Professional Documents
Culture Documents
REVIEW 1
ANIMATION VISUAL EFFECTS GAMING AND COMICS
(AVGC) INDUSTRIAL HUB
1. WORKSPACE
2. COMMERICAL + ENTERTAINMENT
3. ESPORTS VENUE
4. INSTITUTE
The AVGC sector is represented by companies, joint ventures, focus groups, consultants, and creative professionals engaged in the business of
conception, production, post-production, media and intellectual property rights management, publishing and marketing of animation, visual
effects, special effects, editing, digital game development including mobile, console, desktop games (excluding gambling) and comics content.
They also actively promote the products and related services such as the development of software used in pre-production, production, and
postproduction pipelines, education and advanced research, development of AVGC subjects, related technology, and its business
management. (source: KAVGC policy 2017-2022)
The term AVGC is exclusively used in India, started by the central and various state governments, to promote the growth of gaming, animation,
visual effects, and comics together, as they are deeply related to one other.
Though the industry was silent for the past years in India, the trend has reversed, with the state and central government supporting it. Some of the
measures taken by the Governments are as follows:
1. KAVGC Policy 2012-2017 - The government of Karnataka introduced policies to support the AVGC sector for five years.
2. KAVGC Policy 2017-2022
3. ITES Policy of Maharashtra 2015
4. Global AVGC Virtual Summit 2020 - Conducted by Ministry of Information and Broadcasting, Government of Karnataka and Conferderation
of Indian Industry.
5. In 2021 Ministry of Information and Broadcasting announced the Centre of Excellence for the AVGC sector and will partner with IIT Bombay
to include courses for animation, game development, and visual effects.
6. Image Policy 2016 - The Government of Telangana announced developing an infrastructural tower, consisting of commercial, entertainment,
and development office spaces.
7. Foundation laid for the Image tower in 2017, with investments of Rs. 946 crores. The tower offers an area of 148640 sqm and will provide jobs
for 30,000 people.
OBJECTIVES
1. To promote annual industrial growth and revenue for the sunrise sector.
2. Providing commercial spaces to promote the toy industry by producing strong Intellectual Properties through animation, gaming, and comics.
3. Promote multiplayer games and gaming competitions through a separate event space.
4. To produce talents needed to support the AVGC industry.
5. Provide employment opportunities and spread awareness about the sector
6. Create a new cultural identity and promote Indian influence overseas.
SCOPE
1. Establish a platform where the four sectors can collaborate and coexist, producing successful IPs.
2. Designing workspaces for developing indie to AAA games, across various genres like single-player, massive multiplayer, virtual reality etc, on
mobile, PC, and console.
3. Designing workspaces for animation and visual effects segment, ranging from movie to series
4. Designing workspaces for comic development - to produce new IPs and to support IPs from the other sectors.
5. Providing spaces to sell merchandise and gadgets of successful IPs and create an environment similar to Akihabara in Japan.
6. Providing entertainment and immersive spaces through VR rooms, museums, arcades, etc.
7. Promoting Esports through designing an Esports venue for high-profile gaming events.
8. Establishing institutes to produce the industry talents.
From the understanding of the involvement of various state governments in the development of the sunrise sector, the Government of Karnataka is
more interested and involved than the other governments. In the 2012 KAVGC Policy, the government has earmarked 70000 sqm of land towards
the development of an AVGC hub in the electronic City of Bangalore.
Electronic city is filled with IT parks - TCS, HCL, Infosys, Wipro, etc., the environment is very apt for establishing an AVGC hub. The AVGC and IT,
are similar in the aspects of software and servers. Developing a hub in Bangalore will make it dominant in the sector along with being a powerhouse
in the IT sector.
METRO
STATION – 3.7 KM
BUS STOP
1. BETTADASANPURA MAIN
3
ROAD – 10M
2. PODI MAIN ROAD – 8M
3. PODI MAIN ROAD – 8M
.35
195
69
°
198.72
0°
13
1. The site doesn’t have any natural vegetation.
2. The soil type in the site region is clayey.
3. The site is surrounded by high rise apartments on the
163°
east side. This doesn’t impact the shadow cast over
.52
320
the site.
4. The North, South and West part of the site are
89
surrounded with vacant lands.
172.
5. The total area of the site is 69829 SQM. 2°
11
66
°
239.36
Zoning is initially based on the traffic that the each typology will
attract. The commercial and workspace will have heavy traffic of
public and employees.
1. The detailed site plan gives an idea of the site elements that has to
be considered for the AVGC tower design.
