1

Research Example 2

Design and Visual Communication

Task Summary Example Template
Experimentation
Portfolio page 1
More info
Start by creating simple forms inspired by nature or everyday objects.
Model basic shapes, then extrude, stack, rotate, mirror, or modify them into preliminary 3D architectural forms.
Record what you changed with notes explaining how the forms evolved.
Select at least 3 examples from the reference table to develop into your own ideations.
Link to Kit Bash Template
Developing a Brief
Portfolio page 2
More info
Define the context and purpose of your building: the reason it exists and what it needs to achieve.
List and organize the spaces your project needs through a functional zoning analysis.
Identify the main game or real-world considerations that will shape your design decisions.
[Template link]
Bubble Diagram & Floorplan
Portfolio page 3
More info
Sketch a bubble diagram to show the spatial relationships between rooms and zones in your building.
Use the bubble diagram to test how spaces connect and how movement flows through the design.
Refine those relationships before committing to a formal floorplan layout.
Bubble Diagram Example [Template link]
Ideation and Iteration
Portfolio pages 4 & 5
More info
Apply your 3D experimental forms to create actual building concepts.
Incorporate Matauranga Maori perspectives into your design thinking and outcomes.
Explain why you used specific features, such as curved roofs or large windows for natural light.
[Template link]
Floorplan Design
Portfolio pages 6 & 7
More info
Merge and remix ideas from across your process to develop stronger building concepts.
Position those refined concepts within the actual environment they are designed for.
Keep annotating design choices and adjust forms based on the space they occupy.
[Template link]
Final Floorplan
Portfolio page 8
More info
Clean up your best concepts so the lines and curves look deliberate and purposeful.
Challenge the design against the problems in your brief and make improvements where needed.
Annotate new features that improve the project and explain how they strengthen the design.
Turn your bubble diagrams into building outlines and mark major structural features such as bridges, seating, and natural-site zones.
[Template link]
Design Development & Materiality
Portfolio pages 9 & 10
More info
Adjust the interior layout so room placement improves functionality and ergonomics.
Respond to the environmental conditions and material factors present on the site.
Annotate material choices such as timber, concrete, eco-roofs, or glazing.
Write clear reasons explaining why each structural or finish material suits the project.
Sketch close-up construction details like green roof layers or ergonomic shelf dimensions.
[Template link]
Instrumental Drawings
Portfolio pages 11, 12, 13, 14 & 15
More info
Produce accurate technical drawings in ArchiCAD at a scale of 1:100.
Begin with the Ground Floor plan, then add upper floors where needed.
Include dimensions in millimetres, room labels, a north arrow, and section line markers.
Ensure the drawings accurately represent your final resolved architectural design.
[Template link]
Evaluation
Portfolio page 16
More info
Write a compelling project summary and give your project a clear name.
Explain the purpose behind your design, including local context and the community need it addresses.
Present simplified labelled floor plans from your final design.
Point out environmental and sustainable features such as green roofs or local timber.
Analyse your site and explain why the chosen location is appropriate.
Describe the interior user experience, including how design choices affect light, comfort, and use.
[Template link]

For more detailed information, see the page below

3



Experimentation

Back to Summary


1 Model basic shapes

Start by creating simple forms from nature or everyday objects, based on the examples below.

2 Document

Make notes to show how you have changed the forms, i.e. from flat, initial shapes can be extruded, stacked, rotated, mirrored or modified into preliminary 3D architectural forms.

3 Choose 3 examples

Choose from the table below to develop your own ideations. You can also find your own examples, but these are a good starting point.


