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A COLLABORATIVE OF CREATIVE WORKS BY<br />

ALLEN CUSTER


APPLICATIONS<br />

3D: Google Sketchup, Autodesk 3DS MAX, Robert<br />

McNeel & Associates-Rhinoceros<br />

Drafting+BIM: Autodesk Autocad, Autodesk Revit<br />

Rendering Engines: Maxwell Render, Mental Ray<br />

Render farm management: Autodesk Backburner Sever,<br />

Autodesk Backburner Manager<br />

Photo Editing: Photomatix Pro, Adobe Photoshop,<br />

Adobe Photoshop Lightroom, Adobe Bridge<br />

Vector Graphics: Adobe Illustrator<br />

Video Editing: Adobe Premiere Pro, Adobe After Effects<br />

Layout Editing: Adobe InDesign<br />

Programing: Processing, Arduino, Ubot Studio, C++,<br />

Java<br />

Web: Wordpress<br />

Other: Microsoft Office<br />

EDUCATION<br />

Catholic University of America; Washington, D.C.<br />

Degree: Architecture - Masters in Architecture with<br />

concentration in Digital Media<br />

Graduated: December, 2015<br />

Curriculum Includes: Design, Theory, with heavy<br />

influence in Computer Graphics and Animation.<br />

Catholic University of America; Washington, D.C.<br />

Degree: Architecture - Bachelor of Science in<br />

Architecture<br />

Graduated: May, 2010<br />

Curriculum Includes: Design, History, Theory, Graphics<br />

and Computer Applications.<br />

EMPLOYMENT HISTORY<br />

CKC Investments, San Diego, CA<br />

Designer, Rehab Analyst: 2014 - Present<br />

Searching for dilapidated properties as well as<br />

determining if it was cost effective to rehab them, then<br />

designing the rehab.<br />

Render Wrangler Investments, San Diego, CA<br />

Search Engine Optimization: 2013 - Present<br />

Responsible for generating internet traffic to<br />

websites.<br />

Graham Downes Architecture, San Diego, CA<br />

Intern Architect, Rendering: Summer 2012<br />

Responsible for design and drafting with an<br />

extensive focus in rendering.<br />

Catholic University of America Washington D.C.<br />

Render Farm Manager: September 2011 - 2013.<br />

Responsible for ensuring the functionality of the<br />

School of Architecture’s Digital Media Render Farm.<br />

Alioscopy USA, Mira Mesa, CA<br />

3D Content Creation Internship: 05/2011 - 08/2011.<br />

Responsible for creating 3D content for autosteroscopic<br />

3D digital signage.<br />

S.C. & Company, Oceanside, CA<br />

Architectural Renderings and Construction:<br />

November 2010-June 2011.<br />

Architectural renderings, design advice and<br />

construction.<br />

MERArchitect, Fallbrook, CA<br />

Freelance Architectural Designer: July 2010-July<br />

2011.<br />

Architectural renderings, and AutoCAD drafting.<br />

Jacobs Engineering, Solana Beach, CA<br />

Internship in Architecture: May 2008-August 2008.<br />

Constructed 3D Models and Families in Revit.<br />

Martinez + Curtri Corporation, San Diego, CA<br />

Internship in Architecture: September 2005-May<br />

2006.<br />

Assisted in model construction and Autocad<br />

drawing.<br />

Allen Custer<br />

Mobile<br />

760-470-9390<br />

E-mail<br />

allencuster@gmail.com<br />

Website<br />

allencuster.com<br />

PUBLICATION<br />

Book: The Mythic<br />

and The Modern; By<br />

Travis Price. Projects:<br />

Kaevala Kehto, James<br />

Hoban Memorial Arbor.<br />

Periodical: Metropolis;<br />

November 2010.<br />

Project: Kalevala<br />

Kehto.<br />

Book: International<br />

Studies 2008; By<br />

CUArch. Project: Urban<br />

vs. Organic.<br />

AWARDS<br />

Benjamin T Rome<br />

Competition Studio-<br />

1st place<br />

AIA Award of Merit,<br />

Project: James Hobhn<br />

Memorial Arbor.<br />

AIA Award of Merit,<br />

Project: Kalevala<br />

Kehto.<br />

STRENGTHS<br />

Creative problem<br />

solver, Innovative designer,<br />

Out of the box<br />

thinker, Enthusiastic<br />

worker.