2. The detailed floor plans and section give an idea how the service
core is designed and the office space are arranged around the
central service core.
3. The floor plans are typically designed with a central service core
which accommodates toilets, cut out and various service shafts. The
floor plans is divided into 4 office spaces, where each part will
have its exclusive lift core and fire exit staircase.
4. The data are taken from the EIA report of this project, which gives
guidelines about the water requirement, environmental impacts and
various stages of the construction process
SITE PLAN
ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
BASEMENT FLOOR PLAN TYPICAL FLOOR PLAN
AT ACADMENY LEVEL
1. The Thesis Design may involve the design of single tower or two or
three towers , with each tower being exclusive with game,
animation and VFX development. In case of the designing the
AVGC tower into 2 or 3 towers, skybridge element can be used to
tie the towers for accommodating and providing circulation
between the two towers.
2. The skybridge utilised in the case study project, not only was used
as a concept, it was used as a structural element. The tower was
designed in a slender way leading it to high sway due to wind. The
sky bridge acts the ties down the two towers from sawing due to
high wind.
3. The amenities are provided in the sky bridges, which gives an idea
on how effectively the amenities spaces can be zoned within a
high rise design.
ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
SECTION
2. The case study provides data on the structural system used for the
roofing element. The roof design of a auditorium will play a major
role in the overall form of the auditorium.
2. The case study also provides details about the spaces that are
needed for the institute concerned with game, animation and VFX
development and how they are zoned within the building
environment.
3. Two different roofing systems are used – RCC slab and trusses,
and bricks are arranged with the support of steel component
systems thereby giving the structure a massive look in terms of
width.
3. The case study project also has a huge cut-out in the office space
which brings in ample amount of sunlight to light the commercial
spaces.
480
SQM
330
SQM
620
SQM
300 750
SQM 320 SQM
SQM
TOTAL 879
TOTAL 45580
TOTAL 48040
TOTAL 27040
TOTAL 3910
TOTAL 7413
TOTAL 4834
TOTAL 2880
TOTAL 2980
TOTAL 2980
TOTAL 2630
TOTAL 1190
30% CIRCULATION 357
ADMIN
SPACE NOS USER AREA (SQM) GROSS AREA(SQM)
CHAIRMAN 1 20 20
DIRECTOR 1 20 20
DEAN 3 20 60
REGISTRAR 1 20 20
OFFICE ROOM 1 10 40 40
ACCOUNTS 1 2 20 20
FEES SECTION 1 2 20 20
ACADEMIC COUNCIL 1 10 40 40
STUDENTS COUNCIL 1 10 30 30
CONFERENCE ROOM 1 40 80 80
RECORD ROOM 1 40 40
STORAGE 1 20 20
TOTAL 410
30% CIRCULATION 123
TOTAL 350
TOTAL 2897
GIRLS HOSTEL
SPACE NOS USER AREA (SQM) GROSS AREA(SQM)
DOUBLE BEDROOM 70 2 24 1680
COMMON ROOM 1 40 70 70
SECURITY ROOM 1 10 10
WARDEN ROOM 1 15 15
TOILET 12 12 6 72
MESS 1 60 90 90
TOTAL 1937
TOTAL 4200
ANIMATION VISUAL
ANIMATION EFFECTS
VISUAL GAMING
EFFECTS AND COMICS
GAMING (AVGC)
AND COMICS INDUSTRIAL
(AVGC) HUB HUB
INDUSTRIAL
SPECIAL STUDY
SPECIAL TOPICTOPIC
STUDY - ACOUSTICS
- ACOUSTICS
CHAPTER 5
GENERAL BUILDING REQUIREMENTS AND SERVICES
HABITABLE ROOMS – HEIGHT Minimum height requirement for educational and industrial buildings
The clear height of all rooms for human habitation shall not
be less than 2.75 m measured from the surface of the floor
to the lowest point of the ceiling (bottom of slab) provided
that the minimum clear headway under any beam shall not
be less than 2.4m In the case of pitched roof, the average
height of rooms shall not be less than 2.75m. The minimum
ANIMATION VISUAL
ANIMATION EFFECTS
VISUAL GAMING
EFFECTS AND COMICS
GAMING (AVGC)
AND COMICS INDUSTRIAL
(AVGC) HUB HUB
INDUSTRIAL
SPECIAL STUDY
SPECIAL TOPICTOPIC
STUDY - ACOUSTICS
- ACOUSTICS
CHAPTER 5
GENERAL BUILDING REQUIREMENTS AND SERVICES
ANIMATION VISUAL
ANIMATION EFFECTS
VISUAL GAMING
EFFECTS AND COMICS
GAMING (AVGC)
AND COMICS INDUSTRIAL
(AVGC) HUB HUB
INDUSTRIAL
SPECIAL STUDY
SPECIAL TOPICTOPIC
STUDY - ACOUSTICS
- ACOUSTICS
CHAPTER 5
GENERAL BUILDING REQUIREMENTS AND SERVICES
EXIT REQUIREMENTS
NUMBER AND SIZE OF EXITS
OCCUPANT LOAD
The requisite number and size of various exits shall be provided,
The following occupant load shall be considered for calculating
based on the occupants in each room and floor based on the
the exit requirement of the building
occupant load, capacity of exits, travel distance and height of
buildings as prescribed in these Byelaws.
