reactive


  • Date: 2013

In this project I sought to prototype a new sort of design tool which would aid in the development of responsive, or reactive, spaces. I identified a dominant flaw in existing CAD programs in that they have no conception of space: they are purely geometric, three-dimensional modelers and have no understanding or ability to model time.

In order to show what the potential of such a tool would be, I started working with commercial game engines, finally settling on CryEngine 3, in order to write logic routines which allowed designers to understand the effects of their decisions as they related to space and human occupation. A number of scenarios were developed to show occupation based lighting scenarios, external facade systems which tracked interior/exterior temperature levels and responded as the designer programmed.

The point of this was to allow for quicker iteration of designs, and to bring behavior forward in the design process.