C<br />

O<br />

NTENTS<br />

01 URBAN ESCAPE<br />

BED AND BREAKFAST IN THE HEART OF D.C.<br />

02 HAINS POINT KNOWLEDGE ARK<br />

STORAGE FOR HUMAN KNOWLEDGE FOR FUTURE GENERATIONS<br />

03 MUSEUM OF EXPLORATION<br />

MUSEUM EXPANSION IN COURTYARD BASED ON IRRATIONAL NUMBERS<br />

04 KALEVALA KEHTO<br />

CRADLE OF THE KALEVALA<br />

05 JAMES HOBAN MEMORIAL<br />

MEMORIAL FOR THE ARCHITECT OF THE WHITE HOUSE<br />

06 RENDERING<br />

EXPLORATION OF RENDERING TECHNIQUES USING 3DS MAX<br />

07 NAVY YARD INFORMATION HUB<br />

TOURIST INFORMATION HUB FOR D.C.’S NAVY YARD<br />

08 WASHINGTON MUSIC COMPLEX<br />

MUSIC VENUE IN THE HEART OF WASHINGTON D.C.<br />

09 URBAN VS. ORGANIC<br />

APARTMENT COMPLEX WHERE THE URBAN FABRIC MEETS THE OCEAN<br />

10 INTERACTION<br />

KINDERGARTEN FOR ARTISTIC CHILDREN<br />

11 PATHS<br />

URBAN HOUSE FOR AN ARTIST<br />

12 LOGARITHMIC SPIRAL<br />

SCULPTURE BASED ON NATURAL MATHMATICS<br />

13 HUMAN FORM BENCH<br />

ERGONOMIC BENCH DESIGNED FOR THE HUMAN BODY


01 URBAN ESCAPE<br />

The Urban Escape Project was meant to be an escape<br />

from the city within the city; a fine dining restaurant, a<br />

natural retreat, within the confines of Washington D.C.<br />

A place where one could go in the evening to enjoy<br />

a natural intimate setting for a meal, then relax and<br />

recuperate from the stresses of city life and possibly<br />

stay the night.<br />

More info and animations<br />

The design of the interior of the structure emulates<br />

the experience of being in one’s own private natural<br />

dwelling with all the amenities of modern life. Natural<br />

vegetation was utilized on the interior to express<br />

changes throughout the four seasons. The design of<br />

the exterior structure is simple and intriguing because<br />

the design is meant to be experienced from the inside<br />

out. Upon entering the structure you are meant to<br />

forget about city life and enjoy your escape from the<br />

city within the city.<br />

Rendering of sleeping area in spring


Rendering of dining area fall


CONCEPT DEVELOPMENT<br />

Urban escape concept art


CONCEPT DEVELOPMENT/MATERIAL STUDIES


ARCHITECTURAL DRAWINGS<br />

Section 1<br />

Building section<br />

Level two plan<br />

Level one plan<br />

L1<br />

L2<br />

L1<br />

L2<br />

Section 1<br />

L1<br />

L2<br />

Site plan<br />

Unit aggregation diagrams


RENDERINGS<br />

Sleeping area in fall<br />

Wall close up spring<br />

View of dining area in fall<br />

Exterior shot spring<br />

View from entrance during spring


02 HAINS POINT KNOWLEDGE ARK<br />

The concept of the sublime can be defined as “having the quality of<br />

greatness.” This project was an attempt to explore that quality, not only<br />

architecturally, but also on a global scale; demonstrating how the idea<br />

of the sublime relates to the human experience as a whole. The project<br />

began with exploring the idea of the sublime on many simple fronts. Such<br />

as how Thomas Cole depicted the stages of greatness as they occur in an<br />

empire; from the meager beginnings of a civilization “the savage state,”<br />

to the empire at the height of its power “the consummation,” to the end of<br />

that empire “the desolation,” each stage having a sublime quality in its own<br />