ARRANGEMENT OF EXITS
(1) Exits shall be so located so that the travel distance on the floor
shall not exceed 30m for residential, educational, institutional
assembly, business, mercantile and storage occupancies.
OCCUPANT LOAD Whenever more than one exit is required for a floor of a building
they shall be placed as remote from each other as possible. All the
exits shall be accessible from the entire floor area at all floor
levels, where separate fire separation walls are not provided.
ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
CHAPTER 5
GENERAL BUILDING REQUIREMENTS AND SERVICES
EXIT REQUIREMENTS
MINIMUM CORRIDOR WIDTH
(2) The travel distance to an exit from the dead end of the corridor,
The following minimum width provisions shall be made for each
if applicable, shall not exceed half the distance as stated above
passage way/corridor.
except in the case of institutional occupancy in which case it shall
(a) Residential buildings, up to 4 dwelling units - 1.00m
not exceed 6.0m.
(b) Apartment buildings, hostels, etc. - 1.25m
(c) Assembly buildings like auditorium theatres and cinemas -
CAPACITY OF EXITS
2.00m.
The capacity of exits (staircase, ramps and doorways) indicating
the number of persons that could be safely evacuated through a
RAMPS
unit exit width of 50 cm shall be as given below:
(1)Ramps may also be provided in the setbacks to function as fire
drive cum ramp for basements, which can be sloped considering
unhindered movement of fire engine and in no case the gradient
shall be steeper than 1 in 10 for Plains and steeper than 1 in 8 for
Hilly areas.
DOORWAYS
(2) No exit doorways shall be less than 1m in width except
assembly and institutional buildings where Doorway shall not be
less than 2m.
OCCUPANTS PER UNIT EXIT WIDTH
ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
CHAPTER 5
GENERAL BUILDING REQUIREMENTS AND SERVICES
(3) Exit doorways shall open outwards, that is away from the room
but shall not obstruct the travel along any exit. No door when
opened shall reduce the required
SUNKEN COURTYARD
Sunken courtyard up to 3m in depth from the ground level as ‘light
well’ within building envelop shall be permitted for light and
ventilation for basement area.
BUILDING SERVICES
BUILDING SERIVES
BUILDING SERVICES
BUILDING SERVICES
SANITATION REQUIREMENTS FOR CONVENTION HALL SANITATION REQUIREMENTS FOR EDUCATIONAL INSTITUTIONS
ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
CHAPTER 5
GENERAL BUILDING REQUIREMENTS AND SERVICES
BUILDING SERVICES
LIFTS
(1) All the floors shall be accessible for 24 hours by the lifts. The
lifts provided in the buildings shall not be considered as a means of
escape in case of emergency. In a dual line arrangement (lifts
opposite to each other) the lobby may be between 1.5 times to
2.5 times the depth of one car.
(2) Walls of lift enclosures and lift lobby shall have fire rating of 2
hour; and lifts shall have a vent at the top of area not less than
0.2Sq.m.
(3) Lift car door shall have a fire resistance rating of 1 hour.
(4) Lift lobby doors in lift enclosures shall have fire resistance.
SETBACKS
PARKING REQUIREMENT
ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
PART 3
DEVELOPMENT CONTROL RULES AND GENERAL BUILDING REQUIRMENTS
(f) For buildings having floor area more than 10 000 m2, fire
engine shall have an access to at least to half of the perimeter of
building which shall be minimum 6.0 m wide and having 9.0 m
turning radius.