4



Experimentation


The Nautilus House (Mexico City, Mexico) – Javier Senosiain designed this whimsical home to follow the logarithmic spiral of a nautilus shell. Hallgrímskirkja (Reykjavík, Iceland) – The church's stepped concrete façade mimics the hexagonal basalt lava columns found along Iceland's coast (like at Svartifoss). The Iceberg (Isbjerget) (Aarhus, Denmark) – This residential complex features jagged, white, peaked roofs that look like floating ice formations to optimize sea views. Beijing National Aquatics Center (Water Cube) (Beijing, China) – The exterior walls are based on the Weaire-Phelan structure, a geometric pattern found in clustering soap bubbles. SEC Armadillo (Glasgow, Scotland) – While the architect originally cited interlocking ship hulls, the overlapping plated shell is widely associated with the armor of an armadillo. L'Hemisfèric (Valencia, Spain) – Another Calatrava design, this planetarium resembles a giant human eye, complete with an 'eyelid' that opens to reveal the 'pupil' (the dome). Milwaukee Art Museum (Wisconsin, USA) – Santiago Calatrava’s Burke Brise Soleil is a movable sunscreen that opens and closes like the wings of a giant bird. Eastgate Centre (Harare, Zimbabwe) – Architect Mick Pearce studied termite mounds to design a passive cooling system that regulates the building's temperature without air conditioning. 30 St Mary Axe (The Gherkin) (London, UK) – Norman Foster’s team used the sponge's lattice exoskeleton as a biological model to create a strong, ventilated, cylindrical structure. Beijing National Stadium (Beijing, China) – Herzog & de Meuron designed the chaotic steel lattice to mimic the twigs of a bird's nest, providing structure and aesthetic texture. Esplanade – Theatres on the Bay (Singapore) – While officially sunshades, the spiked aluminum cladding earned the twin domes the nickname 'The Durian' due to their resemblance to the thorny fruit. Metropol Parasol (Seville, Spain) – Known locally as 'Las Setas' (The Mushrooms), this timber structure by Jürgen Mayer H. creates a shaded urban canopy. The UK Pavilion (Seed Cathedral) (Shanghai Expo 2010) – Thomas Heatherwick created a fuzzy cube from 60,000 acrylic rods, mimicking a seed head or dandelion puff waiting to disperse. Sagrada Família (Barcelona, Spain) – Inside the nave, Antoni Gaudí designed the columns to branch out like trees, creating the feeling of standing in a stone forest. Qizhong Forest Sports City Arena (Shanghai, China) – The stadium's retractable roof is composed of eight sliding steel 'petals' that mimic a blooming magnolia. Burj Khalifa (Dubai, UAE) – The Y-shaped footprint of the world's tallest building is derived from the geometry of this desert flower to maximize stability and views. The Core at the Eden Project (Cornwall, UK) – The roof structure is based on the Fibonacci spirals found in pinecones and sunflowers. The Lotus Temple (New Delhi, India) – Fariborz Sahba designed this house of worship with 27 free-standing marble 'petals' arranged in clusters to form the flower’s shape.

Examples

1shot, 2shots etc 1shot, 2shots etc 1shot, 2shots etc

5



Developing a Brief

Back to Summary


Designing a Disaster Relief Center

1. Project Context and Purpose
(The "Why")

The Catalyst

Real-world context (Cyclone Gabrielle, flooding, isolation, power loss, need for support)

The Mission

Main goal (shelter, logistics hub, recovery center)

2. Scale and Site Selection
(The "Where")

Choose Scale

Micro/Local (neighborhood hub) or Macro/Regional (large center)

Site Justification

Choose a specific location, safety, effectiveness

Accessibility

Access for trucks, emergency vehicles, displaced people (mobility issues)

3. Functional Requirements
(The What)

Required Spaces

Distribution (food, water, clothing), Temporary Housing (sleeping, family, bathrooms/showers), Organization & Support (command, medical, gathering)

Flow and Layout

Open floor plan for high volume, comfort, safety

4. Environmental and Resilience Design
(The Survival)

Climate Defense

Extreme weather mitigation (roof shapes, raised foundations)

Sustainability

Minimize impact (green roofs, local wood)

Off-Grid Capability

Solar panels, rainwater collection

5. Material and Structural Considerations
(The How)

Exterior Durability

Durable, weather-resistant materials (concrete, steel)

Interior Atmosphere

Warm, calming environment for trauma-impacted users

6. Aesthetic and Conceptual Inspiration
(The Look and Feel)

Origin of Ideas

Inspiration from nature (leaf, shell) or geometric lines (strength, stability)

