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WEngage: Co-working Hub with Rentable Studios for Indie Game


Development in Cubao, Quezon City

Thesis · November 2020


DOI: 10.13140/RG.2.2.30218.59846

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WEngage:
Co-working Hub with Rentable Studios for Indie Game Development
in Cubao, Quezon City

A Thesis Proposal Submitted to the


College of Architecture
University of Santo Tomas

In Partial Fulfillment
of the Requirements
For the Degree of
Bachelor of Science in Architecture

ROMERO, MIKAELLA DISNEY D.


AD10INPB2

November 2020
Abstract

Producing games have been part of the Philippine industry as early as 1992 and

is currently known as one of the significant outsourcing pool for game development

and animation in the global market (Philippine Board of Investments, 2018).

Unfortunately, only a few are recognized for their craft despite the abundance of local

talent (Ferraz, 2015). This leads to game developers working as individuals, small

teams, or startup companies, often housed in their own homes or in rented spaces which

lack the proper working space and equipment for game development. As the field of

video game development evolves, so must creative spaces. Integrating new technology

and innovations enable architecture to take on different approaches in the typical

working environment.

With the rise of modern office workplaces being reconstructed to emphasize

comfort and boost well-being, various trends have accumulated to prioritize employee

experience, which often enhances overall productivity, innovation and morale

(Sterkenberg, 2018). Even with respect to the equipment involved, creative industries

have begun the use of revolutionary devices such as 3D printers, interactive screens and

VR technology to produce new, meaningful content. In-depth research on the needs of

the users will be recorded through archival researches, interviews, and case studies.

Since game developers are the project’s target users, their insights and preferences will

serve as strong indicators of what are considered as “playful spaces”, most of which are

merely functional working environments with stylized interiors unlike the common

image of over-the-top play zones often seen in big game studios.


The study will introduce a co-working hub with rentable studios for indie game

developers to provide the necessary facilities for game development. With the

developers’ concepts of play interwoven into the office spaces, Tiemersma’s video

game elements (2014) will serve as a framework in designing a comfortable yet

engaging work environment.

Keywords: co-working, game development, indie games, office, playful spaces,


technology, video games
Table of Contents

Abstract
Letter to the Dean

INTRODUCTION........................................................................................................ 1

Background and Nature of the Project ........................................................................... 2


The gaming landscape of the Philippines................................................................... 2
The indie game industry ............................................................................................. 3

Statement of the Problem ............................................................................................... 4

Project Goal and Objectives........................................................................................... 5

Significance of the Project ............................................................................................. 5

Scope and Limitation of the Project............................................................................... 6

Definition of Terms........................................................................................................ 7

REVIEW OF RELATED LITERATURE ................................................................ 9

Productive Workplaces .................................................................................................. 9


Existing issues .......................................................................................................... 10
Trends and features of the modern workplace ......................................................... 16
Integrating play into work ........................................................................................ 18
Models for office play .............................................................................................. 19

Play and Architecture ................................................................................................... 21


Exploring the video game design framework .......................................................... 22
Narratives ................................................................................................................. 22
Gameplay ................................................................................................................. 26
Level design ............................................................................................................. 27
Conclusion................................................................................................................ 28

Design for the Future ................................................................................................... 28


Digital technology .................................................................................................... 29
Alleviating the sick building syndrome ................................................................... 33

Conclusion ................................................................................................................... 38

RESEARCH METHODOLOGY ............................................................................. 39

Research Design........................................................................................................... 39
Sampling Design .......................................................................................................... 41
Case studies .............................................................................................................. 41
Structured questionnaire-based interviews............................................................... 41

Research Instruments ................................................................................................... 41


Library books ........................................................................................................... 41
Online documents ..................................................................................................... 41
Government files ...................................................................................................... 42
Questionnaires .......................................................................................................... 42

Procedures for Data Gathering..................................................................................... 42


Archival research...................................................................................................... 42
Case studies .............................................................................................................. 42
Structured questionnaire-based interviews............................................................... 43

Treatment of Data ........................................................................................................ 43


Archival research...................................................................................................... 43
Case studies .............................................................................................................. 43
Structured questionnaire-based interviews............................................................... 44

SITE SELECTION .................................................................................................... 45

Site Criteria .................................................................................................................. 45


General criteria ......................................................................................................... 45
Specific criteria ........................................................................................................ 46

Site Selection ............................................................................................................... 47

Site Justification ........................................................................................................... 50