1 Reception RECEPTIONIST CLIENTS, VISITORS, ACTORS SERVICE STAFF INFORMATION 09:00 - 21:00 LOW
2 Workstation STAFF CLIENTS, VISITORS, ACTORS DEVELOPMENT 24 HRS MODERATE
3 Server Room STAFF SERVICE STAFF MAINTENANCE 24 HRS HIGH
4 Meeting Room STAFF CLIENTS, ACTORS DISCUSSION 24 HRS MODERATE
5 Sketch and Narration STAFF CLIENTS STORYLINE DEVELOPMENT 09:00 - 21:00 MODERATE
6 Motion Capture STAFF, ACTORS SERVICE STAFF PERFORMANCE 09:00 - 21:00 MODERATE
7 Quality Testing STAFF SERVICE STAFF EDITING 24 HRS HIGH
8 Editing Lab STAFF SERVICE STAFF EDITING 24 HRS HIGH
9 Texturing STAFF SERVICE STAFF DEVELOPMENT 24 HRS HIGH
10 Art and Product STAFF DEVELOPMENT 24 HRS HIGH
11 Sound Editing and Dubbing STAFF SERVICE STAFF MUSIC RECORDING 24 HRS HIGH
12 Screening Room STAFF CLIENTS, VISITORS PROJECTION 24 HRS MODERATE
13 Research and Development STAFF SERVICE STAFF RESEARCH 09:00 - 21:00 HIGH
14 Control Room STAFF SERVICE STAFF MAINTENANCE 09:00 - 21:00 HIGH
15 Library STAFF LEISURE AND STUDY 24 HRS MODERATE
16 Marketing Team STAFF CLIENTS ANALYSIS AND DISCUSSIONS 09:00 - 21:00 MODERATE
17 Manager Room STAFF ANALYSIS AND DISCUSSIONS 24 HRS MODERATE
18 Lounge STAFF LEISURE AND STUDY 24 HRS MODERATE
19 Gathering Space STAFF CLIENTS, VISITORS, ACTORS LEISURE 24 HRS LOW
20 Kitchen STAFF COOKING 24 HRS MODERATE
21 Gaming Room STAFF CLIENTS, VISITORS, ACTORS GAMING 24 HRS LOW
1 Reception RECEPTIONIST CLIENTS, VISITORS, ACTORS SERVICE STAFF INFORMATION 09:00 - 21:00 LOW
2 Workstation STAFF CLIENTS, VISITORS, ACTORS DEVELOPMENT 24 HRS MODERATE
3 Server Room STAFF SERVICE STAFF MAINTENANCE 24 HRS HIGH
4 Meeting Room STAFF CLIENTS DISCUSSION 24 HRS MODERATE
5 Sketch and Narration STAFF CLIENTS STORYLINE DEVELOPMENT 09:00 - 21:00 MODERATE
6 Pre Stage Production Group STAFF SERVICE STAFF DEVELOPMENT 24 HRS MODERATE
7 Post Stage Production Group STAFF SERVICE STAFF DEVELOPMENT 24 HRS HIGH
8 Mid Stage Production Group STAFF SERVICE STAFF DEVELOPMENT 24 HRS HIGH
9 Editing Lab STAFF SERVICE STAFF EDITING 24 HRS HIGH
10 Texturing STAFF DEVELOPMENT 24 HRS HIGH
11 Gallery STAFF CLIENTS, VISITORS, ACTORS SIGHTSEEING 24 HRS HIGH
12 Art and Product STAFF CLIENTS, VISITORS DEVELOPMENT 24 HRS MODERATE
13 Sound Editing and Dubbing STAFF CLIENTS, VISITORS, ACTORS SERVICE STAFF MUSIC RECORDING 09:00 - 21:00 HIGH
14 Screening Room STAFF SERVICE STAFF PROJECTIONS 09:00 - 21:00 HIGH
15 Research and Development STAFF RESEARCH 09:00 - 21:00 MODERATE
16 Control Room STAFF SERVICE STAFF MAINTENANCE 09:00 - 21:00 MODERATE
17 Library STAFF LEISURE AND STUDY 24 HRS MODERATE
18 Marketing Team STAFF ANALYSIS AND DISCUSSIONS 24 HRS MODERATE
19 Manager Room STAFF CLIENTS, VISITORS, ACTORS ANALYSIS AND DISCUSSIONS 24 HRS LOW
20 Lounge STAFF LEISURE 24 HRS MODERATE
21 Gathering Space STAFF CLIENTS, VISITORS, ACTORS LEISURE 24 HRS LOW
ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
USERS
S NO. SPACE ACTIVITY DURATION PRIVACY
PRIMARY SECONDARY TERTIARY
WORKSPACE - VFX DEVELOPMENT
