Xenokratis Vartzikos : Book

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Interactive Applications

XENOKRATIS VARTZIKOS Architecture

Architecture & New Media Art

Samples of Work

3d Modelling & Graphics

2019


Table Of Contents Architecture Design.............................................................3 5* Boutique Hotel in Mykonos, Greece.........................................................4 Hotel and Office Complex in Abidjan, Côte d’Ivoire...................10 Baptistery near Djúpivogur, Iceland.............................................................. 15 Revealing the ancient town of Samos, Tigani...................................19 Interior Design 3D - Real Time vs Offline Rendering..............28 Skyscraper Facade Concepts.............................................................................32

Fantasy Architecture.....................................................33 Groundline......................................................................................................................................34 DeathSat 2.0...............................................................................................................................38 Imaginary Landscapes................................................................................................... 41 VR Development - Dystopian Mind................................................................43 VR Development - Constructs Of The Mind.......................................48

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Architecture Design

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5* Boutique Hotel in Mykonos, Greece 2018 - 2019. In collaboration with XKS Architects and Engineers Project Leader: Christina Panagiotou Team Leader: Anastasia Stamoy

The study for the Boutique Hotel in Agios Lazaros began in January 2018 and its construction started in September 2018. It is a complex of nine luxury suites consisting of a private pool, a central swimming pool and an outdoor bar-restaurant space. In the next stage a second building block with another seven suites will be built to complete the Boutique Hotel. My competences included the design of the interiors, the terraces, selecting and finding the furniture, 3d modelling and rendering as well as detail construction and electrical drawings.

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ΠΑΡΑΔΟΣΗ

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Hotel and Office Complex in Abidjan, Côte d’Ivoire Current work. Agency: Kubota & Bachmann Architects Project Leader: Pierre Fakhoury Team Leader: Francisco Martinez

This project involves around the creation of a Hotel, Offices and Restaurant complex in Abidjan, Côte d’Ivoire. Responsibilities: Facade design, research and modelling as well as conceptions of the interior spaces.

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option 1: Escalier Monumental

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option 2: Concretescape

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.65

.25 .3 .1

1.65

vitrage trempé

tole metallique laquée / shadow box isolant thermique

faux plafond suspendu dalle structure

2.5

2.65

3.3

1.65

1.65

double vitrage / chassis coulissant

chape ciment sur resilient acoustique

3.3

revetement de sol

1.65

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cadre aluminium

lame d'air ventilée

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1.2

.8

.3 .1

vitrage exterieur trempé

store venitien integré

3.8

faux plafond suspendu demontable / acoustique

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3.8

double vitrage isolant interieur

2.6

dalle structure chape ciment sur resilient acoustique revetement de sol

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cadre aluminium

PROJET:

LE PLATEAU ABIDJAN

CLIENT: ARCHITECTE:

PIERRE FAKHOURY

Terre

R

Pein

R

PHASE:

ETUDES PRELIMINAIRES

DATE / INDICE:

juin 07

FORMAT:

A3

/

TITRE: ECH:

SECTIONS

PAGE :

SECTION C

153

1/500

Centr

al

R

Boule

vard de

N

Gaulle

R

R

Bretelle

N'ZARAMA I I

sens un

ique

CO-WORKING 849.08 m

CITE ESCULAPE

2

RESTAURANT

FOYER-CHC 183.07 m

ASC. BUREAUX

654.26 m

2

ASC. HOTEL

2

HOTEL PULLMAN

ASC. HOTEL

ASC. BUREAUX

ASC. TECHNIQUE HOTEL

ASC. TECHNIQUE HOTEL

UNIFORMES 33.24 m

2

VESTIAIRES 100.07 m

2

LINGERIE 166.46 m

PRKING 201.06 m

PROJET:

LE PLATEAU ABIDJAN

CLIENT: ARCHITECTE:

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PIERRE FAKHOURY

2

CUISINE 243.86 m

2

COUR - TERRASSE 171.31 m

2

2

PHASE:

ETUDES PRELIMINAIRES

DATE / INDICE:

juin 07

FORMAT:

A3

/

TITRE: ECH:

PLANS

PAGE :

PLAN GF

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Baptistery near Djúpivogur, Iceland Personal Project, Current work Design Phase: Research, Conceptual Design

Abstract

Djúpivogur is a small town and municipality (Djúpavogshreppur) located on a peninsula in the Austurland in eastern Iceland, near the island of Papey and on the fjord Berufjörður. The municipality was formed by the merger of rural communities Berunes, Buland, and Geithellur on October 1, 1992. The coastline consists of three fjords Berufjörður, Hamarsfjörður, and Álftafjörður. Álftafjörður and Hamarsfjörður are lagoons, rich in birdlife whereas Berufjörður is a long and narrow fjord. The region is surrounded by mountains and interesting rock formations. The most famous is Bulandstindur, a mountain more than 3,000 feet high that is shaped like a perfect pyramid. It has a longstanding reputation as a source of spiritual energy, but those who have seen Stargate will recognize it as a landing dock for space ships. Búlandstindur at 1069 m, dominates the landscape, and according to legend, it can make wishes come true during the summer solstice. On the edges of this mountain, I decided to propose the “Baptistery” a spiritual building for spiritual people without religion.