Light and Hope

Use of windows/roof offsets for sunlight and warmth

6



Developing a Brief


Designing a Virtual Space for a 3D Videogame or Animation

1. Project Context and Purpose
(The Why)

The Catalyst

World-building lore. What in-universe event, era, or societal need requires this space? (e.g., post-apocalyptic safe zone, sci-fi transit hub, fantasy guildhall)

The Mission

The primary function for the player/viewer (e.g., a "save room" sanctuary, a bustling quest hub, a cinematic arena for a boss fight)

2. Scale and Site Selection
(The Where)

Choose Scale

Micro/Local (single room, tavern, specific level map) or Macro/Regional (hub city, open-world zone, space station)

Site Justification

Placement within the game world (e.g., perched on a cliff for vantage, hidden underground for stealth)

Navigation

Player routing, camera collision, sightlines, and accommodating NPC paths

3. Functional Requirements
(The What)

Required Spaces

Gameplay zones (crafting stations, vendor stalls, NPC dialogue areas, loot rooms, chokepoints)

Flow and Layout

Open floor plan to improve spaciousness and flow, guiding the player's eye, ensuring virtual camera stability

4. Environmental and In-Game Lore Design
(The Survival)

World Hazards

How the building visually reacts to in-game threats or weather (e.g., fortified against monster attacks, shielded from toxic rain)

Resource Management

Visual storytelling of how the space sustains itself (e.g., glowing sci-fi energy crystals, steampunk pipes, magical wards)

Interactive Elements

Objects the player can use, break, or hide behind

5. Material and Textural Considerations
(The How)

Exterior Storytelling

Utilizing textures to show age, history, and durability (e.g., weathered concrete, rusted metal, pristine alien alloys)

Interior Atmosphere

Using contrasting materials to create a specific mood, such as warm woods for a calming safe zone or harsh steel for a villain's lair

6. Aesthetic and Conceptual Inspiration
(The Look and Feel)

Origin of Ideas

Translating conceptual inspiration into digital forms (e.g., organic alien architecture inspired by leaves/shells, or brutalist shapes for an oppressive regime)

Visual Hierarchy & Lighting

Using dynamic lighting, shadows, and particle effects to guide the player to objectives, highlight points of interest, and create stunning hero shots for animation

7



Bubble Diagram & Floorplan

Back to Summary



How to Build Your Color-Coded Bubble Diagram

A bubble diagram is a visual mapping tool used in architecture and level design to plan out the spatial relationships, flow, and functions of a space before drawing actual floor plans. By assigning a specific color to each major category, you can quickly visualize how different areas of your design interact, where they should be placed, and how users (or players) will move between them.


Here is how to apply these categories to your design:

1 Assigning Colors to Primary Categories

To keep your diagram readable, assign a distinct highlight color to each of the overarching "Macro" categories. For example:

Blue:Productive Functions (Offices, Commerce, Storage)
Grey:Shelter & Protection (Structural barriers, Security)
Green:Comfort & Sanitation (HVAC, Restrooms, Daylighting)
Yellow:Social & Psychological (Plazas, Lounges, Wayfinding)
Purple:Cultural & Symbolic (Landmarks, Historical preservation)
Orange:Tech & Infrastructure (Transit hubs, Server rooms)
Red:Action Zones & Gameplay (Arenas, Choke points, Safe zones)
Pink:Player Guidance & Narrative (Loot, Spawns, Environmental storytelling)

See more Detailed information about the categories further down the page.

2 Drawing the Bubbles (Sizing and Placement)

Draw by Proportion: The size of each bubble should roughly represent the amount of square metres that sub-category needs. A "Commercial Exchange" (Blue) bubble will be much larger than an "Equipment Protection" (Orange) bubble.

Start with the Core: Begin by drawing the most important, central functions of your design first. If you are designing a fortress, start with "Security and Defense" (Grey) or your main "Arena" (Red).

3 Establishing Adjacencies (Connecting the Bubbles)

Once your core bubbles are drawn, use them to dictate where the subsequent categories must be placed.