1 Reception RECEPTIONIST CLIENTS, VISITORS, ACTORS SERVICE STAFF INFORMATION 09:00 - 21:00 LOW
2 Workstation STAFF CLIENTS, VISITORS, ACTORS DEVELOPMENT 24 HRS MODERATE
3 Server Room STAFF SERVICE STAFF MAINTENANCE 24 HRS HIGH
4 Meeting Room STAFF CLIENTS, ACTORS DISCUSSION 24 HRS MODERATE
5 Pre Stage Production Group STAFF DEVELOPMENT 24 HRS MODERATE
6 Post Stage Production Group STAFF SERVICE STAFF DEVELOPMENT 24 HRS MODERATE
7 Mid Stage Production Group STAFF SERVICE STAFF DEVELOPMENT 24 HRS HIGH
8 Editing Lab STAFF SERVICE STAFF DEVELOPMENT 24 HRS HIGH
9 Texturing STAFF SERVICE STAFF EDITING 24 HRS HIGH
10 Gallery STAFF DEVELOPMENT 24 HRS HIGH
11 Art and Product STAFF DEVELOPMENT 24 HRS HIGH
12 Motion Capture Room STAFF CLIENTS, VISITORS, ACTORS PERFORMANCE 09:00 - 21:00 MODERATE
13 Control Room STAFF SERVICE STAFF MAINTENANCE 24 HRS HIGH
14 Library STAFF LEISURE AND STUDY 09:00 - 21:00 MODERATE
15 Marketing Team STAFF CLIENTS ANALYSIS AND DISCUSSIONS 09:00 - 21:00 MODERATE
16 Manager Room STAFF CLIENTS ANALYSIS AND DISCUSSIONS 24 HRS MODERATE
17 Lounge STAFF LEISURE 24 HRS MODERATE
18 Gathering Space STAFF CLIENTS, VISITORS, ACTORS LEISURE 24 HRS LOW
19 Kitchen STAFF COOKING 24 HRS MODERATE
20 Screening Room STAFF CLIENTS, VISITORS, ACTORS LEISURE 24 HRS LOW
WORKSPACE - AMENITIES
1 LIBRARY STAFF CLIENT, VISITORS SERVICE STAFF LEISURE 24 HRS MODERATE
2 SLEEPING ROOM STAFF CLIENT, VISITORS SERVICE STAFF RESTING 24 HRS HIGH
3 SWIMMIN POOL STAFF CLIENT, VISITORS SERVICE STAFF PHYSICAL EXERCISE 09:00 - 21:00 MODERATE
4 RESTAURANT STAFF CLIENT, VISITORS SERVICE STAFF LEISURE 09:00 - 21:00 MODERATE
5 GYM STAFF CLIENT, VISITORS SERVICE STAFF PHYSICAL EXERCISE 09:00 - 21:00 MODERATE
6 BILLARDS STAFF CLIENT, VISITORS SERVICE STAFF LEISURE 24 HRS MODERATE
7 LEISURE AREA STAFF CLIENT, VISITORS SERVICE STAFF LEISURE 24 HRS MODERATE
8 GALLERY STAFF CLIENT, VISITORS SERVICE STAFF SIGHTSEEING 24 HRS LOW
9 SHOPS STAFF CLIENT, VISITORS SERVICE STAFF SHOPPING 09:00 - 21:00 MODERATE
COMMERCIAL
1 Book/ Comics Stores VISITIORS, STAFF SERVICE STAFF SHOPPING 09:00 - 21:00 LOW
2 Toy/ Merchandise Shops VISITIORS, STAFF SERVICE STAFF SHOPPING 09:00 - 21:00 LOW
3 Electronic Gadgets VISITIORS, STAFF SERVICE STAFF SHOPPING 09:00 - 21:00 LOW
4 Game and Animation Retail Stores VISITIORS, STAFF SERVICE STAFF SHOPPING 09:00 - 21:00 LOW
5 Food Stalls VISITIORS, STAFF SERVICE STAFF LEISURE 09:00 - 21:00 LOW
6 Restaurant VISITIORS, STAFF SERVICE STAFF LEISURE 09:00 - 21:00 LOW
7 Cafeteria VISITIORS, STAFF SERVICE STAFF LEISURE 09:00 - 21:00 LOW
8 Cosplay Events VISITIORS, STAFF SERVICE STAFF DISPLAY, PERFORMANCE 09:00 - 23:00 LOW
9 Gaming Events VISITIORS, STAFF SERVICE STAFF DISPLAY, PERFORMANCE 09:00 - 23:00 LOW
10 Arcades VISITIORS, STAFF SERVICE STAFF GAMING 09:00 - 21:00 LOW
11 Game Room VISITIORS, STAFF SERVICE STAFF GAMING 09:00 - 21:00 LOW
12 Museum VISITIORS, STAFF SERVICE STAFF DISPLAY, PERFORMANCE 09:00 - 21:00 LOW