General criteria ......................................................................................................... 50
Specific criteria ........................................................................................................ 50

Macro Site Profile ........................................................................................................ 50


The grooming of a capital city ................................................................................. 50
The city’s commitment............................................................................................. 51
Demographics........................................................................................................... 51
Industry profile ......................................................................................................... 52
Physical profile of the city ....................................................................................... 54
Infrastructure and utilities ........................................................................................ 58

Micro Site Profile ......................................................................................................... 61


Technical description ............................................................................................... 61
Adjacent structures ................................................................................................... 62

Conclusion ................................................................................................................... 65
PROJECT PROFILE AND ANALYSIS ................................................................. 67

Project Overview ......................................................................................................... 67


Office workplaces .................................................................................................... 67
Collaborative spaces ................................................................................................. 67

Market Study ................................................................................................................ 70


The competition for flexibility ................................................................................. 70
Demand for coworking spaces ................................................................................. 71
The existing co-working spaces in Quezon City ...................................................... 72

Client Profile ................................................................................................................ 74


The Game Developers Association of the Philippines ............................................. 74
GDAP mission, vision, and core values ................................................................... 75

Organizational Chart of a Co-working Space .............................................................. 76

User Profile .................................................................................................................. 77


Primary users ............................................................................................................ 77
Secondary users ........................................................................................................ 78

Sample User Activity Schedule ................................................................................... 78

Legal Framework ......................................................................................................... 80


The Constitution of the Republic of the Philippines ................................................ 80
Republic Act No. 10844 ........................................................................................... 80

Project Analysis ........................................................................................................... 81

Conclusion ................................................................................................................... 82

TECHNICAL RESEARCH DATA PRESENTATION ......................................... 84

National Codes, Laws and City Ordinances ................................................................ 84


Quezon City Comprehensive Zoning Ordinance of 2016 ........................................ 84
Quezon City Green Building Ordinance of 2009 ..................................................... 87

Case Studies ................................................................................................................. 96


NuWorks Interactive Labs, Inc. ............................................................................... 96
Jelly Button Games .................................................................................................. 99
Three Rings Design ................................................................................................ 102

Results from Conducted Interviews ........................................................................... 104


Summary of the interviews .................................................................................... 105
Analyzing the interviews ........................................................................................ 112

Conclusion ................................................................................................................. 117


SPATIAL PROGRAMMING AND ANALYSIS .................................................. 119

List of Spatial Requirements ...................................................................................... 119


Administrative services .......................................................................................... 119
Primary user areas .................................................................................................. 120
Circulation .............................................................................................................. 121
Utilities ................................................................................................................... 121
Staff amenities and support spaces......................................................................... 122

Space Program ........................................................................................................... 123

Room Data Sheet ....................................................................................................... 132

Adjacency Matrix....................................................................................................... 134

Bubble Diagram ......................................................................................................... 136

CONCEPTUAL DEVELOPMENT ....................................................................... 138

Design Objectives ...................................................................................................... 138

Design Philosophy ..................................................................................................... 138

Design Concept .......................................................................................................... 139


Playing to one’s advantage ..................................................................................... 140

Design Considerations ............................................................................................... 141

Design Strategies ....................................................................................................... 142


Creating narratives through multi-sensory design ................................................. 142
Nurturing interactivity in dynamic nodes and zonal overlaps................................ 149
Introducing responsive design ................................................................................ 154

