These are the resulting renders derived from our conceptual and orginally hand-made masterplan after 3D scanning it and manipulating it in a geo-poly editing program.
Explanatory Introduction
The Waltz of War is a Master Planning project set in Melbourne's notorious Docklands. As part of the Landscape Architecture Masters studio; GAME ON, this blog will document Brock and Ben's progress throughout the semester. The concept is derived from two sources; 1. Risk. The popular boardgame based on the strategy of war and tactical aquisition of territory. 2. OMA's competition submission for the Parc De La Villette. The objective of The Waltz of War can distilled in 5 main points; - To develop a set of rules and constraints to generate an adaptable planning system - To challenge the definition of surrounding programs (of site) and their associated infrastruction - To test scenarios across multiple interventions - To design infrastructure based on the outcomes of scenario tests - To interact to enable the constant definition and and redefinition of territory Comments and feedback appreciated.
Tuesday, 19 April 2011
Sunday, 10 April 2011
Understanding the surroundings
A more specific spatial knowledge of surrounding program types and density is currently being established.
Masterplan in context
A quick impression of the physical test model on site, more for panel work than anything. It roughly demonstrates the malignant nature of our concept, and the intrusive qualities that certain programs might possess in their deternimation to advance into other's territory.
Masterplan Model
This model was constructed adhering to the twelve rules. It was a method of not only generating the formal qualities of a potential masterplan but also a very basic testing procedure for the operation of the twelve rules.
Rules
1. Movement must be restricted to rails |
2. Infiltration of site can only occur at Rail Intersection Points |
3. Settlement may only originate from inter-rail adjacencies and intersections |
4. Enemy programs can only be combatted by conflicting programs |
5. Control of Grand or Minor Rail Intersection Points cannot be obtained without first controlling a Linking Flexible Settlement |
6. Existing structural preference can only be maintained if significant establishment has been achieved |
7. A development or insertion has to originate on unoccupied land (ignoring easement regulations) |
8. When selecting unoccupied land, surrounding adjacencies must support insertion type |
9. Attacking programs must direct forces at singular programs over hybrid programs when possible |
10. Establishment of a functioning hybrid of programs on a minor rail is rewarded with a rail addition or extension |
11. Developments cannot “leap frog”. Attacks/movements can only be directed to adjacent spaces |
12. Before developing insertions can be taken beyond the territory or even within the site, they must display high functionality, flexibility and mobility |
Parc De La Villette Model Diagram
This diagram of the physical model built labels more effectively the elements outlined by OMA's proposal and interprets them in relationship to the interaction of human
Combined Spaghetti Diagram
The diagrams below were an exercise undertaken to better understand the similarities and differences between the docklands site and the two precedents. The combination diagram of the three originals resulted in a list of characteristics or objectives for which the masterplanning would adhere to. From this list, a series of rules were established. (See Rules post)
Risk: The boardgame based on the strategy of war
After playing the game several time, we began to notice the constant shift of control across certain boarders. While some remained under unchanging control, others were pushed and pulled, expanding and contracting as our armies gained and lost territories. This movement was incredibly responsive to our tactics, our communication with each other. We created it by playing. It was like a dance. (see animation above)
The Parc De La Villette (OMA submission)
OMA's proposal was not a park, but something that would one day generate a park. Through linearly organising contrasting and complementary programs throughout the extents of the space outside Paris, OMA sought to make human interaction the catalyst that would determine the eventual layout of the park. Interaction with such an unnatural order would cause adjacent programs to merge and blend with each other, until finally establishing a space to permanently occupy.
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