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Architecture / Revealing the ancient town of Samos, Tigani

Revealing the ancient town of Samos, Tigani Diploma Project National Technical University of Athens Pages: 9

Abstract

The subject of the thesis entitled as “ Revealing the ancient town of Samos, Tigani” is a set of proposed interventions to Pythagorion (originally named as “Tigani”) that aims to the promotion and management of the samian archaeological findings. Initially, the historical development of the area in accordance with an attempt to represent the map of Tigani during the different historical periods is described, and in particular during the prehistoric, Archaic, Classical, Hellenistic, Roman and Byzantine period. This analysis leads to the current situation of the town, giving a range of information such as street maps, land use, building conditions, aerial photographs etc, the study of which leads to understanding of the contemporary archaeological problems that are being faced today. After that, the entire proposal is presented, initially on a large scale. More specifically, a route network is drafted based on a thematically based distinction of the archaeological monuments. Other same-scale proposed changes are about the land use of various areas and building terms. Then, the “synthesis” of a supportive excavation center is presented, through a series of sketches, floor plans and section views. The last part of the project, is about the construction details of different parts of the composition , such as the wooden structures, the mud-brick units, and the dry-stone walls.

View Project 

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Interior Design 3D - Real Time vs Offline Rendering

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/ OFFLINE (V-RAY) RENDERING


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/ REAL TIME RENDERING

Software Used: 3ds Max, V-Ray, Photoshop

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Skyscraper Facade Concepts

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Fantasy Architecture

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Architecture / Productive City

Groundline Proposal for the 6th Advanced Architecture Contest, on the theme of PRODUCTIVE CITY. Institute for Advanced Architecture of Catalonia FabLab Barcelona Design Team: Panos Kondilis, Xenokratis Vartzikos

Abstract

We often envision the future city as a utopia, either in an unchanged from today natural environment of the earth’s surface, or on a far-away planet, which would be able to accommodate us. However, the scientific community has not yet reached the point to locate planets with both atmosphere and water, while the sustainability of the earth’s surface seems to be questionable for the next decades. For these reasons, this proposal will examine the prospect of “The Underground City”, an idea initially inspired by the ways ants build and inhabit their colonies. In the first part of our work, we examine the construction rules of a nest, alongside with the study of an underground geological pattern, to understand which parts are suitable for subtract intervention. As a result, three construction types are arising, shaping the concept of an “Underground Cartography”. We choose to analyze one of these types, by drafting its ground plan and section. A diagrammatic and spatial visualization arises, in which the land use and the general functionality of the model can be observed. Finally we present a photorealistic drawing from the “Central Park” of our city, to be judged for its aesthetic values too.

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Fantasy Architecture / DeathSat 2.0

DeathSat 2.0 Abstract

DeathSat is a cemetery for loners, people that wish to rest physically far from other human beings and avoid visits after their death. Set in space, DeathSat’s users have the option to choose if they want to be already dead before their trip, or die in space. The prefabricated units used for DeathSat, may or may not be part of the whole structure. After each individual unit leaves the earth using a hot air balloon mechanism, it is put in orbit around the earth. If two or more units get closer at some point during their orbit, they get attached to each other using their arm-like wires, and form an aggregation – or a DeathSat. Despite their unfortunate name, DeathSats are actually guardians of the earth, acting as mini moons protecting it from asteroids. Also, they make earth’s night sky brighter, looking like new stars. In that sky, using our devices, we can trace our beloved loners and feel closer to them, still in a way that respects their privacy. Finally, after years, or if they fail to form a satellite, they may come back to us, falling from the sky like shooting stars.