REFERENCES......................................................................................................... 164
List of Figures
Fig. 2.1. SAS Airlines central street ............................................................................ 14
Fig. 2.2. Diagram of the four types of environmental storytelling .............................. 25
Fig. 2.3. 3D printed shoe .............................................................................................. 32
Fig. 2.4. Interactive table ............................................................................................. 33
Fig. 2.5. Comparison of activated and inactivated liquid crystal glass........................ 34
Fig. 2.6. Diagram of VRF HVAC System structure .................................................... 36
Fig. 4.1. Site A in Brgy. 668 along Roxas Boulevard ................................................. 47
Fig. 4.2. Site B in Cubao along Aurora Boulevard ...................................................... 48
Fig. 4.3. Site C in Bagumbayan near the C-5 flyover .................................................. 48
Fig. 4.4. Quezon City elevation map ........................................................................... 54
Fig. 4.5. Quezon City zoning map ............................................................................... 55
Fig. 4.6. Hazard map with fault line ............................................................................ 56
Fig. 4.7. Hazard map with flooded areas ..................................................................... 57
Fig. 4.8. Existing road network of Quezon City .......................................................... 58
Fig. 4.9. Existing transport map of Quezon City ......................................................... 59
Fig. 4.10. Water supply connection of Quezon City.................................................... 60
Fig. 4.11. Power transmission lines in Quezon City .................................................... 60
Fig. 4.12. Established growth centers in Quezon City ................................................. 61
Fig. 4.13. Wall and entry from site frontage ................................................................ 61
Fig. 4.14. Site dimensions ............................................................................................ 62
Fig. 4.15. Adjacent structures to the site...................................................................... 62
Fig. 5.1. Types of collaborative workplaces ................................................................ 68
Fig. 5.2. Standard services in a co-working space ....................................................... 71
Fig. 5.3. Standard membership plans ........................................................................... 71
Fig. 5.4. Basic organizational chart of a co-working space ......................................... 76
Fig. 6.1. Vehicular entrance/exit diagram .................................................................... 85
Fig. 6.2. Floor area ratio formula ................................................................................. 86
Fig. 6.3. Nuworks Interactive Lab reception and workspace ...................................... 97
Fig. 6.4. Workspace whiteboard and working rooms .................................................. 98
Fig. 6.5. NuWorks communal spaces .......................................................................... 99
Fig. 6.6. Jelly Button Games and Hamutzin Studio floor layout ............................... 100
Fig. 6.7. Jelly Button Games creative design elements ............................................. 101
Fig. 6.8. Office communal space ............................................................................... 101
Fig. 6.9. Office games and lounge ............................................................................. 101
Fig. 6.10. Three Rings Design interiors ..................................................................... 103
Fig. 6.11. The iconic pantry and lounge designs ....................................................... 103
Fig. 7.1. Adjacency matrix of the ground floor spaces .............................................. 134
Fig. 7.2. Adjacency matrix of the second floor spaces .............................................. 134
Fig. 7.3. Adjacency matrix of the third floor spaces .................................................. 135
Fig. 7.4. Adjacency matrix of the fourth floor spaces ............................................... 135
Fig. 7.5. Bubble diagram of the ground floor spaces ................................................. 136
Fig. 7.6. Bubble diagram of the second floor spaces ................................................. 136
Fig. 7.7. Bubble diagram of the third floor spaces..................................................... 137
Fig. 7.8. Bubble diagram of the fourth floor spaces .................................................. 137
Fig. 8.1. Horse stable illuminated through skylights ................................................. 144
Fig. 8.2. Garden terraces ............................................................................................ 145
Fig. 8.3. EKH Children Hospital interiors ................................................................. 146
Fig. 8.4. Barry Callebaut Offices & Chocolate Academy interiors ........................... 147
Fig. 8.5. Poly WeDo Art Education interiors............................................................. 148
Fig. 8.6. Shanghai Baoye Center staircase ................................................................. 150
Fig. 8.7. Uber headquarters – Commons ................................................................... 151
Fig. 8.8. In Between Green House facade ................................................................. 152
Fig. 8.9. The Second Skin perforated mesh ............................................................... 153
Fig. 8.10. Nest shelf – flexible bookshelves .............................................................. 154
Fig. 8.11. Brackets-lite – moveable chairs and tables................................................ 155
Fig. 8.12. HUBB modular furniture ........................................................................... 155
Fig. 8.13. HUBB furniture configuration................................................................... 156
Fig. 8.14. Flexible boards and seats ........................................................................... 156
Fig. 8.15. Removable chairs ...................................................................................... 157
Fig. 8.16. Ballet Mécanique apartment block ............................................................ 157
Fig. 8.17. Moving landscapes house walls ................................................................ 158
Fig. 8.18. Moving landscapes house walls ................................................................ 159
Fig. 8.19. Operable interactive village hut ................................................................. 160
Fig. 8.20. Apple Dubai mall screens .......................................................................... 161
Fig. 8.21. SDU campus .............................................................................................. 162
Fig. 8.21. Al Bahar Towers façade diagram .............................................................. 162
Fig. 8.22. Kiefer Technic Showroom panels ............................................................. 162
Fig. 8.23. Mercedes-Benz Stadium retractable roof .................................................. 163
List of Tables
Table 4.1. Site selection results.................................................................................... 49
Table 4.2. Top 5 employment rates in Quezon City ................................................... 52
Table 4. 3. S.W.O.T. analysis ...................................................................................... 63
Table 5. 1. Employee personal daily schedule. ............................................................ 79
Table 5. 2. Company weekly schedule. ....................................................................... 79
Table 5. 3. Company annual schedule with celebrations. ............................................ 79
Table 6.1. Proposed road widening.............................................................................. 86
Table 6.2. Effluent discharge table for computation.................................................... 88
Table 6.3. Summary of P.D. 1096, R.A. 9514 and B.P. 344. ...................................... 88
Table 6.4. Minimum plumbing facilities (National Plumbing Code). ......................... 92
Table 6.5. Building Classification. .............................................................................. 93
Table 6.6. Setback Requirements................................................................................. 94
Table 6.7. Percentage Site Occupancy and TOSL (P.D. 1096). .................................. 94
Table 6.8. Allowable Maximum TGFA (P.D. 1096). .................................................. 94
Table 6.9. Floor to Lot Area Ratio (FLAR) Designation (P.D. 1096). ........................ 95
Table 6.10. Maximum Building Height. ...................................................................... 95
Table 6.11. Lot Computation and Usage. .................................................................... 95
Table 7.1. Ground Floor Plan Space Program ........................................................... 123
Table 7.2. Second Floor Plan Space Program............................................................ 123
Table 7.3. Third Floor Plan Space Program .............................................................. 126
Table 7.4. Fourth Floor Plan Space Program ............................................................. 128
Table 7.5. Tabulated Summary of Area Requirements.............................................. 130
Table 7.5. Ground to Fourth Floor Room Data Sheet................................................ 132
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 1

