Infrastructural Domesticity

Because “it takes too long to come down to ground level each day to make it worthwhile,” a crane operator on the Burj Dubai – the world’s tallest building – is rumored to have “been up there for over a year,” the Daily Telegraph reports.

His name is Babu Sassi, and he is “a fearless young man from Kerala” who has become “the cult hero of Dubai’s army of construction workers.” He also lives several thousand feet above the ground.

[Image: The Burj Dubai, via Wikipedia].

Whether or not this is even true – after all, I never think truth is the point in stories like this – 1) the idea of appropriating a construction crane as a new form of domestic space — a kind of parasitic sub-structure attached to the very thing it’s helped to construct — is amazing; 2) further, the idea that crane operators are subject to these sorts of urban rumors and speculations brings me back to the idea that there might be a burgeoning comparative literature of mega-construction sites taking shape today, with this particular case representing a strong subgenre: mythic construction worker stories, John Henry-esque figures who single-handedly assemble whole floors of Dubai skyscrapers at midnight, with a cigarette in one hand and a hammer in the other (or so the myths go), as a kind of oral history of the global construction trade; and, finally, 3) there should be some kind of TV show – or a book, or a magazine interview series – similar to Dirty Jobs in which you go around visiting people who live in absurd places – like construction cranes atop the Burj Dubai, or extremely distant lighthouses, or remote drawbridge operation rooms on the south Chinese coast, or the janitorial supply chambers of inner London high-rises – in order to capture what could be called the new infrastructural domesticity: people who go to sleep at night, and brush their teeth, and shave, and change clothes, and shower, inside jungle radar towers for the French foreign legion, or up above the train tracks of Grand Central Station because their shift starts at 3am and they have to stay close to the job.

How do they decorate these spaces, or personalize them, or make them into recognizable homes? It’s like a willful misreading of Heidegger as applied to the question of building, dwelling inside, and thinking about modern infrastructure.

I’m reminded of a line from Paul Beaty’s new novel, Slumberland. Early in the book he writes, and my jaw dropped: “Sometimes just making yourself at home is revolutionary.”

[Image: The Burj Dubai, via Wikipedia].

In fact, consider this an official book proposal – to Penguin, say: a quick, 210-page look at strange inhabitations, like that guy who lived inside a bridge in Chicago, only not some mindless catalog of quirky stories – like, ahem, that guy who lived inside a bridge in Chicago – but profiles of people with amazingly strange jobs who have to sleep in places no one else would even imagine calling home. Down beneath the streets of Moscow in a subway switching HQ in a little bunkbed. Out on the Distant Early Warning Line of the U.S. Arctic military – where it’s just you, a toothbrush, and the Lord of the Rings on DVD. You dream about forests.

Or perhaps there is a suite of individual employee bedrooms in some South Pacific FedEx re-routing warehouse, where long-haul pilots are required by labor law to sleep for ten hours between flights; they come through twice a year, leaving Robert Ludlum paperbacks behind for themselves to read later.

The micro-tactics of dwelling inside strange but temporary homes.

In any case, while I’m working on that, the rest of the Daily Telegraph article is worth a quick read.

(Spotted on Archinect).

Code 46

On Monday, November 24, I’ll be hosting a live interview at the Barbican in London with director Michael Winterbottom, for a special screening of his film Code 46. You can read a bit more about the event – as well as buy tickets – here.
This is part of an ongoing series called Architecture on Film, curated by the Architecture Foundation.

[Image: From Michael Winterbottom’s Code 46, courtesy of United Artists].

The purpose of the event is to talk about film and architecture – or, in this case, cities, urban design, memory, science fiction, landscape, globalization, and the built environment. As you can see from the list of locations used for the film’s production, Code 46 is very well-traveled, stitching together urban – and exurban – environments from London, Shanghai, Dubai, Hong Kong, and even the deserts of Rajasthan.
That the film achieves the feel of science fiction simply through a well-edited depiction of existing landscapes says as much about the film as it does about the nature of city-building today; perhaps one might only half-jokingly suggest that people build cities today in order to live inside science fiction films.

[Image: Shanghai, from Code 46, directed by Michael Winterbottom, courtesy of United Artists].

As BLDGBLOG explored the other week in a long post, “cities today are well known for popping up in the middle of nowhere, history-less and incomprehensible.”

That’s what cities now do. If these cities are here today, they weren’t five years ago; if they’re not here now, they will be soon. Today’s cities are made up, viral, fungal, unexpected. Like well-lit film sets in the distance, staged amidst mudflats, reflecting themselves in the still waters of inland reservoirs, today’s cities simply arrive, without reservations; they are not so much invited as they are impossible to turn away. Cities now erupt and linger; they are both too early and far too late. Cities move in, take root and expand, whole neighborhoods throwing themselves together in convulsions of glass and steel.

