Virtual Architecture World Building & Simulation Workshop
Instructed by Nitzan Bartov; Columbia GSAAP, Spring 2023
This Visual Studies workshop borrows tools and workflows from the gaming and virtual reality industries, to explore architectural production through the lens of speculative physics, causality and interaction.
ABOUT
Our built environment represents the limits of our physics and material properties. What types of architecture will emerge out of an exploration of alternative physical constraints? If cause and effect could be re-imagined, what would be the new modes of interaction with one’s environment?
Using the unique affordances enabled by Game Engines, this course wishes to explore speculative architectures, adapted to alternative physics, materials and casualties.
Starting from the articulation and design of a behavior, interaction or rule, students will expand the scale and detail of their environment throughout the semester.
Through lectures, demonstrations and workshops, students will be provided with the conceptual framing and technical knowledge to assist them in the creation of a rich and interactive environment, pushing the boundaries of architectural imagination.
TAKEAWAYS
• Basic understanding of scripting concepts and techniques in Unreal Engine 4.
• Experience creating complex environments in Unreal Engine 4
• Ability to build and export games to PC, Mac, Mobile and VR Headsets.
• Ability to integrate new skills into existing architectural design workflows
PREREQS & PREPARATION
No prior scripting or gaming experience is necessary. The VS workshop will serve as an introduction to all key concepts and technical requirements.
Students will need access to a computer with the free version of Unreal Engine 4 installed.
SOFTWARE
• 3D modeling software (Sketchup Pro, 3ds Max, Rhino 3D, SolidWorks etc.)
• Unreal Engine 4
Unreal Engine 4: UE4 is a powerful and flexible development platform for creating multi-platform 2D and 3D games, interactive experiences, and simulations.
STRUCTURE
Phase I: Interactive Object
Students will work individually to develop a design manifesto demonstrated through an interactive object, scripted using UE4.
Phase II: Body, Motion and Scale
Students will work in groups of 1-3 members to develop a preliminary design of an interactive environment. Tailoring the combinations of interaction and objects they’ve created in the previous phase, this initial phase will explore the relationship of body, motion and scale in level design.
Phase III: System and Space
Working in the same groups, students will create a detailed interactive environment. This phase will explore visual language, scale and interaction complexity.
Evaluation Criteria
- Attendance – 10%
- In-Class Participation – 15 %
- Submission 1 – 10 %
- Submission 2 – 20 %
- Submission 3 – 30 %
- Process and Documentation – 15 %