Direct Connections (Touching Bubbles):If two areas must interact, draw their colored bubbles so they touch or overlap. For example, a Blue "Storage and Logistics" bubble should directly touch a Blue "Commercial Exchange" bubble because inventory needs to move seamlessly to the storefront.
Buffer Zones: Use certain categories to create physical distance between incompatible spaces. You might place a Green "Acoustic Isolation" bubble between a noisy Orange "Transit Facilitation" zone and a quiet Yellow "Privacy" zone.
Movement Lines:Draw arrows connecting the bubbles to show the intended flow of foot traffic or player movement.

4 Layering Level Design over Architectural Function

Notice that your list contains both real-world building functions and game-level design functions. You can overlap these to create highly realistic playable spaces!

Example: Draw a large Blue bubble (Storage and Logistics - Warehouse). Inside or directly overlapping that blue bubble, draw a Red bubble (Arenas and Kill Boxes). This indicates to you that the warehouse space is not just for storage—it must also be scaled and designed to support a multi-directional combat encounter.
Example: You draw a Yellow bubble (Wayfinding) intersecting a Pink bubble (Landmarking/The Weenie). This shows exactly where you need to place a tall, visually distinct structure to guide players organically through the space.

5 Using the "Invisible Functions"

Some categories represent invisible functions that are crucial for the practicalities of implementing a game level, such as lighting, sound, and NPC AI navigation.

This section is worth knowing, but not particularly important in the context of this assessment.

Invisible functions indicate technical boundaries with dashed lines or specific border colors. Use Occlusion Culling or Loading Zones as transitional corridors. These are areas between levels, between entering a large 3D space in video games, where significant loading or processing occurs. These corridors are often drawn as long, thin S-curves connecting two massive, unrelated clusters of bubbles to ensure the game engine has time to load the next area smoothly.



Use this Illustrator Template to get started


Bubble Diagram Template

8



Design - Spatial Considerations



What will the space be used for?

Bubble Diagram Example

A basic example of a Bubble Diagram

Bubble Diagram Example

A few more examples:

Cyberpunk 2077 - Megabuilding Skyrim - Dragonreach RDR2 - Camp 3 Fallout 4 - Diamond City

9

More Detailed Information - Realworld



Productive Functions

Workplace Facilitation

Organizing space to optimize specific tasks, whether it is an open-plan office for collaboration or a specialized laboratory for research.

Commercial Exchange

Creating environments structured for the display of goods, the facilitation of transactions, and the flow of customer traffic (retail stores, markets).

Storage and Logistics

Safely housing goods, vehicles, or materials in an organized, easily accessible, and often climate-controlled manner (warehouses, garages).

Resource Management

Acting as an economic asset that generates value through leasing, operation, or long-term appreciation.

Shelter and Physical Protection

Weather Resistance

Shielding occupants from rain, wind, snow, and extreme external temperatures.

Thermal Regulation

Providing a controlled internal climate (heating and cooling) for human survival and comfort.

Security and Defense

Creating a physical barrier against unauthorized entry, theft, or physical threats.

Acoustic Isolation

Blocking or mitigating disruptive external noises (like traffic) to create a manageable auditory environment.

Disaster Resilience

Protecting occupants against natural events such as earthquakes, floods, or high winds through specialized structural engineering.

Physiological and Environmental Comfort

Ventilation and Air Quality

Facilitating the circulation of fresh air and the removal of stale air, odors, and indoor pollutants.

Daylighting

Capturing and directing natural sunlight into interior spaces to support circadian rhythms and reduce artificial lighting needs.

Sanitation

Housing the plumbing systems required for clean drinking water, bathing, and safe waste disposal.

Ergonomic Support

Providing spatial dimensions (ceiling heights, corridor widths) that comfortably accommodate human proportions and movement.

Social and Psychological Needs

Privacy

Offering enclosed, visually and acoustically isolated spaces for personal retreat, rest, or confidential activities.

Community and Gathering

Providing open, accessible spaces (like plazas, dining halls, or living rooms) designed to foster social interaction and group cohesion.

Wayfinding and Orientation

Using spatial sequencing, lighting, and sightlines to help users intuitively navigate through complex environments without confusion.

Aesthetic Enjoyment

Delivering visual pleasure and psychological stimulation through proportion, materiality, light, and architectural form.