What does it mean, then, to set a film inside a mix of such spaces? And as more and more instant cities appear in the world, built from zero in less than a decade, how can cinema capitalize on the lack of recognition these historically too-new and culturally all but anonymous environments inspire?
What does it mean, as well, that the depiction of the future in Code 46 – a depiction of the future through architecture – involves no U.S. cities at all and only very brief glimpses of urban infrastructure in Europe?

[Image: Shanghai, from Code 46, directed by Michael Winterbottom, courtesy of United Artists].

This brings up one of the more interesting aspects of the film – something not internal to it, but created by the current state of global urbanization. The film makes it deliberately unclear, in other words, that it was shot in multiple locations at all; the opening sequence blurs together landscapes, buildings, and infrastructures from very different cities – yet this unfamiliar new place to which we’re being introduced might very well exist.
For all many viewers know, perhaps Shanghai really is in the middle of a desert; perhaps Dubai really does look exactly like Hong Kong.
This confusion only seems possible, however, within a very narrow window of historical time. As the skylines and iconic hotel interiors of Dubai, Shanghai, Hong Kong, and elsewhere become visually familiar to many more people, it will become much harder to do what Code 46 has done – which is to edit them all up into a convincing pastiche. They are a spatial collage, an urban cut-up – William S. Burroughs as architectural director.
In ten years, then, would this be akin to cutting from a shot of the Empire State Building to a shot of the Eiffel Tower and pretending that these landmarks are in the same city – only to find that almost no one has been genuinely tricked?
In a funny but negative Amazon review of the film, a disappointed viewer actually mocks this very aspect: “If I have to keep seeing these movies with the I haven’t a clue which Metro I’m in look I’m going to scream.”
But what does it mean that Asian cities – cinematically depicted as a kind of monolithic urban Other – are, for the time being, so visually unfamiliar to Western audiences that they can be edited into a seamless Global Metropolis, a vast agglomeration of spatial alterity that we can cut-and-paste together on film?
Where might Code 46 have been made if it had been produced fifteen years from now? What explosive urban outgrowths between now and then will be sufficiently unfamiliar to literally hundreds of thousands of filmgoers that they could be combined into one convincing location?
Will the sci-fi films of tomorrow be set in Lagos, Delhi, Rabat, or Shenzhen? All of the above?
It’s the future science fiction of global third-tier urbanism.
For instance, one of the most striking aspects of the urban environment in The Matrix came simply from the fact that many – though not all – of the outdoor scenes were shot in Sydney, a city with which most American viewers are not visually familiar. The urban world of the Matrix thus took on an uncanny sense of near-resemblance, looking an awful lot like a city everyone has seen before – is that Houston? Tampa Bay? Fresno? – but not enough like any single one of them to be clear.
The film Primer, shot in Dallas, is an amazing example of this: the whole time you’re watching it you have no idea where you are… though absolutely everything about it looks familiar.
The effect, particularly in Code 46, is almost literally uncanny.

[Image: The Shanghai skyline, from Code 46, directed by Michael Winterbottom, courtesy of United Artists].

Briefly, I’m also reminded here of Tativille, the massive film-set city built by Jacques Tati to produce his own film Playtime. Constructed solely for the purpose of hosting camera crews – and later disassembled – Tativille was a city of the image, its design shaped only by how it would look on screen. With Tativille in mind, what might future audiences think if, say, Dubai really does run out of money in the global economic downturn, its towers abandoned and eroding back to sand? It will be visible in films like Code 46 – but nowhere else. It will have ceased to exist.
It will have been a kind of Tativille of the Emirates, built only to host film crews and car commercials.
In any case, the film’s visions of desert poverty – scenes in Rajasthan – and desert opulence – scenes in Dubai – bring up the topic of uneven development. If, as William Gibson‘s oft-quoted line goes, the future is already here, it’s just unevenly distributed, then this also appears to be true in the context of architectural form and urban landscapes.
But which one is the future: the nationless desert of rights-deprived exiles or the golf course-filled desert of the stateless business class?
Or are these perhaps one and the same, requiring each other as the flipsides of their own formation?

[Image: The opening titles of Michael Winterbottom’s Code 46, courtesy of United Artists].

None of these questions are new, of course, going back in some form or another to Sergei Eisenstein, Fredric Jameson, and many, many others; but the opportunity to discuss all this with Michael Winterbottom himself in reference to a specific – and, as it happens, visually stunning – film, in a monumental and legendary architectural complex like the Barbican, is something of which I’m genuinely excited to be a part.
So if you’re in London on Monday, November 24, consider stopping by. Tickets can be purchased directly through the Barbican’s website, and you can learn a bit more about the film here.

The Landscape Anthropology of Photography Museums (and the spatial implications of graven images)

[Image: A new wing for the Museum of Photography in Charleroi by l’Escaut; photo by Filip Dujardin].

Belgian architects and scenographers l’Escaut have completed a new wing for the Museum of Photography in Charleroi, Belgium.
In an email received this morning, l’Escaut describes the project as being “situated at the intersection of architecture, landscape, city planning, photography and fine arts.”
This wide-ranging program, they go on to point out, “matches the interdisciplinarity of l’Escaut both in its daily life (l’Escaut is situated in a building shared with theatre actors and artists) as in its architecture practice (anthropology, landscaping, city planning, communication intervene in the projects).”
They are not really architects, in other words; they practice something more like landscape anthropology.