right.<br />

From there the project asked the question: How could the sublime be<br />

defined architecturally and experientially? This was examined through<br />

the works of great architects such as Etienne Louis Boullee. He mastered<br />

capturing the experience of the sublime right down to rendering techniques,<br />

mainly through use of grandeur of scale, obscurity of vision, and simplicity<br />

of form. This was displayed in many of his works and was mastered in<br />

projects such as the Cenotaph to Newton and the Temple of Death.<br />

From here the question became, how does the idea of the sublime relate<br />

to human experience as a whole? And how can architecture respond to<br />

it in modern times? To these questions there were two answers: the first<br />

being space exploration and colonization, the second being a complete<br />

and total annihilation of humanity through some sort of global apocalypse.<br />

After understanding this, the architectural response became quite clear; a<br />

center for archiving human knowledge in the event of a global apocalypse<br />

was needed. This would allow survivors (or leave record of our existence<br />

if there were no survivors) of such an event to jump start their future<br />

civilization as well as understand everything that brought the downfall of<br />

the previous civilization; therefore not repeating the same mistakes..<br />

This led to the creation of the architectural language of the structure which<br />

was to be an abstraction of the most basic element of the human mind<br />

(neural network) in an attempt to emphasize the idea that all knowledge<br />

comes from and is stored in the mind, thus the Haines Point Knowledge Ark<br />

was born.


