WORLD BUILDING

Architecture not only applies to the structures in which it builds, but the user experience it fosters. We as designers have the responsibility to mindfully make decisions that will ultimately affect those users. The first part of my world building study ignores this. 

The experience is removed from context and abstracted into a void. The project created in Maya 3D uses manipulated physics to change the world it lives in.Through a combination of procedural modeling, texturing, lighting, and rendering techniques, these tools allow for the creation of highly detailed and dynamic landscapes, architecture, and characters. The camera follows along as seemingly dense marble cubes lose their dexterity and expand only to be restricted by glass ropes, to then be again returned to their initial perfect geometric shape. It develops a juxtapositioned narrative that goes against human known material expectations. 

While the study itself was interesting, it led me to question design without context. Can it be considered responsible design without connection to its surrounding environments? My answer is no. The second part of my world building study introduces Hadeuk characters as the users of the space. The animation is relatively the same, but takes into account how these strange material assumptions can provide an interaction between the characters. 

The study made me reflect, as design technology advances, and worldly restrictions are lifted, opportunities arise, but without clear intentions and grounded study these opportunities are useless.