Chapter I

Introduction

The concept of video games was first realized in the form of experimentation.

Scientists, programmers and engineers from the U.S. were interested in creating

artificial intelligence which they believed could be achieved through a game of chess:

any computer who could win against a human player would be exhibiting intelligent

thought processes (Williams, 2017). This would require the computer to anticipate and

react in strategic gameplays against the human mind. The 1950s was a “decade of false

starts” (Donovan, 2010) regarding video games as the games were only treated as

interactive learning projects in attempts to challenge computer programming and

technological innovation. It was only when students in the 1960s decided to reject the

formality of programming and pursued potential fun and creativity in the subject were

video games finally engaged as entertainment and attractions.

The progress was painstakingly slow in the development of video games as

developers wrangled with their generational limits on technology; formulas were

structured then de-structured in order to innovate better styles and play mechanics. As

technology continues to evolve and society becomes more drawn into the world,

computer games can now accommodate a variety of interests and playing styles from

adventure to puzzles to action. Even software have been upgraded to be customized

with VR and AR devices, the latest immersive technology to be offered.

Interestingly enough, a connection between games and architecture can be

observed; one can argue that advancements serve to improve architectural design

processes as well. McKernan (2017) noted that use of construction toys sparked

inspiration among popular architects such as Frank Lloyd Wright, Gerrit Rietveld, etc.
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 2

into innovations in construction, featuring skyscrapers, prefabricated metal homes, the

Schröder house and much more. This is made possible in the manner of which play

affects spontaneous thought processes; play brings about a new way of dealing with the

environment as it opens the possibility of recreating established patterns or exploring

new paths that are not typically considered (Bateson, 2014).

Tiemersma (2014) states that design considerations between games and

architecture are parallels: both revolve around designing for spatiality, visuality and

functionality. With this in mind, the study may draw more points in the relationship

between the two topics; where they overlap and how to better enhance design solutions

through each other.

Background and Nature of the Project

The gaming landscape of the Philippines. The game development industry is

recognized as a “high potential segment of the Philippines’ Creative Services

Industry” (IBPAP, 2017). As early as 1992, the Philippines has been providing

content for console and arcade games (Schumacher, 2018) which has built up

to the country’s reputation as one of the major outsourcing pool of game

development and animation (Philippine Board of Investments, 2018). Filipinos

are collectively known to be skilled in the creative pool, their passion,

playfulness and spontaneity serving as selling points for innovation. These traits

are nurtured by Filipinos with pride, whether it may be producing games or

consuming them.

According to the Newzoo (2017), 29.9 million of the country’s

population are gamers with a considerable 24% as male gamers and female
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 3

gamers (both within ages of 21 to 35). Aside from fun, Filipinos are also fond

of competition which resulted having competitive gaming as a popular pastime.

It was only during the late 2000s that this gaming became a legitimate industry,

now known as esports (Schumacher, 2018).