More info and animations<br />

Main Structure Before Collapse


Inside Main Axon


View From Top Of Visitors Center


CONCEPT DEVELOPMENT<br />

Single Neuron<br />

Neural Network<br />

Neural Network on Site<br />

Simplified Neural Network<br />

Main Grid/Sub Grid<br />

Simplified Neural Network<br />

Sub Grid<br />

Simplified Circulation<br />

Network<br />

Simplified Circulation<br />

Network<br />

Destination Nodes<br />

Simplified Neural Network<br />

Main Grid/Sub Grid


CONCEPT PROGRESSION<br />

Rendering of Complex<br />

<strong>Final</strong> Conceptual Master Plan<br />

<strong>Final</strong> Site Plan


DIRECTIONAL MAP AND CIRCULATION<br />

Early Circulation Diagram<br />

Early Circulation Diagram<br />

Directional Map to Arks Throughout the World<br />

<strong>Final</strong> Circulation Diagram<br />

<strong>Final</strong> Circulation Diagram<br />

<strong>Final</strong> Circulation Diagram<br />

Directional Map to Arks Throughout the World


SKIN CREATION<br />

Biological Neural Network<br />

Biological Neural Network<br />

Simplified Neural Network<br />

<strong>Final</strong> Skin Members<br />

<strong>Final</strong> Skin Member Diagram<br />

<strong>Final</strong> Skin Panels<br />

Visitors Center Showing Glass and Concrete Panels<br />

Main Axon Structural Members Main Axon Panels Main Axon Shaded and Open Space


CENTRAL CORE AND MAIN MEMBER CREATION<br />

Ovoid for Strength in Compressive Force Ovoid Structural Member Extraction<br />

Double Member<br />

Structural Member Spread Around Site<br />

Single Member


LOCK DOWN DIAGRAMS<br />

Lock down Mechanical Diagram<br />

Stage 1<br />

Stage 4 in Plan<br />

Stage 2<br />

Single Lock down Slide<br />

Stage 3<br />

Stage 4<br />

Diagram of Building Lock down<br />

Diagram of Members When not locked down


INFORMATION STORAGE CONCEPT DEVELOPMENT<br />

Information Storage Diagram<br />

Voyager 1 Spacecraft<br />

Rosetta Stone<br />

The next important step was to create<br />

a storage system for information that<br />

could be accessed efficiently and<br />

quickly. To accomplish this it became<br />

necessary to investigate methods of<br />

storage used in the past to transfer<br />

information for millenniums; or etching<br />

it into a solid surface as cavemen did.<br />

Examples of this would be The Rosetta<br />

Stone and the Voyager Spacecraft.<br />

The Rosetta Stone allowed us to<br />

translate two languages; the Voyager<br />

Spacecraft contained information<br />

etched into gold which could be<br />

understood by a species that did<br />

not speak any earthly language.<br />

Therefore, it was determined that all<br />

information stored in the ark would be<br />

etched in the walls in a diagrammatic<br />

and universal form. Thus, allowing<br />

the information to be understood by<br />

intelligent life that would not speak<br />

any language known to present day<br />

humans.<br />

Literature storage<br />

Golden Record on Voyager 1<br />

Ancient Cave Drawings<br />

Digital Storage<br />

Etched Golden Record on Voyager 1<br />

Spatial Arrangement Diagram


PLANS<br />

Level -2 Level -1 Level 0 Level 1<br />

Admin<br />

Underground dwelling<br />

Exhibition<br />

Public library<br />

Above ground dwelling<br />

Classroom<br />

Rest room<br />

Dynamic Space<br />

Literature Archive<br />

Digital Archive<br />

Etched Archive<br />

Level 2 Level 3 Level 4


RENDERINGS<br />

Latitudinal Section<br />

View inside main neural axon<br />

Longitudinal Section


RENDERINGS<br />

View From Underground Dwelling Unit Courtyard<br />

View Inside Main Axon


RENDERINGS<br />

Main Entrance to Complex<br />

Knowledge Ark Central Courtyard<br />

Side Entrance to Complex


RENDERINGS<br />

View of central core from main courtyard<br />

Inside Educational Facility<br />

Central Core After Lock down<br />

Above Ground Dwelling Unit Transitional Space


03 MUSEUM OF EXPLORATION<br />

During the era of the Renaissance exploration was<br />

viewed as something more than just a physical<br />

undertaking, it was also thought of as a mental<br />

endeavor. The optimal way for one to express and<br />

prove that exploration is also a mental undertaking<br />

(especially during time of Amerigo Vespucci) is<br />

through mathematics. This project explores the<br />

mathematical principals behind rational and irrational<br />

numbers; demonstrating how a form can transform<br />

from something simple, orthogonal, and rational to a<br />

much more complex and irrational form.<br />

This is accomplished by starting with an orthogonal<br />

form which can be created through a finite number of<br />

points and ending up as a perfect oval created by conic<br />

sections. Conic sections can only be created from an<br />

infinite number of points because a curve does not<br />

really exist; what truly exists is an infinite amount of<br />

points which we perceive as a curve. The symbol on the<br />

skin of the building is a sacred geometric figure known<br />

as Metatron’s cube; the formula for this cube was<br />

discovered slightly before the Renaissance and was<br />

the perfect 2-diminsional representation of everything<br />

this project explores.