[Images: A new wing for the Museum of Photography in Charleroi by l’Escaut; photos by Filip Dujardin].

L’Escaut’s new wing is a surprising addition to the existing structure.
Partly raised on stilts, partly cantilevered, and almost entirely defined by a very clean-lined modern geometry, the added galleries nonetheless include a brief glimpse of botanical free-will: a “winter garden” that “shelters fragrant plants inside the museum.” Photosynthesis meets photography.

[Image: A new wing for the Museum of Photography in Charleroi by l’Escaut; photo by Filip Dujardin].

The galleries themselves, we’re told, are part of an overall “spatial scenography” of the site. Everything here is about views, counter-views, cross-views, and panoramas. Everything helps to frame everything else.
The architecture itself is photographic, you could say: the rooms flow into each other through a succession of bare white walls and exposed concrete, as if the space has been edited.
This raises the question, though, of the point at which space, actively experienced, becomes cinematic.
Are buildings ever truly photographic, or are they more like short films?

[Images: A new wing for the Museum of Photography in Charleroi by l’Escaut; photos by Filip Dujardin].

In any case, the story behind the original building itself is fascinating: it turns out that the Museum of Photography is a former Carmelite convent. The grounds include what used to be the nuns’ orchard.
This entails all sorts of interesting theological problems, as we’ll see.

[Image: A new wing for the Museum of Photography in Charleroi by l’Escaut; photo by Filip Dujardin].

Religious prohibitions against “graven images” become abstractly involved in the planning process:

The transformation of the convent into a museum of photography was a reverse process of existing logics in the building. A place where looking at the world was forbidden because of religious reasons became a place of revelation of the image for societal reasons. Its extension defies conventional museum logics by multiplying the relationships to photography, its history and its many facets of representation.

In other words, is a museum of photography – a temple of the graven image – a site for the “revelation of the image,” as the architects write – an inherent violation of Christian doctrine?
Is it de facto heresy to celebrate photography in a site formerly dedicated to the worship of god?
These unresolved tensions help to animate the interlinked spaces of the museum itself.

[Image: A new wing for the Museum of Photography in Charleroi by l’Escaut; photo by Filip Dujardin].

Here are some photos of the construction process, More about the project, meanwhile, can be found here.

Mayan Muons and Unmapped Rooms

[Image: “Guatemala Tikal D8006” by youngrobv].

Easily one of the most interesting things I’ve read in quite a while is how a team of particle physicists from UT-Austin plan on using repurposed muon detectors to see inside Mayan archaeological ruins.
In the new issue of Archaeology, Samir S. Patel describes how “an almost featureless aluminum cylinder 5 feet in diameter” that spends its time “silently counting cosmic flotsam called muons” – “ghost particles” that ceaselessly rain down from space – will be installed in the jungles of Belize.
There, these machines will map the otherwise unexplored internal spaces of what the scientists call a “jungle-covered mound.”
In other words, an ancient building that now appears simply to be part of the natural landscape – a constructed terrain – will be opened up to viewing for the first time since it was reclaimed by rain forest.
It’s non-invasive archaeology by way of deep space.

[Images: The muon detector, courtesy of the UT-Austin Maya Muon Group].

From the UT-Austin Maya Muon Group website:

The first major experiment of the Maya Muon Group will bridge the disciplines of physics and archeology. The particle detectors and related systems are designed specifically to explore ruins of a Maya pyramid in collaboration with colleagues at the UT Mesoamerican Archaeological Laboratory. The Maya Muon Group will travel to La Milpa in northwest Belize to make discoveries about “Structure 1” – a jungle-covered mound covering an unexplored Maya ruin.

Pointing out that dense materials block more muons, Patel explains that a muon detector can actually detect rooms, spaces, and caves inside what seems to be solid:

A detector next to a Maya pyramid, for example, will see fewer particles coming from the direction of the structure than from other angles: a muon “shadow.” And if a part of that pyramid is less dense than expected – containing an open space for, say, a royal burial – it will have less of a shadow. Count enough muons that have passed through the pyramid over the course of several months, and they will form an image of its internal structure, just like light makes an image on film. Then combine the images from three or four devices and a 3-D reconstruction of the pyramid’s guts will take shape.

Referring to a muon detector already at work on the campus of UT-Austin, Patel writes: “The detector sees in every direction, so it also records muon shadows from the adjacent university buildings, and can even identify empty corridors. Silently, with little tending, it takes a monumental x-ray of the world around it.”
“The resulting image,” he adds, “will be almost directly analogous to a medical CAT-scan.”

[Image: The muon detector, courtesy of the UT-Austin Maya Muon Group].