Cultural and Symbolic Purposes

Representation of Status

Projecting wealth, power, or prestige through monumental scale, expensive materials, or prime location (corporate headquarters, palaces).

Religious and Spiritual Practice

Creating atmospheres that inspire awe, reflection, or congregation tailored to specific theological rituals (churches, mosques, temples).

Historical Continuity

Preserving cultural memory and heritage by maintaining architectural styles, materials, or literal historical structures.

Civic Identity

Serving as recognizable landmarks that define a city's skyline or a community's shared identity.

Technological and Infrastructural Housing

Equipment Protection

Providing specialized, highly controlled environments for sensitive machinery (data centers, server farms, electrical substations).

Transit Facilitation

Managing the flow, boarding, and ticketing of large volumes of people moving between different modes of transportation (airports, train stations).

Energy Generation

Integrating systems like solar panels or wind turbines directly into the building envelope to produce power for the occupants or the grid.

10

More Detailed Information - Videogames



Action Zones

Cover and Concealment

Providing physical barriers (low walls, pillars, rubble) that break enemy line-of-sight and offer the player a tactical advantage during combat.

Choke Points and Funnels

Narrow corridors or doorways that force enemies or players into tightly packed areas, controlling the pacing and density of an encounter.

Arenas and "Kill Boxes"

Wide, open interior spaces (like a warehouse or courtyard) specifically scaled to allow for dynamic, multi-directional combat or boss fights.

Verticality and Traversal

Providing structural elements (balconies, exposed beams, stairwells, grappling points) that allow the player to move upwards, offering vantage points or alternative stealth routes.

Safe Zones

Clearly defined, easily defensible areas where combat is disabled, allowing the player to rest, organize inventory, or interact with NPCs without threat.

Player Guidance

Landmarking (The "Weenie")

Serving as a massive, distinct visual anchor on the horizon that constantly orients the player and draws them toward a primary objective (e.g., a towering citadel or a glowing spire).

Pathing and Leading Lines

Using architectural geometry, lighting, or structural damage to subtly guide the player's eye and movement toward the critical path, avoiding the need for literal arrows.

Thresholds and Pacing

Using doors, airlocks, or tight crawlspaces to force the player to slow down. This builds psychological tension and separates different types of gameplay zones.

Gating

Acting as a physical barrier that requires a specific key, skill, or narrative progression to unlock, ensuring the player doesn't access late-game areas too early.

Rewards and Progression

Loot Caches and Vaults

Hidden or heavily guarded interior spaces specifically designed to reward the player for exploration or overcoming a difficult challenge.

Resource Nodes

Functional areas that house crafting benches, healing stations, or ammunition dumps, integrated logically into the environment (e.g., a triage tent in a military base).

Spawn and Respawn Points

Logically placed, safe entry points where the player (or enemies) generate into the level out of the direct line-of-sight of active combat.

Storytelling & Narrative

Contextualizing Lore

Designing spaces that explain the history of the world without using text. A collapsed ceiling, barricaded doors, or improvised sleeping areas tell the story of the people who inhabited the space before the player arrived.

Faction Identity

Using specific shapes, materials, and spatial arrangements to visually communicate which group controls a building (e.g., sharp, brutalist metal for a militaristic faction versus organic, woven structures for a nature-based faction).

Scale and Psychology

Manipulating the size of the space to make the player feel specific emotions—towering, oppressive ceilings to make the player feel small and vulnerable, or tight, claustrophobic corridors to induce panic.

The Invisible Functions

Occlusion Culling (Line-of-Sight Blocking)

Using large, solid structures specifically to block the player's view of distant areas. This allows the game engine to "unload" those hidden areas and save processing power.

Modular Snapping

Designing spaces on a strict grid system so that standard kitbashed pieces (walls, floors, doorways) fit together seamlessly without gaps or texture tearing.

Collision Framing

Keeping the player within the playable boundaries of the map using believable architectural barriers (like locked gates or collapsed rubble) rather than breaking immersion with invisible walls.