More info


CONCEPT DEVELOPMENT AND CIRCULATION DIAGRAMS<br />

Parti Stage 1 - Rational Numbers<br />

Circulation Level 1<br />

Parti Stage 2 - Rational Numbers<br />

Parti Stage 4 - Irrational Numbers<br />

Circulation Level 2<br />

Parti Stage 3 - Rational Numbers<br />

Skin Creation Phase 1 Skin Creation Phase 2<br />

Parti Stage 4 - Rational Numbers<br />

Skin Creation Phase 3 Skin Creation Phase 4<br />

Circulation Level 4


PLANS<br />

Level 2 - Visiting Scholar Dwelling Units<br />

Level 3 - Cafe<br />

Level 4 - Roof Cafe<br />

Site Plan


RENDERINGS<br />

Indoor Cafe<br />

View From Roof Cafe<br />

Visiting Scholar Dwelling Unit


RENDERINGS<br />

Circulation Space<br />

View of Bookstore and Entrance


04 KALEVALA KEHTO<br />

This is a design build project completed<br />

for Spirit of Place/Spirit of Design in<br />

conjunction with Travis Price Architects.<br />

It is located in Helsinki, Finland on<br />

Seurasaari Island. This was supposedly<br />

the place where Vainamoinen, the<br />

main character of the Finish Legend of<br />

the Kalevala, left this world on a boat.<br />

(Gandalf’s character from Lord of the<br />

Rings is based on Vainamoinen). The<br />

concept of Vainamoinen leaving the<br />

world from this site is the basis for<br />

designing a ship for this project.<br />

The Sampo, represented with the<br />

stainless steel roof in this project, was<br />

described as a very shiny and fiery object<br />

which everyone in the Legend of the<br />

Kalevala sought. Although the structure<br />

resembles a ship it is not intended<br />

to be used as one. Rather this space<br />

is to be used as a peaceful place for<br />

reflecting, meditating or small meetings.<br />

Kalevalakehto, which we named this<br />

project, literally means cradle of the<br />

Kalevala.


More info


PLANS SECTIONS ELEVATIONS<br />

Elevation<br />

Building elevation<br />

Longitudinal Section<br />

Elevation<br />

Plan of Structural Member Connections


PHYSICAL MODEL PHOTOS


SITE PLAN AND PHOTOS<br />

Site Plan<br />

View of structure interior


PHOTOS<br />

View of structure front<br />

vainamoinen fighting demons<br />

View of structure roof<br />

View of structure interior<br />

View of entire structure


05 JAMES HOBAN MEMORIAL<br />

More info<br />

This Spirit of Place design build project was completed<br />

in conjunction with Travis Price Architects. The project<br />

was constructed near the town of Callan, Ireland. The<br />

concept of the design represents the struggles and<br />

triumphs of James Hoban (architect of the U.S. White<br />

House) from his birth near Callan until he relocated to<br />

the United States. The question we asked; How does<br />

one translate the ideas of struggle and triumph to<br />

architecture; this we accomplished in two ways. The<br />

first very subtle method of representing struggle to<br />

triumph is demonstrated with the stone wall at the back<br />

of the project. This wall begins as a very rough stone<br />

and ends as a white polished marble, as if to signify<br />

rough beginnings to fine endings. The second much<br />

more obvious and literal representation of struggle<br />

and triumph is demonstrated with words written on<br />

the scattered glass panes that one must walk through,<br />

like a maze, to reach the end of the memorial (which<br />

in a way also represents struggle to triumph). On each<br />

of these panes the word struggle is written in many<br />

different languages and as one progresses through<br />

the maze the words slowly become more triumphant.<br />

This project received the 2008 AIA Award of Merit.


PHOTOS


PHOTOS


06 RENDERING<br />

Rather than a design project, this assignment was to model a<br />

house or building in 3d studio max and produce renderings.<br />

The house I chose is known as “the Cape Schanck House”<br />

which is located in Victoria, Australia. The project included<br />

modeling the house as well as creating custom materials in<br />

order to create a realistic appearance.