Install one of these things in New York City and see what you find: moving blurs of elevators and passing trucks amidst the strange, skeletal frameworks of skyscrapers that stand behind it all in a labyrinthine mesh.

[Image: A diagram of how it all works; from this PDF by Roy Schwitters].

Patel goes on to relate the surreal story of physicist Luis Alvarez, who used muons “to scan the inside of an ancient structure” – in this case, Khafre’s pyramid at Giza. “Working with Egyptian scientists in the late 1960s,” we read, “he gained access to the Belzoni chamber, a humid vault deep under the pyramid.”
Like something out of an H.P. Lovecraft story, “Alvarez’s team set up a muon detector called a spark chamber, which included 30 tons of of iron sheeting, in the underground room.”
Foreign physicists building iron rooms beneath the pyramids! To search for secret chambers based on the evidence of cosmic particles.

[Image: An illustrated depiction of Luis Alvarez’s feat; view larger!].

Indeed, we read:

Suspicion of the research team ran high – here was a group of Americans with high-tech electronics beneath one of Egypt’s most cherished monuments. “We had flashing lights behind panels – it looked like a sci-fi thing from Star Trek,” says Lauren Yazolino, the engineer who designed the detector’s electronics.

Alvarez’s iron room beneath the monolithic geometry of the pyramid – it’s like a project by Lebbeus Woods, by way of Boullée – apparently took one year to perform its muon-detection work.
One day, then, the team took a long look at the data – wherein Yazolino “spotted an anomaly, a region of the pyramid that stopped fewer muons than expected, suggesting a void.”
There were still undiscovered rooms inside the structure.

[Image: Wiring up the muon detector, courtesy of the UT-Austin Maya Muon Group].

Excitingly, when Roy Schwitters sets up his muon detector next to the tree-covered mounds of the Mayan city of La Milpa, he should get his results back in less than six months. Sitting there like a strange battery, the detector’s ultra-long-term abstract photography of the jungle hillsides vaguely reminds me of the technically avant-garde photographic work of Aaron Rose.
Rose has pioneered all sorts of strange lenses and unexpected chemical developers as he takes long-term exposures of Manhattan.
New York becomes less a city than a kind of impenetrable wall of built space.

[Images: Four photographs by Aaron Rose. View slightly larger].

Again, then, I’m curious what it’d be like to install one of these muon detectors in Manhattan: the shivering hives of space it might detect, as delivery trucks shake the bridges and elevators move up and down inside distant high-rises. What would someone like Aaron Rose be able to do with a muon detector?
Are muon detectors the future of urban art photography?
Perhaps it could even be a strange new piece of public art: a dozen muon detectors are installed in Union Square for six months. They’re behind fences, and look sinister; conspiratorialists leave long comments on architecture blogs suggesting that the muon detectors might not really be what they seem…
But the resulting images, after six months of Manhattan muon detection, are turned over as a gift to the city; they are hung in massive prints inside the Metropolitan Museum of Art, near the Egyptian wing, and Neil deGrasse Tyson delivers the keynote address.
Or perhaps a muon detector could be installed atop London’s fourth plinth:

The Fourth Plinth is in the north-west of Trafalgar Square, in central London. Built in 1841, it was originally intended for an equestrian statue but was empty for many years. It is now the location for specially commissioned art works.

For six months, a shadowy muon detector will stand there, above the heads of passing tourists, detecting strange and labyrinthine hollows beneath government buildings where sprawling complexes from WWII spiral out of sight below ground.
Or perhaps muon detectors could even be installed along the European coast to discover things like the buried neolithic village of Skara Brae or those infamous Nazi bunkers “that lay hidden for more than 50 years” before being uncovered by the sea. As the Daily Mail reported earlier this month:

Three Nazi bunkers on a beach have been uncovered by violent storms off the Danish coast, providing a store of material for history buffs and military archaeologists.

The bunkers were found in practically the same condition as they were on the day the last Nazi soldiers left them, down to the tobacco in one trooper’s pipe and a half-finished bottle of schnapps.

So what else might be down there under the soil and the sands…?
I’m imagining mobile teams of archaeologists sleeping in unnamed instant cities in the jungles and far deserts of the world, with storms swirling over their heads, running tests on gigantic black cylinders – muon detectors, all – that stand there like Kubrickian monoliths, recording invisible flashes of energy from space to find ancient burial sites and old buildings underground.

[Images: Tikal, photographed by n8agrin: top/bottom].

Perhaps all the forests and deserts of the world should be peppered with muon detectors – revealing archaeological anomalies and unexpected spaces in the ground all around us.
Architecture students could be involved: installing muon detectors outside Dubai high-rises and then competing to see who can most accurately interpret the floorplan data.

[Images: “Sobrevolando Tikal, Guatemala,” photographed by Eddie von der Becke].

Till one day, ten years from now, an astronaut crazed with emotional loneliness, riding through space with his muon detector, begins misinterpreting all of the data. He concludes – in a live radio transmission broadcast home to stunned mission control supervisors – that his space station has secret rooms – undiscovered rooms – that keep popping up somehow in the shadows…
More to the point, meanwhile, you can read a few more things about Roy Schwitters over at MSNBC – and, of course, at the UT-Austin Maya Muon Group homepage.