Loading Zones

Using "S-curve" corridors, elevators, or long hallways to buy the game engine a few seconds of time to load the next massive area into memory in the background.

11

Concepts: Modularity & The Vertical Micro-City

Real-World Functional Zoning: Le Corbusier & Unité d'Habitation (Marseille, France)

Unité d'Habitation - Plans and cross-sections of typical two-level apartments. 1 - main corridor, 2 - entrance, 3 - kitchen, 4 - living room and lunchroom, 5 - lunchroom, 6 - double bedroom, 7 - single bedroom, 8 - balcony, 9 - void, 10 - double bedroom, 11 - living room, 12 - built-in wardrobe, 13 - bathroom, 14 - shower. Image by Inexhibit.
Link to a deeper reading of the history surrounding the Architect, Building, City etc.

The Context and Purpose

Le Corbusier was a pioneer of modernism who designed the Unité d'Habitation in response to the WWII housing crisis. He viewed a house as a "machine for living." His goal was to provide high-density, standardized community housing while preserving green space.

Functional Zoning Analysis

The building packers all city functions-living, commerce, transit, and social services-into a single vertical footprint. The spatial layout relies on mathematically rigid modularity (using 'The Modulor' system). The functional zones are strictly defined by interlocking L-shaped modules slotted like bottles in a rack, connected by "internal streets" to foster community access and resource distribution.

Real-World Considerations

Your design must negotiate similar technical constraints: efficient circulation for large populations, equitable access to daylight and ventilation (thermal comfort), and integrating service infrastructure (plumbing, power) within a strict modular skeleton.

12

Concepts: Modularity & The Vertical Micro-City

Videogame World Functional Zoning: Cyberpunk 2077 Megabuildings (Night City)

Unité d'Habitation - Plans and cross-sections of typical two-level apartments. 1 - main corridor, 2 - entrance, 3 - kitchen, 4 - living room and lunchroom, 5 - lunchroom, 6 - double bedroom, 7 - single bedroom, 8 - balcony, 9 - void, 10 - double bedroom, 11 - living room, 12 - built-in wardrobe, 13 - bathroom, 14 - shower. Image by Inexhibit.

Link to Cyberpunk2077 - Principal Artist Krysztof Olborski's Artstation

The Context and Purpose

Game developers in Cyberpunk 2077 utilized the architectural concepts of high-density urban living (e.g., Unité d'Habitation and Kowloon Walled City) to create massive, self-sustaining megabuildings that tell a narrative story within Night City without using explicit text.

Functional Zoning Analysis

The developers implement strict vertical modularity to pack commerce, safe zones (player apartment), and interaction loops within a single structure. Functional zones rely on an "internal street" layout (a marketplace), but expanded to vertical hierarchy. Crucially, the massive, permanent brutalist concrete shell acts as the structural skeleton into which small, interchangeable, repeating modular kits are plugged, such as apartments, food stalls, and signs.

Game Considerations

Your digital asset must optimize for engine efficiency by utilizing the thick structural shell and internal blocks to facilitate occlusion culling, designing standard modular kit parts that snap seamlessly to a grid scale, and managing rapid vertical circulation through elevators.

13

Concepts: The Architecture of Surveillance

Real-World: Jeremy Bentham & The Panopticon

The Context and Purpose

The Panopticon is not just a building; it is a profound psychological control mechanism designed by English philosopher Jeremy Bentham. It was intended for institutional environments, like prisons or factories, where a single authority figure controls a large population purely through the psychology of constant, unseen observation.

Functional Zoning Analysis

The zoning uses sightlines as the primary functional weapon. The design features a circular perimeter ring of individual cells, each backlit by an exterior window, ensuring the occupant is always visible. The guards are centralized in a shadowed observation tower using blinds. Inmates, never knowing *when* they are being watched, are forced to self-regulate behavior.

Real-World Considerations

You must consider how spatial hierarchy enforces control in high-security zones: optimizing line-of-sight occlusion (blocking vision), implementing technical surveillance zones, and designing exposed outer rings that force vulnerability upon occupants while maintaining visual and tactical dominance from a secure center.