More info and animations


Rendering of Pool Deck


Rendering of Main Entrance


Rendering from Parking Area


RENDERINGS<br />

Rendering of Front of House<br />

Rendering of Pool<br />

Rendering of Back of House<br />

Rendering of Entrance


07 NAVY YARD INFORMATION HUB<br />

This was a group project for studio 402, “Comprehensive<br />

Building Design Studio.” We were to design an information<br />

hub for one of three areas of Southeast Washington D.C.<br />

The area we chose was “the Navy Yard.” The Navy Yard is<br />

an area of D.C. previously dedicated to the construction<br />

of navy ships. Considering the previous use of the site we<br />

decided to investigate the construction of a ship and utilize<br />

the ships main structural element (the ribs) to inspire our<br />

design. We realized that a more compelling design would<br />

be a sculptural representation of a ship’s ribs rather than a<br />

replica of the entire ship. The design of the site utilized four<br />

types of space: the main hub on the upper right corner of<br />

the site, an activity space on the upper left, a shade garden<br />

in the lower left and a sun garden in the lower right. The<br />

majority of the information would be received just outside<br />

the hub on touchscreen panels. The interior of the hub<br />

would consist of a bar dedicated to receiving specialty<br />

information, as well as a rest room.<br />

More info and animations<br />

Exterior of the hub


Interior of the hub


CONCEPT DEVELOPMENT<br />

Concept Sketch<br />

Concept Sketch<br />

Concept Sketch


STRUCTURAL PROGRESSION<br />

Exploded Axon<br />

Wall Section


STRUCTURAL PROGRESSION<br />

Exploded Axon<br />

Exploded Axon<br />

Wall Section


STRUCTURAL PROGRESSION<br />

HVAC Diagram<br />

Plumbing Diagram<br />

Wall Section


STRUCTURAL PROGRESSION<br />

Interior Structure Exploded Axon


ARCHITECTURAL DRAWINGS<br />

Rendered Site Plan<br />

Master Plan<br />

Plan


ARCHITECTURAL DRAWINGS AND MODEL<br />

Physical Model of Stage with Hub in the Background<br />

Physical Mode of the Hub<br />

Site Section


RENDERINGS


08 WASHINGTON MUSIC COMPLEX<br />

The assignment for this project was to design a music complex<br />

for Washington, D.C. The complex was to include all<br />

of the following: indoor and outdoor concert venues, music<br />

education areas, clubs, and commercial space. To develop<br />

this concept I chose to break music down into its two<br />

most basic elements, rhythm and melody. It then became<br />

necessary to translate the musical elements of rhythm and<br />

melody into architecture. How to do this became apparent<br />

after exploring what function both rhythm and melody<br />

play in music. Rhythm is the strong element that holds the<br />

music together and melody is the softer element that holds<br />

our attention and links one piece to another. Therefore,<br />

when translated to architecture, rhythm is represented with<br />

solid walls and ridged form while melody is represented<br />

with flowing forms that guide us between the ridged forms.<br />

This project won the Benjamin T. Rome competition studio<br />

award.


More info and animations


CONCEPT DEVELOPMENT<br />

Site Parti<br />

Circulation Parti<br />

Site Parti<br />

Massing Parti<br />

Rhythm Vs. Melody Concept Art<br />

<strong>Final</strong> Rendered Parti


SPATIAL DIAGRAMS<br />

Retail Space<br />

Outdoor Concert Hall<br />

Cafe<br />

Storage<br />

Retail Space<br />

Park Destination Space<br />

Light Control<br />

Level 1 Plan Diagram<br />

Level 2 Plan Diagram<br />

LEVEL 1<br />

Concert Hall<br />

Clubs<br />

Chorus Room<br />

Band Room<br />

LEVEL 2<br />

Rock Venue<br />

Lesson Rooms<br />

East Elevation


Main Structure Rendering


RENDERINGS<br />

Outdoor Music Venue<br />

Site Overview Rendering<br />

Atrium of Main Structure<br />

Site Plan rendering<br />

View From Balcony of Main Structure


09 URBAN vs. ORGANIC<br />

The goal of this project was to design an apartment complex<br />

located in the town of Stabia, Italy. The concept drew heavily on<br />

the location of the project: where the town (ridged and urban)<br />

meets the sea (natural and organic). Thus the idea for the project<br />

arose, “urban versus organic.” The seaside of the building would<br />

take on an organic form, while the urban side of the building would<br />

reflect this organic form and at the same time keep the urban<br />

fabric of the city. The design utilized four different unit types,<br />

three of which utilized the skip-stop unit aggregation method.<br />

This allowed the units to easily fit into the form as well as created<br />

room for communal balconies. The fourth unit design was used<br />

only on the first level. The design of the building was complete<br />

with a public roof garden overlooking the sea.