15 Lombard Street

[Image: The cover and a spread from 15 Lombard St. by Janice Kerbel].

15 Lombard St. is a book by artist Janice Kerbel, published back in 2000. It presents itself as “a rigorously researched masterplan of how to rob a particular bank in the City of London.”

By observing the daily routine in and around the bank, Kerbel reveals the most detailed security measures such as: the exact route and time of money transportation; the location of CCTV cameras in and around the bank along with precise floor plans that mark the building’s blind spots.
Kerbel’s meticulous plans include every possible detail required to commit the perfect crime.

The book was pointed out to me by Sans façon in relation to an earlier post here on BLDGBLOG about the city re-seen as a labyrinth of possible robberies and heists that have yet to be committed – a geography of tunnels yet to be dug and vaults yet to be emptied.

But is there a literary genre of the crime plan? An attack or robbery outlined in its every detail. Is this fiction, or some new form of illicit literature, detailing speculative and unrealized crimes hidden in the city around us? Is robbing a building just another type of architectural analysis? Or does one put such a thing into the category of counter-geography – a minor cartography, a rogue map? Or perhaps radical cartography, as the saying now goes? Would there be an impulse toward censorship here?

There’s a fascinating series of interviews waiting to be done here with people who work in building security – how a building is deliberately built to anticipate later actions. Or, should we say: how a building is built to contain the impulse toward certain, more radical uses.

When the burglars get to this door, they’ll become frustrated and will try to break through the nearby window, instead – so we must reinforce this window and put a camera nearby.

The building has within it certain very specific possible crimes, the way this house contained a “puzzle.” I’m reminded of the famous Bernard Tschumi line, and I’m paraphrasing: Sometimes to fully appreciate a work of architecture you have to commit a crime.

Architectural space becomes something like an anticipatory narrative – the exact size and shape of a future heist, nullified. It outlines future crimes the way a highway outlines routes.

(Thanks again to Sans façon for the tip!)

The Atlas of All Possible Bank Robberies

[Image: From The Bank Job].

It occurred to me that you could make a map—a whole book of maps—detailing all possible routes of bank robbery within the underground foundations of a city. What basements to tunnel through, what walls to be hammered down: you make a labyrinth of well-placed incisions and the city is yours. Perforated from below by robbers, it rips to pieces. The city is a maze of unrealized break-ins.

A whole new literary genre could result. Booker Prizes are awarded. You describe, in extraordinary detail, down to timetables and distances, down to personnel and the equipment they would use, how all the banks in your city might someday be robbed. Every issue of The New Yorker, for instance, includes a short, 600-word essay about breaking into a different bank somewhere in Manhattan, one by one, in every neighborhood. Ideas, plans, possibilities. Scenarios. Time Out London does the same.

It soon becomes a topic of regular conversation at dinner parties; parents lull their kids to sleep describing imaginary bank robberies, tales of theft and architectural transgression. Buildings are something to be broken into, the parents whisper. It’s what buildings have inside that’s your goal.

For whom the bell tolls

[Image: Diagram of Taipei 101’s earthquake ball via the Long Now Foundation].

Earlier this week, the Long Now Foundation looked at earthquake dampers inside skyscrapers, focusing specifically on Taipei 101—a building whose unanticipated seismic side-effects (the building’s construction might have reopened an ancient tectonic fault) are quite close to my heart.

As it happens, Taipei 101 includes a 728-ton sphere locked in a net of thick steel cables hung way up toward the top of the building. This secret Piranesian moment of inner geometry effectively acts as a pendulum or counterweight—a damper—for the motions of earthquakes.

[Image: The 728-ton damper in Taipei 101, photographed by ~Wei~].

As earthquake waves pass up through the structure, the ball remains all but stationary; its inertia helps to counteract the movements of the building around it, thus “dampening” the earthquake.

It is a mobile center, loose amidst the grid that contains it.

[Image: Animated GIF via Wikipedia].

However, there’s something about discovering a gigantic pendulum inside a skyscraper that makes my imagination reel. It’s as if the whole structure is a grandfather clock, or some kind of avant-garde metronome for a musical form that hasn’t been invented yet. As if, down there in the bedrock, or perhaps a few miles out at sea inside a submarine, every few seconds you hear the tolling of a massive church bell – but it’s not a bell, it’s the 728-ton spherical damper inside Taipei 101 knocking loose against its structure.

Or it’s like an alternate plot for Ghostbusters: instead of finding out that Sigourney Weaver’s New York high-rise is literally an antenna for the supernatural, they realize that it’s some strange form of architectural clock, with a massive pendulum inside—a great damper—its cables hidden behind closet walls and elevator shafts covered in dust; but, at three minutes to midnight on the final Halloween of the millennium, a deep and terrifying bell inside the building starts to toll.