14

Concepts: The Architecture of Surveillance

Videogame: Control - The Panopticon Sector (The Oldest House)

The Context and Purpose

In Control, developers literally built a high-tech Panopticon to house dangerous supernatural artifacts, weaponizing Bentham's historical architectural theory to create tension, safety, and narrative intrigue in equal measure.

Functional Zoning Analysis

The layout forces the player to instantly feel danger and vulnerability. The space is a massive circular central core designed with distinct high-security containment bubbles and technical access shafts. Sightlines are weaponized: the central observation tower controls the environment through CCTV links and centralized communication, while the dangerous contents (objects of power) are backlit and exposed in external containment cells.

Game Considerations

You must consider how spatial hierarchy enforces control during stealth encounters or boss fights: defining clear visibility limits through occlusion culling barriers, designing boss arenas that allow multi-directional fire and dynamic cover placement, and implementing verticality with catwalks and balconies to optimize tactical advantages.



15

Concepts: Pacing & Spatial Hierarchy

Real-World: Dover Castle

The Context and Purpose

Fortresses, such as standard Norman keeps, were designed to physicalize the lord's absolute power and deter aggression. The architecture creates a filter, ensuring the visitor must experience a specific social hierarchy before accessing the throne room or inner sanctum.

Functional Zoning Analysis

Spatial logic relies on mediating thresholds. A visitor does not just walk up to the lord. They must navigate heavily guarded outer walls (the Bailey), public lower halls, and long, echoing stairwells. Finally, in the Great Hall, the throne (dais) is situated at the furthest possible point from the door and elevated, making the final approach long, exposed, and intimidating.

Real-World Considerations

Your real-world high-security or prestigious sites must utilize these concepts: designing sequential thresholds, implementing defensive geometry (choke points) that control movement and density, and optimizing cover points that allow defenders to overlap visual safety fields.

16

Concepts: Pacing & Spatial Hierarchy

Videogame: The Elder Scrolls V: Skyrim (Dragonsreach)

The Context and Purpose

When the player first enters Dragonsreach, the Jarl's palace in Skyrim, the architecture forces them to experience the Jarl's power. The space utilizes standard castle hierarchy, combined with game pacing principles, to build anticipation.

Functional Zoning Analysis

Dragonsreach's interior utilizes multiple mediated thresholds. You do not place the final objective, the Jarl, or a complex encounter right at the front door. Instead, the architecture uses leading geometry and visible pathing to guide the eye toward the core objective, forcing the player to walk past the central fire pit and dining tables (communal zone) before ascending a grand staircase to reach the Jarl, lounging on an elevated throne (authority zone) furthest from the door.

Game Considerations

Your game-based authority zones must manage pacing and flow by utilizing leading lines and technical engine limits like S-curve loading corridors to hide technical loading zones, implementing sequential gating that requires specific player keys or skill progression to access high-security zones, and optimizing clear navigation (wayfinding) so players can intuitively locate critical objectives without immersion-breaking literal arrows.

17



Ideation and Iteration

Back to Summary


Ideation & Iteration

Regeneration

Evolution

1 Model building concepts

Apply your 3D forms to sketch actual building designs in a simplified environment.

2 Localise: Incorporate Matauranga Maori

Integrate traditional Maori knowledge and perspectives into your design process and outcomes.

3 Annotate design choices

Write notes explaining why you included specific features. For example, note if a curved roof is used to stand out visually, or if large windows are used to allow a large amount of natural light to improve the atmosphere.

1 ReMix

Merge designs or ideas from any point in your process and consider the new implications of the forms you develop.

2 Place building concepts

Apply your 3D forms to the actual environment. Place the earlier designs, but adjust them according to the space they will occupy.

3 Annotate design choices

You must continue to do this throughout the design process. Write notes explaining why you included specific features.

For example, note if a curved roof is used to stand out visually, or if large windows are used to allow a large amount of natural light to improve the atmosphere.

Examples

1shot, 2shots etc 1shot, 2shots etc 1shot, 2shots etc 1shot, 2shots etc

1 Refine your best forms

Take your favorite concepts and refine the geometry, ensuring the lines and curves look purposeful and not "messy".

