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Urban Factory
Vertical Studio, SCI-Arc Graduate Studies 

Year 2, 2017 

Individual Academic Project 

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Mentor - David Ruy

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Scale - Board Game- Hypothetical urban scenario

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Tools Used -  Rhino, 3dsMax, Adobe Suite

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Project Brief 

The banal object that i studied was a vending machine. The research looked into the functioning and the evolution of  a vending machine and how products were delivered, stacked  and stored in each of them. These objects exist within our urban landscape, some of which work better than the others in different conditions. The conditions within the research game allow for simple re implementation and randomizations which helps create different scenarios and machines, each of which can be reimplemented and revitalized.

 

The urban landscapes can be created using war game strategies and implemented rules, outcomes can be developed to challenge and improve environments to make them far more workable.The extent of how efficient, safe, sound, rich or poor a place is can be concluded through this process.

 

By setting up permutations of how the urban landscape of a street can transform just by a process of repurposing and rearranging, qualities of those urban objects will be affected by a simple randomizations of inputted information, the perception of the built environment can then be challenged and changed.

 

Motive of the game is to strive for best solutions while you have the opportunity to mix and match your existing and additional urban objects that you introduce based on the character you have adopted.  It keeps in mind that urban plans in general allow for different kinds of inhabitants including people (characters depending on the kind of zones that get created along these streets.

 

The project reconsiders urban planning in architecture inside, outside, between and beyond all monotonous rectangular building blocks seen in most city skylines and offers an urban landscape littered with surrealistic architecture in jarring environments while activating the Z Axis providing efficiency to urban sociology by gamifying the experience to urban plan.

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// Civilians- The aim is to envision a streetscape in a neighborhood, seek a sense of abundance, avoid decay and coexist to survive.

// Supervisors / Policing- The aim to to maintain public safety and pedestrian expenditure like comfort, health of local businesses, transportation habits such as traffic signals and signages, and local real estate value.

// Defiant  - (homeless, thieves) The aim is to create wrecked environments while sabotaging the civilians and supervisors while they create dark alley ways, vandalise, dezone, destroy and disrupt the existing environment.

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// a game scenario played out 

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// Renders to show what the city would look like if any portion of the above scenario was played out.

Copyright © 2024 by Nithya Subramaniam. All Rights Reserved

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