13 VR Room VISITIORS, STAFF SERVICE STAFF DISPLAY, PERFORMANCE 09:00 - 21:00 LOW
14 Karoke Room VISITIORS, STAFF SERVICE STAFF LEISURE 09:00 - 21:00 LOW
ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
USERS
S NO. SPACE ACTIVITY DURATION PRIVACY
PRIMARY SECONDARY TERTIARY
ESPORTS VENUE
1 LOBBY VISITORS SERVICE STAFF WAITING 09:00 - 23:00 LOW
2 BOX OFFICE VISITORS, STAFF SERVICE STAFF TICKETING 09:00 - 23:00 LOW
3 SEATING VISITORS SERVICE STAFF LEISURE 09:00 - 23:00 LOW
4 STAGE PLAYERS SERVICE STAFF PERFORMANCE 09:00 - 23:00 MODERATE
5 BACKSTAGE PLAYERS SERVICE STAFF PREPARATION 09:00 - 23:00 HIGH
6 BROADCASTING ROOM STAFF SERVICE STAFF BROADCASTING 09:00 - 23:00 HIGH
7 CONTROL ROOM STAFF SERVICE STAFF MAINTEANCE 09:00 - 23:00 HIGH
8 LIGHT ROOM STAFF SERVICE STAFF MAINTEANCE 09:00 - 23:00 HIGH
9 CONFERENCE HALL STAFF SERVICE STAFF DISCUSSION 09:00 - 23:00 HIGH
10 TRAINING ROOM PLAYERS SERVICE STAFF TRAINING 09:00 - 23:00 HIGH
11 PRESS CONFERENCE PLAYERS, PRESS SERVICE STAFF DISCUSSION 09:00 - 23:00 LOW
12 INTERACTING SPACE PLAYERS, VISTIORS SERVICE STAFF DISCUSSION 09:00 - 23:00 LOW
13 MERCHANDISE SHOPS VISITORS SERVICE STAFF SHOPPING 09:00 - 23:00 LOW
14 FOOD STALLS VISITORS SERVICE STAFF LEISURE 09:00 - 23:00 LOW
15 CAFETERIA VISITORS SERVICE STAFF LEISURE 09:00 - 23:00 LOW
16 GAMING HALLS VISITORS SERVICE STAFF GAMING 09:00 - 23:00 LOW
17 GALLERY SPACE VISITORS SERVICE STAFF SIGHTSEEING 09:00 - 23:00 LOW
18 LOUNGE FOR PLAYERS PLAYERS SERVICE STAFF RESTING 09:00 - 23:00 HIGH
19 LOUNGE FOR VIP VIP SERVICE STAFF RESTING 09:00 - 23:00 HIGH
INSTITUTE - BSC IN GAME DEVELOPMENT
1 LOBBY STUDENTS, FACULTY VISITORS STAFF WAITING, LEISURE 09:00 - 18:00 LOW
2 STUDIO HALL STUDENTS, FACULTY VISITORS STAFF ACADMEIC 09:00 - 18:00 LOW
3 COMPUTER LAB STUDENTS, FACULTY STAFF DEVELOPMENT 09:00 - 18:00 MODERATE
4 WORKSHOP ROOM STUDENTS, FACULTY STAFF DEVELOPMENT 09:00 - 18:00 MODERATE
5 FINEART ROOM STUDENTS, FACULTY VISITORS STAFF DEVELOPMENT 09:00 - 18:00 MODERATE
6 MOTION CAPTURE STUDENTS, FACULTY VISITORS STAFF PERFORMANCE 09:00 - 18:00 MODERATE
7 3D PRINTING ROOM STUDENTS, FACULTY STAFF PRINTING 09:00 - 18:00 MODERATE
8 SOUND MIXING LAB STUDENTS, FACULTY STAFF SOUND MIXING 09:00 - 18:00 MODERATE
9 RECORDING LAB STUDENTS, FACULTY STAFF SOUNDE RECORDING 09:00 - 18:00 MODERATE
10 DUBBING LAB STUDENTS, FACULTY STAFF SOUND MIXING 09:00 - 18:00 MODERATE
11 VR ROOM STUDENTS, FACULTY VISITORS STAFF PERFORMANCE 09:00 - 18:00 MODERATE
12 AR ROOM STUDENTS, FACULTY VISITORS STAFF PERFORMANCE 09:00 - 18:00 HIGH
13 INSTRUMENT STORAGE STAFF STAFF STORAGE 09:00 - 18:00 MODERATE
14 FACULTY ROOM FACULTY STAFF DISCUSSIONS 09:00 - 18:00 MODERATE
15 SUBMISSION ROOM STUDENTS, FACULTY STAFF SUBMISSION 09:00 - 18:00 HIGH
16 DISPLAY STUDENTS, FACULTY VISITORS STAFF SIGHTSEEING 09:00 - 18:00 LOW
17 VISITING FACULITY LOUNGE FACULTY STAFF LEISURE 09:00 - 18:00 HIGH
2. The visitors can access the office spaces which are not sensitive in
revealing crucial information of the project.