2 Challenge Your Designs

Are your designs actually solving the problems you identified? How can they be improved? Make Changes, and bring on board new examples.

3 Detail user experience elements

Annotate 'new' features that add value, and explain how they have improved the overall design.

19



Design - Plans Rough

Back to Summary


Design - Plans Rough

Design - Plans

Design - Finalising

Design - Finalising

1 Translate bubbles to outlines

Convert your bubble diagrams into actual building perimeter shapes.

2 Mark structural features

Indicate major architectural elements on the plan, such as connecting bridges between wings, large seating areas, and areas that take advantage of natural features.

1shot, 2shots etc 1shot, 2shots etc

1 Optimize room placement

Refine the interior layout. Make sure that the placement of rooms maximizes functionality and ergonomic considerations.

2 Design for the elements

Make decisions based on the materiality and environmental factors, that are present in the site.

3 Label functional details

Add detailed notes justifying your layout, such as placing storage under stairs, adding privacy walls behind bathrooms, and locating books away from the sun's path to minimize fading.

1shot, 2shots etc

21



Rendering, Materiality & Aesthetics

Back to Summary


1 Select materials

Annotate material choices, like using medium wood to contrast with a concrete exterior, or adding an eco-roof with grass and solar panels to benefit the environment.

2 Justify your materials

Write clear reasons for choosing specific structural and finish materials. For example, explain using Native Hard Woods for durability, concrete for weather resistance, and double glazing to keep heat in.

3 Detail construction methods

Sketch close-ups of specific construction elements, such as the layers of a green roof (grass, dirt, zincalume) or the exact ergonomic dimensions for bookshelves (e.g., 0.6m, 0.3m, 1.5m).

22



1shot, 2shots etc
1shot, 2shots etc

23



Formal CAD Drawing

Back to Summary


1 Start with the ground floor

With ArchiCAD, draw a precise Ground Floor plan at a 1:100 scale.

2 Add professional markings

Include strict dimensions in millimeters, room labels (ie. Reception, Staff Room, Cafe, Kids Area), a North arrow, and section line markers.

24



1shot, 2shots etc 1shot, 2shots etc 1shot, 2shots etc

25

26



1shot, 2shots etc 1shot, 2shots etc

27



Evaluation

Back to Summary


1 Write a compelling summary (Context & Purpose)

Start by giving your project a name.

2 Write a paragraph explaining the 'why' behind your design

Mention local historical context (like Cyclone Gabrielle), the community need your building fills, and its overall size and purpose.

3 Present simplified floor plans

Include clean, labeled line drawings of your final Ground Floor and Second Floor layouts. Write a brief explanation of how this layout maximizes usable space, handles a high volume of people, and creates an open, flowing atmosphere.

4 Highlight environmental and sustainable features

Create a dedicated section explaining how your building helps the environment. Detail specific choices, such as using sustainable local wood to reduce deforestation, including a green roof to absorb carbon dioxide and insulate the building, and adding landscaping to neutralize the carbon footprint.

5 Analyze the site and surroundings

State your exact location (e.g., Waikanai Beach) and justify why it is the best spot. Discuss accessibility (like nearby bus exchanges and parking) and how proximity to local attractions will draw visitors to your building. Include a small site map for reference.

6 Describe the interior user experience

Break down specific spaces (like the covered spaces, water supply, parking) and explain how the architectural design improves them. For example, explain how large west-facing windows provide light, while smaller east-facing windows prevent glare.

7 Trace the "Origin of Ideas"

Show the evolution of your design by displaying 2 or 3 of your initial concept designs (e.g., shapes inspired by leaves or slanted roofs). Write a brief note under each explaining how that early idea translated into the final building shape.

8 Showcase final 3D renders

Insert high-quality, realistic 3D digital renders of your exterior to show exactly what the finished building looks like in its actual environment, complete with people, trees, and lighting.

28



Evaluation

1shot, 2shots etc

29



30



31



32



33



34



35



36



37



38



39



40



41



42



43



44



45



46



47



48



49



50



51



52



53



54



55



56



57



58



59



60



61



62



63



64



65



66



67



68



69



70



71



72