration : 20 - 30 max. intersection: 5 surface iteration : 10 - 20 max. intersection: 3

surface iteration : 10 - 20 max. intersection: 3

surface iteration : 10 - 15 max. intersection: 1

11

surface iteration : 15 - 25 max. intersection: 4

surface iteration : 15 - 25 max. intersection: 1

surface iteration : 10 - 15 max. intersection: 3

surface iteration : 15 - 25 max. intersection: 2


SOCIAL/SERVICE | Residency | Healthcare | Sport Facilities SOCIAL/INFRUSTRUCTURE | Administrative | Commercial

12

PRODUCTION | Refinery | Carving Factory


EDUCATION/WORKSHOP | Webinar | Laboratory | Research Institute

13

| | | | |

CULTURAL CENTER Expo Museum Public Events-Halls Auditorium Conferance Hall


MORPHING CITY SCALE

-100m

14


15


Level -2

16


Level -1

Level 0

17

Level 1

Level 2

Level 3


18


19


20


21


22


23



[amasya]

2

Center - X Architectural Design IV Supervisors | Aydan Balamir | Kadri Atabas

Amasya had been accused of various interventions during the history and it’s physical and geographical qualities have been changed so far. Amasya had various destructions and constructions changing the life going on the city in time. The city center was one of the victims of that transformations. The dense city life has been erased in order to put a life not supporting face-to-face interactions and relationships but supporting a consume and construction at the site. The main aim is to bring the old Amasya city life back with its street’s physical and demographical qualities and interactions once have been set up with the river and the other coast of the city with the pier, harbor, bridge, and beach like coast. The zoned characteristic of the Amasra turned the site into a place where the calm is not a choice but a must. Commercial and daily life around the center increases the dynamism whereas people living in the city prefer where the life stops and waits for the sound of the river and the picturesque landscape of the mountains. So, the site proposes an isolated district by putting a certain barrier between the upper road and creating inner streets for the well-connected coast. The site offers the old relationships with renovated understandings referring to our age where all types of interactions are possible but the individuals have the possibility of choice. So the City-Street, Building-Building, Building-Spot, and Spot-Spot relationships are reinterpreted and evolved.


C

Elevation B

Elevation C

26

B ation Elev n A atio Elev

ation Elev

Elevation A


Organic

City Pattern

Street Public Space

27

Grid


28


Prototype

Modular System

Aperture Variations One sided

100m2 Family type 100m2

Family type

100m2 Individual type

50m2 Terrace house

100m2 Duplex

100m2 Office 25m2 Studio

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Two sided

Three sided


Section CC

Section AA

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31


32


33



3

MycoWall Advanced Digital Design Studio Supervisor | Arzu Gonenc Sorguc

Defining a hole in a wall was a program that was set to analyze and explore the new dimensions of algorithmic thinking in the computational design field. the research is done on microorganisms in the nature called mycelium, the roots of fungi, which in a similar case, slime mold is a type that shows the same behavior in their growth pattern. the growth pattern of slime mold expresses the incredible mechanism of the micro-living organisms that I choose as a challenge to analyze and morph their way of living architecturally to define holes in a wall. The main characteristic of the behavior of the slime mold is its own ability of performing complex computations in different situations, always trying to find the most effective solution for the environmental problems that it faces. This ability allows the slime mold to sense the surrounding environment, creating and then optimizing complex networks of tubes in order to reach the different food sources, and even to balance between different nutrients in different times.


In the initial stage of research, looking in microscale at cell paterns, fungi roots, called mycelium ‘hyphae as a single band’ , are analyzed to look for their unique features, how they grow and exhibit the fractal shaped patterns and to dig and find out the key secrets behind their mechanism of growth patterns. Looking and inspiring from nature, these creatures have much to learn and find out the flawless and unique secret of nature.

36


37


WALL

MYCELIUM

Fields

38

Keywords

Features

Networ


Parameters

Output

WALL WITH A HOLE

rk Pattern

39


Branching Mechanism Branching

Reconnection

Threshold

Bifurcate

Lateral

Feed Behavior Inputs Emitter Food Swarm

Force[Force]

Boundary Grid

Food Detection and Exploration

Swarm

40

Approximation

Voxelization and Mesh Making


41


Fabrication Methodology

AR

CNC

Layering

42

3D Print


43



4

[infinity]

Oblivion : Lost in Gravity Digital Design Studio Supervisor | Arzu Gonenc Sorguc

In the stage t0, a space defined by four planar boundaries which could be at its simplest form, a tetrahedron, a system based on a mutation matrix is set to force it by inputting several parameters, triggered by a more raw sort of parameters in terms of the data they contain, to achieve the outcome result after conducting them on t0 input. The process is aimed to give the logical result satisfying the observer to live and experience oblivion for an instance, which is resulted as the interaction of human brain’s perception with respect to the object or the situation, in any case, where there is incompatibility, disintegration, and miscommunication happening between them. Overall, the process produces three stages, each one resulting in partial deformation and physical effects. These stages are differentiated with respect to the explosion that outcomes regenerating the input[t0] concluding stage1, before the explosion, stage2, during the explosion, and stage3, after the explosion. However, the whole deformation, black hole effects, and regeneration are triggered by the iteration happening after the initial deformation at the center of the space where the boundaries collapsed and squeezed to a non-imaginable extent. This process turns it into a mass of gravity, generating a field, whereby the elements are forced to deform owing to the parameters.


Abstract Infiity

Crudeness

Ruthless

Intinsity

Invincible

Insensible

Infiity

Obscurity

Lost

Fear

Obliteration

Darkness

Disintegration

Incompatibility

Miscommuniaction

46


AM

1

R PA

Explosion

Mutation Matrix

Color Scale

OUTPUT

Aggregation Level

Sound

Atmosphere

Approaching Infinity

Population Aggregation

Intensity Level Blackhole Effect

Attractor

UVW Wave

Viberation

Deformation

Blackhole Field

Regeneration

Blackhole Mass

Distance

Faces Transperancy Iteration

Collapsed Space

Heat

T0

Centrifugal Force

M RA

2

PA

The output result of the matrix produces four ascending levels, showing the process stages that is matching to the keywords explaining the definition of oblivion and how it could be perceived by different individual’s brains.

47


Aggregation Level [Distance from the Center]

Intensity Level [Transparency]

Blackhole Effect [Mass Heat]

Intensity Level [Face Deformation]

Stage 1

Stage 2

Stage 3

Aggregation

Atmosphere & Blackhole Mass

Deformation

Deformation & Blackhole Mass

R T0

Distance

Population Distance

Scale

Face

Squeeze Viberation

Sound

T0

Heat

48

Color

Iteration

Squeeze


Blackhole Effect [Sound]

Regeneration

Blackhole Effect [Viberation]

Blackhole Field

Explosion

49

Iteration

UVW Wave

Centrifugal Force Iteration

Attractor


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51


E: nasratullah96@gmail.com T: +90 (0) 553 334 94 77

www.nasratullahamiri.com


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