suckerPUNCH: Describe your project.
(Mike) KWOK wai chung: The Project takes advantage of the “disadvantage of the prescribed site. It’s located near the old Kai Tek airport in Kowloon bay and sits remotely away from downtown, Seperated from the regular urban fabrics of the grided kowloon City by an expressway, the site can only be accessed from the nearest bus terminal through a long corridor and crossing by the expressway.
Responding to this unique site characteristic, the internal spatial organization and facade orientations are designed to create controlled views looking into the exhibition corridor while approaching along the path of entry. Viewlines extending from the opposite side of the expressway are used for coordinating internal spacial organization such that at any moment on the external journey, only specify parts of the machines are visible.
The external journey begins by revealing the tail router of the helicopter, and then proceeding to reveal other different parts of the machine as one proceed with the entry process. The width of the expressway maintain a constant distance relation between the exhibits and the viewer, ensuring controlled views into the exhibition. corridor along the entire journey.
Upon entering the building, the protagonist is greeted by a narrow reception area that deliberately limits his field of view into the exhibition hall. As he proceeds along the length of the exhibition hallway, more parts of the machine is being revealed, before the protagonist eventually reaches the widest portion of the exhibition alley. Here, the prottagonist is rewarded with the opportunity to view the full machine, signifying the climax of his exhibition experience.
The roof form is intended to be an honest expression to the inner workings of the building’s Mechanical, Electrical and Plumbling system. A collection of MEP Channels that forms the groove like form of the roof reflects how each room directly under is served in terms of pipe-lining and mechanical compartmentalization.
sP: What or who influenced this project?
mK: Professor Marc Aurel Schnabel of School of Architecture, The Chinese University Of Hong Kong, has given me the opportunity and encouragement to develop the technique of bringing gaming and gaming engines into architectural design and visualization. The advance and efficient game engine of Crysis 1 & 2 by EA games has made it possible for me to create fine quality real-time renderings and video of architectural works in game. The modding community of crytek and .crydev.net have also provide great suggestions, comments and help in the process of importing 3d Models into crysis. Nick Bostrom’s academic paper: “ARE YOU LIVING IN A COMPUTER SIMULATION?” investigating the odds of one living in a computer simulation have also prompted me into creating game simulations for architectural works.
sP: What were you reading/listening to/watching while developing this project?
mK: I have been reading an academic paper on virtual reality; “ARE YOU LIVING IN A COMPUTER SIMULATION?” by Nick Bostrom from the Faculty of Philosophy, Oxford University. Published in Philosophical Quarterly(2003) Vol. 53, No. 211, pp. 243-55. I was playing the Crysis 1, 2 game (from EA games & Crytek) and also Battlefield 3 from (EA & DICE) while messing around with architectural visualization and level designs of this project.
sP: Whose work is currently on your radar?
mK: Frisly Colop, Colin Ashton, Jon Martin, & Shane Dale of 10design.
Additional credits and links:
—Real time rendering tool: Crytek crysis game engine(EA GAMES)
—Playuptools(PlayUp is a plugin for SketchUp that allows people to create and export content to Valve Source, Crytek CryENGINE 2, Crytek CryENGINE 3 and Unity 3D), http://www.playuptools.com/
Tutor: Professor Patrick Hwang, School of Architecture, The Chinese University Of Hong Kong