The city goes dark. The tolling gets louder. In all the region’s cemeteries, the soil starts to quake.

(Thanks to Kevin Wade Shaw for the link!)

I was recently interviewed by National Public Radio’s On The Media for a show that aired this past weekend. We talked about architectural models, Die Hard, special effects and renderings, Saddam Hussein, Albert Speer, and so on. I sound pretty inarticulate, to be frank, but I’m still excited to have been on NPR. You can read a transcript of the show here, or you can download the MP3. The entire program was about urban and architectural space: check out all the segments through On The Media’s website.

Game/Space: An Interview with Daniel Dociu

[Image: Daniel Dociu. View larger! This and all images below are Guild Wars content and materials, and are trademarks and/or copyrights of ArenaNet, Inc. and/or NCsoft Corporation, and are used with permission; all rights reserved].

Seattle-based concept artist Daniel Dociu is Chief Art Director for ArenaNet, the North American wing of NCSoft, an online game developer with headquarters in Seoul. Most notably, Dociu heads up the production of game environments for Guild Wars – to which GameSpot gave 9.2 out of 10, specifically citing the game’s “gorgeous graphics” and its “richly detailed and shockingly gigantic” world.

Dociu has previously worked with Electronic Arts; he has an M.A. in industrial design; and he won both Gold and Silver medals for Concept Art at this year’s Spectrum awards

To date, BLDGBLOG has spoken with novelists, film editors, musicians, architects, photographers, historians, and urban theorists, among others, to see how architecture and the built environment have been used, understood, or completely reimagined from within those disciplines – but coverage of game design is something in which this site has fallen woefully short.

[Image: Daniel Dociu; view larger!].

So when I first saw Daniel Dociu’s work I decided to get in touch with him, and to ask him some questions about architecture, landscape design, and the creation of detailed online environments for games.

For instance, are there specific architects, historical eras, or urban designers who have inspired Dociu’s work? What about vice versa: could Dociu’s own beautifully rendered take on the built environment, however fantastical it might be, have something to teach today’s architecture schools? How does the game design process differ from – or perhaps resemble – that of producing “real” cities and buildings?

Of course, there are many types of games, and many types of game environments. The present interview focuses quite clearly on fantasy – and it does so not from the perspective of game play or of programming but from the visual perspective of architectural design.

After all, if Dociu’s buildings and landscapes are spaces that tens of thousands of people have experienced – far more than will ever experience whatever new home is featured in starchitects’ renderings cut and pasted from blog to blog this week – then surely they, too, should be subject to architectural discussion?

[Image: Daniel Dociu; view larger!].

Further, at what point in the design process do architects themselves begin to consider action and narrative development – and would games be a viable way for them to explore the social use of their own later spaces?

What would a game environment designed by Rem Koolhaas, or Zaha Hadid, or FAT really look like – and could video games be an interesting next step for professional architectural portfolios? You want to see someone’s buildings – but you don’t look at a book, or at a PDF, or at a Flickr set of JPGs: you instead enter an entire game world, stocked only with spaces those architects have created.

Richard Rogers is hired to design Grand Theft Auto: South London.

Of course, these questions go far beyond the scope of this interview – but such a discussion would be well worth having.

[Image: Daniel Dociu; view larger!].

What appears below is an edited transcript of a conversation I had with Daniel Dociu about his work, and about the architecture of game design.

• • •

[Image: Daniel Dociu; view larger!].

BLDGBLOG: First, I’d love to hear where you look for inspiration or ideas when you sit down to work on a project. Do you look at different eras of architecture, or at specific buildings, or books, or paintings – even other video games?

Daniel Dociu: Anything but video games! [laughs] I don’t want to copy anybody else.

Architecture has always made a strong impression on me – though I can’t think of one particular style or era or architect where I would say: “This is it. This is the one and only influence that I’ll let seep into my work.” Rather, I just sort of store in my memory everything that has ever made an impression on me, and I let it simmer there and blend with everything else. Eventually some things will resurface and come back, depending on the particular assignment I’m working on.

But I look back all the way to the dawn of mankind: to ruins, and Greek architecture, and Mycenean architecture, all the way up to the architecture of the Crusades, and castles in North Africa, and the Romanesque and Gothic and Baroque and Rococo – even to neo-Classical and art deco and Bauhaus and Modernist. I mean, there are bits and pieces here and there that make a strong impression on me, and I blend them – but that’s the beauty of games. You don’t have to be stylistically pure, or even coherent. You can afford a certain eclecticism to your work. It’s a more forgiving medium. I can blend elements from the Potala Palace in Tibet with, say, La Sagrada Família, Antoni Gaudí’s cathedral. I really take a lot of liberties with whatever I can use, wherever I can find it.

[Images: Daniel Dociu; view larger: top, middle, and bottom].

BLDGBLOG: Of course, if you were an architecture student and you started to design buildings that looked like Gothic cathedrals crossed with the Bauhaus, everybody outside of architecture school might love it, but inside your studio –

Dociu: You’d be crucified! [laughs]

[Image: Daniel Dociu; larger!].