More info


Urban Side of Structure


Organic Side of Structure


CONCEPT DEVELOPMENT<br />

Urban VS. Organic Concept Art


CONCEPT PROGRESSION<br />

Digital Parti 1 Digital Parti 1<br />

Digital Parti 2 Digital Parti 3<br />

Concept On Site<br />

Digital Parti 3 Digital Parti 3


UNIT PLANS AND AGGREGATION<br />

One Bedroom Unit<br />

Two Bedroom Unit


UNIT PLANS AND AGGREGATION<br />

Aggregation Diagram<br />

Studio Unit<br />

Circulation Diagram


ARCHITECTURAL DRAWINGS<br />

Level 2<br />

Level 1


ARCHITECTURAL DRAWINGS<br />

Level 4<br />

Level 3


ARCHITECTURAL DRAWINGS


ARCHITECTURAL DRAWINGS


SITE PLAN


RENDERINGS<br />

View of Public Roof Garden<br />

View of Public Roof Garden<br />

View of The Organic


10 INTERACTION<br />

In this project I designed a kindergarten for artistic<br />

children. The main concept behind this design was the<br />

concept of interaction, which arose from two ideas. The<br />

first idea exemplifies the importance of interaction to the<br />

development of a child’s mind. The second is the idea that<br />

interaction is extremely important to the creative process<br />

and the production of works of art. Thus, the driving force<br />

behind this project became interaction. While designing<br />

the building the idea developed that the school should<br />

be constructed as something the children could play on,<br />

and interact with, in order to stimulate their minds and<br />

imagination. Therefore,I created a design for a kindergarten<br />

(essentially built underground) consisting of structural<br />

glass and hills which the children could play both on and<br />

under.


More info


CONCEPT DEVELOPMENT<br />

Interaction Concept Art


SITE PLAN


ARCHITECTURAL DRAWINGS<br />

Level 1 Level 2<br />

Longitudinal Section


RENDERINGS


11 URBAN HOUSE FOR AN ARTIST<br />

More info<br />

For this project I chose an artist and based on that artist’s work<br />

designed a house for the artist. This made for quite a challenge,<br />

because it is difficult to turn a two dimensional work of art into a<br />

three dimensional building design. The concept for this project<br />

was based on the work of Piet Mondrian. There are three unifying<br />

elements recognized in the work of Piet Mondrian. The black<br />

lines, seem to guide us across the paintings like paths; the light<br />

areas which appear to be open space;and the colored areas which<br />

appear to be closed space. When translated into architecture it<br />

became obvious that the design of this building should focus<br />

heavily on paths and open space leaving only few closed spaces<br />

throughout the house.


CONCEPT DEVELOPMENT<br />

Paths Concept Art<br />

Piet Mondrian 1<br />

Piet Mondrian 2<br />

Piet Mondrian 3<br />

Piet Mondrian 4<br />

Piet Mondrian 5


CONCEPT PROGRESSION<br />

Spatial Parti 1<br />

Spatial Parti 2<br />

<strong>Final</strong> Spatial Parti<br />

Spatial Parti 2<br />

<strong>Final</strong> Spatial Parti


ARCHITECTURAL DRAWINGS


ARCHITECTURAL DRAWINGS


HAND DRAWN STRUCTURAL EXPLODED AXON


RENDERINGS AND MODEL<br />

Rendering of Path<br />

Model<br />

Rendering from Gallery Space<br />

Rendering from Above<br />

Model


12 HUMAN FORM BENCH<br />

The human form is often ignored when designing furniture in<br />

modern times; this bench seeks to change that. The idea was<br />

to create a bench out of a seemingly uncomfortable material<br />

(wood) and make it comfortable, for sitting and lying down,<br />

through the sole use of ergonomics. The form was derived<br />

from the motion one takes to go from a sitting position to a<br />

laying position; once that form was derived it was then slightly<br />

modified to create a comfortable bench for both siting and<br />

laying. The bench was designed using Rhinoceros and then<br />

fabricated using a CNC mill.