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Imaginary Landscapes

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Interactive Applications / Dystopian Mind

VR Development - Dystopian Mind https://youtu.be/m9DRU5hvun4 VR-Art & Fantasy Architecture Project PARIS-8: Art et Technologie de l’image Abstract

Dystopian Mind, is a first-person virtual reality experience that implements the topics of digital reconstruction of real places, manipulated in such way that they form an alternate reality, urban fantasies, real-life elements blended with unreal and an imaginary building honouring my favoured theme of “Babels”. The time-setting is undefined and open to interpretation. It takes place in the student residence of Paris VIII, not surely in Saint-Denis though or even in Paris, since the whole settlement is floating above a static, imaginary city. During the whole experience, there is an atmosphere of deadlock and standstill. There is no evidence for any kind of life around, yet everything gives the impression to be moving, but in a barely noticeable way. The whole settlement is having a soft floating behavior like a ship in calm waters. The settlement’s ground is also having a movement behavior: Small and bigger pieces of rock are coming out of it, decomposing it and floating in the air in very slow motion. The movement of the rocks is an explosion simulation stretched in time by a factor of thousands. In real time, the ground would be destroyed in a few seconds making the whole settlement fall apart. The intention is to give the impression that the time is almost frozen, just moments before a total failure. The scope of Dystopian Mind is to make a socio-political point regarding isolation of communes, residences and individuals in metropolitan urban environments. This is one of the reasons, alongside with a homage to a favorite film (Lang’s 1927 film Metropolis) of mine and the fact that time is stretching refers to a moment that has already passed, I chose black and white for representing my idea. Black and white, has occasionally been used by directors in cinematography to render political messages. During the wandering of the user in the project environment, there are some points of interest he can observe. Above the residence entrance, there is an eyeball structure, constantly surveilling everything that is going on in the area. The residence building themselves, are purposed to be shelled, having a different usage than the one they have in real life. The area where the kitchen and some rooms of each building used to be, is now an empty space, potential for holding exhibitions in it. Right now, only one of the buildings holds a projection photography and installation exhibition, but the rest of them could also be destined for further development. Another point of interest, is the distorted city below him, with its central square on which some other, more commercial-typed images are being projected and its massive tower far ahead. The tower, is of a different architecture, majestic and foreboding at the same time, like it was planted there afterwards to reflect the dystopia’s domination over the city. All these uncanny elements constitute an undisclosed environment, available to be explored for as long as the user doesn’t put his full trust in it. As soon as he follows the city’s projection guidance, the existence of dystopia ends. Taking the leap of faith to join the city below him, which symbolizes metropolitan society, is not the wrong or the right way, so the ending is also open to interpretation. Platform

Pc, Virtual Reality platforms

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Interactive Applications / Unity Engine / Constructs of the mind

VR Development - Constructs Of The Mind https://youtu.be/mjTtgEV7pGw VR-Art & Fantastic Architecture Project PARIS-8: Art et Technologie de l’image Narrator: Dennis Jamie Sound Design: Stefatos Georgios Design Team: Chatzistavris Ioannis, Kassianou Korina, Syntychaki Athina, Vartzikos Xenokratis Abstract

“Constructs of the mind” is all about experiencing one’s surroundings as the visualization of thought. The words of the narrator become our thoughts, and the actions that derive from these words are the images that the mind produces. Every feeling, every situation, makes us look at the space that surrounds us in another way. It leads the mind to create different events. A man who was once alive, recovers his experiences in the light of emotions, because memory is not characterized by realism, but rather by the subjective lens of personality. The goal of this project is to extend and intensify the sensations experienced by a narrative poem. The player is placed in the main square of a city. There are seven figures of a person around, standing still. In the beginning, all of them are greyed out except for one; a child. As a result, the player is motivated to click on the child, and this is when the narration starts. When the first part of the narration is finished, the player can click on any other figure, and thus listen to the other parts. As the narrator describes the different events and emotions, various events take place, in correspondence with every situation. There are sounds and melodies highlighting the words of the narrator and imposing emotions to the player. When all the figures are activated, an umbrella appears. It is the last object to select and the one that reveals the identity of the man talking. The whole setup of the scene is referring to scenography. The player watches the memories of a man who has passed away as though it was for a theatre play. Platform

•HTC Vive •Windows, MacOs Core Gameplay Mechanics Brief

• Narrative Mechanics • Click & Watch Interaction System View Project 

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Interactive Applications / Unity Engine / Constructs of the mind / Main Game Area

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Interactive Applications / Unity Engine / Constructs of the mind / Main Game Area

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Interactive Applications / Unity Engine / Constructs of the mind / Screenshots

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Screenshots from Constructs of the Mind

1. Church View: Hover State 2. Town Hall View: Glowing Figure Interaction mechanism 3. Fireworks Animation: The “love” scene

4. The Waves: Screenshot from the “Sad Man“ scene 5. School - Hospital View 6. Another Hover State

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ď…­ See more of my work on instagram @xenokratis.creations

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