BLDGBLOG: No one would take you seriously. It’d be considered unimaginative – even kitsch.

Dociu: Absolutely. That’s probably why I chose to work in this field. There’s just so much creative freedom. I mean, sure, you do compromise and you do tailor your ideas, and the scope of your design, to the needs of the product – but, still, there’s a lot of room to push.

[Images: Daniel Dociu; view larger: top and bottom].

BLDGBLOG: So how much description are you actually given? When someone comes to you and says, “I need a mine, or a mountain, or a medieval city” – how much detail do they really give before you have to start designing?

Dociu: That’s about the amount of information I get.

Game designers lay things out according to approximate locations – this tribe goes here, this tribe goes there, we need a village here, we need an extra reason for a conflict along this line, or a natural barrier here, whether it’s a river or a mountain, or we need an artificial barrier or a bridge. That’s pretty much the level at which I prefer for them to give me input, and I take it from there. Most of my work recently has been focusing around environments and unique spaces that fulfill whatever the game play requires – providing a memorable background for that experience.

[Image: Daniel Dociu; view larger!].

BLDGBLOG: So somebody just says, “we need a castle,” and you go design it?

Dociu: Usually I don’t put pen to paper, figuratively speaking, until I have an idea. I don’t believe in just doodling and hoping for things to happen. More often than not, I think about a sentiment or an emotion that I’m trying to capture with an environment – and then I go back in my mind through images or places that have made a strong impression on me, and I see if anything resonates. I then start doing research along those lines. Only once did I have a pretty strong formal solution – an actual design or spatial relationship, an architectural arrangement of the elements – before that emotion crystallized.

But do I want something to be awe-inspiring, daunting, unnerving? That’s what I work on first – to have that sentiment clarify itself. I don’t start just playing with shapes to see what might result. Most of my work is pretty simple, so clarity and simplicity is important to me; my ideas aren’t very sophisticated, as far as requiring complex technical solutions. They’re pretty simple. I try to achieve emotional impact through rather simple means.

[Images: Daniel Dociu; view larger: one, two, three, four, five, and six].

BLDGBLOG: Do you ever find that you’ve designed something where the architecture itself sort of has its own logic – but the logic of the game calls for something else? So you have to design against your own sense of the design for the sake of game play?

Dociu: Oh, absolutely – more often than not.

To make an environment work for a game, you have to redesign your work – and I do sometimes feel bad about the missed opportunities. These may not be ideas that would necessarily make great architecture in real life, but these ideas often take a more uncompromising form – a more pure form – before you have to change them. When these environments need to be adapted to the game, they lose some of that impact.

[Image: Daniel Dociu; view larger!].

BLDGBLOG: I’d love to focus on a few specific images now, to hear what went into them – both conceptually and technically. For instance, the image I’m looking at here is called Skybridge. Could you tell me a little bit more about that?

Dociu: Sure. The request there was for a tribe that’s been trying to isolate itself from the conflict, and the tensions, and the political unrest of the world around it. So they find this canyon in the mountains – and I was picturing the mountains kind of like the Andes: really steep and shard-like. They pick one of these canyons and they build a structure that’s floating above the valley below – to physically remove themselves from the world. That was the premise.

I wanted a structure that looked light and airy, as if it’s trying to float, and I chose the shapes you see for their wing-like quality. Everything is very thin, supported by a rather minimalist structure of cables. It’s supposed to be the habitat for an entire tribe that chooses to detach themselves from society, as much as they can.

[Image: Daniel Dociu; view larger!].

BLDGBLOG: You’ve designed a lot of structures in the sky, like airborne utopias – for instance, the Floating Mosque and the Floating Temple. Was there a similar concept behind those images?

Dociu: Well, yes and no. The reasons behind those examples were quite different. First, floating mosques were my attempt to deal with what is a rather obnoxious cliché in games – which is floating castles. Every game has a floating castle. You know, I really hate that!

[Image: Daniel Dociu; view larger!].

BLDGBLOG: [laughs] So these are actually your way of dealing with a game design cliché?

Dociu: I was trying to find a somewhat elegant and satisfying solution to an uninteresting request.

[Image: Daniel Dociu; view larger!].

BLDGBLOG: And what about Pagodas?

Dociu: The story there was that this was a city for the elite. It was built in a pool of water and it was surrounded by desert. Water is in really high demand in this world, but these guys are kind of controlling the water supply. The real estate on these rock formations is limited, though, so they were forced to build vertically and use every inch of rock to anchor their structures. So it’s about people over-building, and about clinging onto resources, and about greed.

That doesn’t touch on the game in its entirety – but that’s the story behind the image.

[Image: Daniel Dociu; view larger!].

BLDGBLOG: Finally, what about the Petrified Tree?

Dociu: That was part of another chapter in our game. We thought that there should be some kind of cataclysm – or an event, a curse – that turns the oceans into jade and the forests into stone. We had nomads traveling the jade sea in these big contraptions, like machines.