DIRECT CONNECTION
INDIRECT CONNECTION
NO CONNECTION
COMMERCIAL
DIRECT CONNECTION
INDIRECT CONNECTION
NO CONNECTION
INSTITUTE
ADMIN BLOCK
DIRECT CONNECTION
INDIRECT CONNECTION
NO CONNECTION
INSTITUTE
BSC IN GAME DEVELOPMENT
INSTITUTE
BSC IN VFX DEVELOPMENT
DIRECT CONNECTION
INDIRECT CONNECTION
NO CONNECTION
PUBLIC
STAFF STORES
ENTERTAINMENT
RESTROOM
PARKING SERVICE
CORRIDOR
CORRIDOR
EVENT SPACES
ATRIUM
LECTURE
FACULTY, STUDENTS HALLS
SERVICE STAFF FACULTY
ROOM
ATRIUM
GALLERY
PARKING
TOILETS
STUDIO
SPACES
Popular with retailers targeting trendy Just as the name implies, the diagonal store The name of this design is deceptive, as the
millennials and Generation Z layout uses aisles placed at angles to “angular” store layout relies on curved walls
demographics, a geometric layout offers increase customer sightlines and expose and corners, rounded merchandise
artistic expression and function when new merchandise as customers navigate displays, and other curved fixtures to
combined with the appropriate displays and through the space. A variation of the grid manage the customer flow. Luxury stores use
fixtures. The unique architecture of some layout, the design helps guide customers to this layout effectively because, according to
retail stores, including wall angles, support the checkout area. Small stores can benefit Herb Sorenson’s research from Inside the
columns, and different ceiling styles mix well from this space management option, and it Mind of the Shopper: The Science of
with the uniqueness of a geometric layout.. is excellent for self-service retailers because Retailing, customers notice free-standing
it invites more movement and better product displays 100 percent of the time.
customer circulation. .
ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
AREA ANALYSIS
SHOPS LAYOUT
The mixed store layout uses design elements With customers exposed to all of the
from multiple layouts to create a flexible merchandise offered, this design might
option for retailers. Department stores use a entice the customer to make an unplanned
compelling mix of straight, diagonal, and purchase. However, he points out that using
angular concepts, among other design this store layout risks irritating shoppers that
elements, to create a dynamic flow through have a specific task and desired location,
a range of departments featuring a variety and could also overwhelm shoppers by
of merchandise. hurrying them through an experience of
customers all moving in one direction
together, quickly.
Straight and angled rows on flat or Straight stepped rows and As d but with curves at change of Curved rows on flat or sloping floor
sloping floor separated angled side blocks angle
Suitable volumes for different types of auditoriums are given below but
it is recommended that higher values be adopted only in special
cases: SECTION
The type of space frame and the way its is designed will determine the
overall profile of the auditorium.
The climatic data required for the table were collected in the previous review as part of the climatic data requirement, which will be used to input
the required data’s in the Mahoney Table and arrive at the design considerations.
TABEL 5 - INDICATORS
MONTH JANURAY FEBRURAY MARCH APRIL MAY JUNE JULY AUGUST SEPTEMBER OCTOBER NOVEMBER DECEMBER TOTAL
HUMID - H1 1 1 2
H2 0
H3 0
ARID - A1 1 1 1 1 1 1 1 1 1 10
A2 0
A3 0
Minimize or eliminate west facing Use plant materials (bushes, trees, Use light colored building materials
glazing to reduce summer and fall ivy-covered walls) especially on the and cool roofs (with high emissivity)
afternoon heat gain west to minimize heat gain (if summer to minimize conducted heat gain
rains support native plant growth)
Provide double pane high For passive solar heating face most High Efficiency air conditioner or
performance glazing (Low-E) on of the glass area south to maximize heat pump (at least Energy Star)
west, north, and east, but clear on winter sun exposure, but design should prove cost effective in this
south for maximum passive solar gain overhangs to fully shade in summer climate
In this climate air conditioning will Use open plan interiors to promote
always be needed, but can be natural cross ventilation, or use
greatly reduced if building design louvered doors, or instead use jump
minimizes overheating ducts if privacy is required
ACOUSTICS
Review 2
A case study was presented, where the students of Taylor University, Kuala Lumpur analysed Reverberation Time of Calvary
Convention Centre in Kuala Lumpur. It was explained that the students analysis process will be used as the design process in my
design of the E Sports Venue.