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CONCEPT AND DRAWING<br />

Nested Individual Members<br />

Concept Art<br />

Line Drawing - Side<br />

Line Drawing - Front<br />

3D Model from Rhino<br />

Line Drawing - Top<br />

3D Model from Rhino


PROTOTYPE PHOTOS


13 LOGARITHMIC SPIRAL SCULPTURE<br />

The logarithmic spiral is one of the most intriguing mathematical<br />

formulas. It was developed before the human mind could truly grasp<br />

the idea of mathematics. It is one of the formulas that nature uses<br />

to derive the form of many of its elements. One of the better known<br />

elements that is derived from the logarithmic spiral is the Nautilus shell.<br />

After researching the logarithmic spiral formula however,I discovered<br />

its influence on the human psyche. For instance it has been argued that<br />

the logarithmic spiral is the sole formula behind beauty (theoretically<br />

if one creates an object with this formula it will automatically be<br />

perceived as beautiful). The photo bellow depicts just how much<br />

nature is influenced by this formula. It is a photo of the bottom of the<br />

sculpture which curiously looks like a flower, this was an accidental<br />

achievement and came about simply because of the way I arrayed<br />

each scaled version of the spiral. Another important thing to note is<br />

it also follows the Fibonacci Sequence and is the formula in which<br />

flowers array their petals. Created using Rhinoceros and a 3-D printer.<br />

3D Model


3D Print<br />

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CONCEPT DEVELOPMENT<br />

Phase 1<br />

Phase 2 Phase 3<br />

Phase 4 Phase 5


3D PRINT PHOTOS


KRUSTY<br />

PHOTOGRAPHY<br />

Location: Fallbrook, CA<br />

Camera: Olympus E-VOLT E510<br />

Aperture: f/5<br />

Exposure Time: 1/60 SEC<br />

Speed: ISO-100<br />

Focal Length: 14 MM


SMOKING<br />

PHOTOGRAPHY<br />

Location: Richmond, VA<br />

Camera: Olympus E-VOLT E510<br />

Aperture: f/3.5<br />

Exposure Time: 1/200 SEC<br />

Speed: ISO-100<br />

Focal Length: 14 MM


NEEDLE<br />

PHOTOGRAPHY<br />

Location: Oceanside, CA<br />

Camera: Olympus E-VOLT E510<br />

Aperture: f/3.5<br />

Exposure Time: 60.0 SEC<br />

ISO Speed: ISO-100<br />

Focal Length: 14 MM


WATER<br />

PHOTOGRAPHY<br />

Location: Mono Lake, CA<br />

Camera: Olympus E-VOLT E510<br />

Aperture: f/22<br />

Exposure Time: 1/40 SEC<br />

ISO Speed: ISO-200<br />

Focal Length: 14 MM


NO WATER<br />

PHOTOGRAPHY<br />

Location: Red Mountain, CA<br />

Camera: Olympus E-VOLT E510<br />

Aperture: f/3.5<br />

Exposure Time: 1/500 SEC<br />

ISO Speed: ISO-100<br />

Focal Length: 14 MM


BOOK<br />

PHOTOGRAPHY<br />

Location: Oceanside CA<br />

Camera: Olympus E-VOLT E510<br />

Aperture: f/6.3<br />

Exposure Time: 8.0 SEC<br />

ISO Speed: ISO-100<br />

Focal Length: 27 MM


SUB<br />

PHOTOGRAPHY<br />

Location: Honolulu, HI<br />

Camera: Olympus E-VOLT E510<br />

Aperture: f/5.6<br />

Exposure Time: 1/400 SEC<br />

ISO Speed: ISO-100<br />

Focal Length: 18 MM


PEEK<br />

PHOTOGRAPHY<br />

Location: Honolulu, HI<br />

Camera: Olympus E-VOLT E510<br />

Aperture: f/5.6<br />

Exposure Time: 1/800 SEC<br />

ISO Speed: ISO-100<br />

Focal Length: 42 MM


CLIMB<br />

PHOTOGRAPHY<br />

Location: Half Dome Cables<br />

Camera: Olympus E-VOLT E510<br />

Aperture: f/22<br />

Exposure Time: 1/50 SEC<br />

ISO Speed: ISO-200<br />

Focal Length: 14 MM


CLIMB 2<br />

PHOTOGRAPHY<br />

Location: Half Dome Cables<br />

Camera: Olympus E-VOLT E510<br />

Aperture: f/5.6<br />

Exposure Time: 1/200 SEC<br />

ISO Speed: ISO-200<br />

Focal Length: 150 MM

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