So the petrified forest was a gigantic forest that got turned into stone, and the people who were happily inhabiting that forest had to find ways to carve dwellings into the trees: different ways of shaping the natural stone formations and giving them some kind of functionality – arches, bridges, dwellings, and so on and so forth. It was a blend of organic and manmade structures.

At that particular point in time, quite a few of my pieces were the result of my fascination with the Walled City of Kowloon. I was really sad to see that demolished, and this was kind of my desperate attempt to hold onto it! I was incorporating that sensibility into a lot of my pieces, knowing it was going to be gone for good.

[Images: Daniel Dociu; view larger: top and bottom].

• • •

Thanks again to Daniel Dociu for taking the time to have this conversation. Meanwhile, many, many more images are available on his website – and in this Flickr set.

[Image: Daniel Dociu; view larger!].

(Daniel Dociu’s work originally spotted on io9).

Forgotten Architects

[Image: A spread from Pentagram Papers 37: Forgotten Architects].

Earlier this month, Pentagram released a pamphlet called Pentagram Papers 37: Forgotten Architects.

In the 1920s and early 1930s, German Jewish architects created some of the greatest modern buildings in Germany, mainly in the capital Berlin. A law issued by the newly elected German National Socialist Government in 1933 banned all of them from practicing architecture in Germany. In the years after 1933, many of them managed to emigrate, while many others were deported or killed under Hitler’s regime. Pentagram Papers 37: Forgotten Architects is a survey of 43 of these architects and their groundbreaking work.

The work thus presented is based on research performed by Myra Warhaftig, and it is available both online and in a small, beautifully designed booklet. Four of the images you see here are spreads from that publication, courtesy of Pentagram.

[Image: Spreads from Pentagram Papers 37: Forgotten Architects].

As Warhaftig wrote in an introduction to the project:

On 1 November 1933, a few months after the German National Socialist Government came to power, a decree was issued banning Jewish architects from the Reichskulturkammer für bildende Künste, the state-governed association of fine art to which membership was required to practice architecture. Their academic titles were revoked and they were denied the use of the professional title “architect.” Just short of two years later, on 15 September 1935, another law was adopted, further excluding from the association all so-called Half-Jews and those who were married to Jews. In total, nearly 500 architects were affected by the ban and forced to leave Germany. Those who stayed had to go into hiding or were deported to ghettos or concentration camps.

[Image: A spread from Pentagram Papers 37: Forgotten Architects].

She continues:

After long and circuitous routes, I have succeeded in locating relatives of the deceased architects. Scattered across all continents, they were able to offer additional authentic material. These historical documents and biographies, as well as photographs of the architects’ buildings, are published for the first time in my book German Jewish Architects Before and After 1933: The Lexicon.

Many of the buildings these architects produced were absolutely extraordinary – and, frankly, it seems impossible not to look at these images and judge 20th century Germany in light of the catastrophic stupidities that led to its murderous exile of the creative classes, whether those were physicists, novelists, abstract expressionists, or even architect members of the Bauhaus.
Indeed, it’s impossible to look at today’s European landscape in general and not spot absences, or losses, voids here and there punctuating the 21st century town and city.

[Image: Tietz Department Store in Solingen (1930?), designed by Georg Falck; photo via Archive Dr. Hagspiegel].

The images here show some of the buildings that Myra Warhaftig’s research, performed up until her death only three weeks ago, uncovered. Many more shots are available on Pentagram’s project website.

[Images: Showcase House, Werkbundsiedlung Breslow, by Moritz Hadda (1929); Terraced Houses, Berlin, by Alfons Anker (1929-30); Arnold Zweig Residence (1929-30), Eisner Residence (1927), and Schulze Residence (1928-29), all in Berlin and all magnificent designs by architect Harry Rosenthal; and a police station in Berlin by Richard Scheibner (1930-31)].

Referring to the architects whose work is featured in the above seven photographs:
In 1933, Georg Falck fled with his family to the Netherlands: “In Amsterdam they survived in hiding until the end of the war. Falck died in a New York Hospital in May 1947, just six weeks after he and his family had emigrated to the USA.”
Alfons Anker‘s business partners joined the Nazi party in 1933; six years later, he “managed to flee to Sweden, but never succeeded in re-establishing his career as an architect. Anker died in Stockholm in 1958.”
Harry Rosenthal, architect of three houses featured above, “was born in Posen (today Poznan, Poland) in 1892. He lived and worked in Berlin where he ran a successful architectural practice. In 1933 he managed to flee to Palestine, but suffered from the subtropical climate. In 1938 he emigrated to England, where despite numerous attempts, he did not manage to re-establish his architectural career. He died in London in 1966.”
In 1941, Moritz Hadda “was deported to an unknown location.”
Richard Scheibner‘s “fate is unknown.”

(Thanks to Michael Bierut and Kurt Koepfle at Pentagram for sending the booklet and spreads).