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]
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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
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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.
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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
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fault line
Crystallization
Land Form
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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
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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
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PRODUCTION | Refinery | Carving Factory
EDUCATION/WORKSHOP | Webinar | Laboratory | Research Institute
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| | | | |
CULTURAL CENTER Expo Museum Public Events-Halls Auditorium Conferance Hall
MORPHING CITY SCALE
-100m
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Level -2
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Level -1
Level 0
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Level 1
Level 2
Level 3
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[amasya]
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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
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B ation Elev n A atio Elev
ation Elev
Elevation A
Organic
City Pattern
Street Public Space
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Grid
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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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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.
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WALL
MYCELIUM
Fields
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Keywords
Features
Networ
Parameters
Output
WALL WITH A HOLE
rk Pattern
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Branching Mechanism Branching
Reconnection
Threshold
Bifurcate
Lateral
Feed Behavior Inputs Emitter Food Swarm
Force[Force]
Boundary Grid
Food Detection and Exploration
Swarm
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Approximation
Voxelization and Mesh Making
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Fabrication Methodology
AR
CNC
Layering
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3D Print
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[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
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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.
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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
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Color
Iteration
Squeeze
Blackhole Effect [Sound]
Regeneration
Blackhole Effect [Viberation]
Blackhole Field
Explosion
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Iteration
UVW Wave
Centrifugal Force Iteration
Attractor
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E: nasratullah96@gmail.com T: +90 (0) 553 334 94 77
www.nasratullahamiri.com