Review 3
With further study of acoustics, the term variable acoustics was explored, where the Reverberation Time of a hall can be
manipulated with variable absorption or variable volume method. Two research papers about analysis of Reverberation Time of a
auditorium space using variable acoustics, was presented. The ‘IS 2526 – Code of Practice for Acoustical Design of Auditorium
and Conventional Halls’ was also presented.
1. The research scholar was tasked with redesigning a convention 1. The research scholars analyse the RT value in a concert hall which
hall to accommodate more than one acoustical activity. The hall accommodates any music style. As the RT values are very different for
initially accommodated speech oriented activity, and music a Jazz music and a Symphony piece, the ceiling height of the concert
orientated activities were to be include in the redesign. hall is adjusted to achieve the RT value for the particular musical
performance.
2. Heavy curtain was used for the speech oriented activity and light
curtains were used for the music activities. A wooden pivoted 2. With increase in volume the RT value of the hall increases. The
panels system was used, where during presentations or speech, scholars therefore analyse the hall in three different configurations, in
light curtains will be concealed and when music related activities high level ceiling, low level ceiling and low level ceiling with curtains
happen heavy curtain will be concealed by the wooden pivoted exposed.
panels.
3. From the analyse of the three configurations done with acoustical
3. The scholar, in CATT Acoustics software stimulated the instruments, the scholars could conclude how the change in volume of
convention hall model developed in SketchUp and was able to the concert hall helps to achieve the desired RT value for any musical
achieve the desired RT value for both the activities. style.
• Involves the exposure of different materials to alter the RT value • Involves variation in the height of the celling, thereby
required for a particular acoustical activity. The pivoted manipulation the RT value needed for the particular acoustical
wooden panels are commonly used to conceal and expose activity.
the materials.
• This method is less expensive and easy to achieve the desired
• This method is comparatively more expensive as it involves the results.
use of more materials.
• T= 0.16V/A
• T= 0.16V/A where
where A = ∑ αnSn total sound absorption,
A = ∑ αnSn total sound absorption, V = volume in cu m.
V = volume in cu m. T = reverberation time in seconds,
T = reverberation time in seconds, αn = absorption coefficient of the corresponding surface(s), and
αn = absorption coefficient of the corresponding surface(s), and Sn = individual area in sqm corresponding to each value of αn.
Sn = individual area in sqm corresponding to each value of αn.
From this reverberation time formula it can inferred that the
From this reverberation time formula it can inferred that the absorption coefficient is directly proportional to the RT value,
absorption coefficient is indirectly proportional to the RT value, thereby involves less effort for mathematical calculations, to arrive
thereby involves more effort for mathematical calculations, to arrive at the desired RT value for the particular acoustical activity.
at the desired RT value for the particular acoustical activity.
• The mechanical systems used to control the pivoted panels are
• The mechanical systems used to control the pivoted panels are easy to operate.
complex.
ANIMATION VISUAL EFFECTS GAMING AND COMICS (AVGC) INDUSTRIAL HUB
SPECIAL STUDY TOPIC - ACOUSTICS
From the comparison between the variable absorption and
variable volume, the variable volume method is cost effective and
easy to implement. Therefore the variable volume method wil be
used for the acoustical design of the E Sports venue.
APPLICATION PROCESS
The special study will be implemented from the preliminary stages
of the design process of the E Sports Venue. The design elements
involved are:
SEATING PROFILE
From the inference of the special study done in the previous
reviews, fan shaped seating profile is preferred for a multipurpose
hall design. The fan shaped profile also offers good view angle for
the audience.
The convex shaped wall and ceiling profile are preferred for a
multipurpose hall. The ceiling profile will be explored with various
heights, thereby changing the volume of the auditorium and altering
the RT time needed for a particular acoustical activity.
In the final stages of the Theis, floor plan and sections depicting
the acoustical materials used for the seating area of the Esports
venue will be presented
SECTION
SEATING PLAN