The indie game industry. Traditionally, video games are developed by teams

which is funded by a publisher and may take a lot of time and effort before being

released. In the current era, with multiple information available at our fingertips,

some individuals take it upon themselves to self-produce. Such content can be

identified as indie games, or independent video games. These are usually

produced by single or small teams without a publisher (Pulsipher, 2010).

According to IT and Business Process Association of the Philippines

(2016), the top five game development companies in the country are responsible

for 79% of total revenues which leaves the other 23% to sizeable indie

companies. Despite the lack of support, indie games have risen in popularity

among developers as new platforms offer distribution and marketing of smaller

games. Although, this may be because indie games can be produced at lower

costs (Schumancher, 2018), more indie games are now being promoted to

encourage creativity and innovation among game enthusiasts as well. One of

these is the Game Developers Association of the Philippines (GDAP), the

association in charge of promoting and representing the country in the game

development industry.
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 4

Statement of the Problem

According to Boga (2014), despite the large crop of available local game

developers, only a few can be considered “qualified talent” which results in missed

opportunities in the business. Although it was unclear as to what exactly constitutes as

“qualified” by their standards, the implication that majority of local developers are seen

as such must not be easily dismissed. Aside from this, another problem in the industry

is said to deal with marketing (Ferraz, 2015) as a lot of local game content often remain

unknown and/or overshadowed by companies with bigger names.

Delving into a more personal level in production, individuals in any working

field are prone to emotional burnouts, stress and mental blocks. This can be easily

identified in offices due to pressuring management and inefficient working

environments (Association for Psychological Science, 2017). As an indie game

developer, the pressure and workload are more or less doubled compared to bigger

companies wherein work can be distributed into multiple teams. Freelancers and small

teams have little luxury of passing their load onto another.

Aside from the pressure to be constantly up to par with the latest methods,

creating complex codes and creating original concepts, available workstations meant to

cater game developers are little to none to be found especially in the Philippines. This

forces developers to work at home or in co-working hubs that are typically riddled with

various distractions ranging from acoustical problems to a lack of privacy due to its

open layout designs (Fayard & Weeks, 2011).

With consideration of the relationship between play and creativity, perhaps a

more productive working environment can be achieved through the process of game
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 5

development. And who better to playtest the proposed spatial design than game

developers themselves?

Project Goal and Objectives

The project aims to address the need for facilities in game development while

attempting to solve the problems in modern workplaces through the application of

Tiemersma’s (2014) video game design elements.

The following are identified as the project’s objectives:

1. To provide accessible and technologically-ready working environments for

game development;

2. To promote home-grown game content and interaction among indie game

developers; and

3. To provide enticing, creative and productive workspaces.

Significance of the Project

Games are often underappreciated and seen merely as entertainment,

completely disregarding the benefits of play in learning, innovation and productivity.

The project is designed to strengthen the correlation between work and play through

the elements of game development, seeking possible application of video game theory

into architectural design. This research will serve as another foothold in the

development of the productive modern workplace.

In addition, the game development industry in the Philippines is left

unrecognized by the public which leads to stagnant growth in the gaming community

(Ferraz, 2015). Coworking studios and rentable offices will offer game developers a
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 6

space to work, socialize and learn from each other. This will give them a platform to

promote their works and obtain feedback on their initial ideas.

Scope and Limitation of the Project

In order to design prime working spaces, playful approaches will be integrated

into the architecture as well as popular trends which had emerged in modern

workplaces. However, the definition of “playful spaces” will be restricted according to

the insights of game developers obtained from the conducted interviews. These entails

that the project’s design would revolve around the users’ preferences of functional

spaces with the appropriate aesthetics as mere supplementary elements. Since the

project caters to a creative field, the following modern workplace trends to be

considered are those relating to the improvement of productivity, innovation and well-

being as necessary features of proper, functional spaces.

Game development principles will be compiled from multiple video game

guidebooks, generalized and compared with architectural space considerations. This

will serve as the basic framework of the design with focus on improving creativity and

productivity. Aside from this, equipment such as VR technology, 3D printers and

interactive screens will be provided in order to level the playing field between indie

game developers and AAA game development studios. Innovative methods in

construction are explored to increase comfort and retain individualism in shared public

spaces.

Unfortunately, existing research, case studies and documented information

regarding game studios and companies are strictly limited. This places great restraints

on data collection especially those regarding Philippine game development. As Ferraz


WEngage: Co-working Hub with Rentable Studios for Indie Game Development 7

(2015) had stated, local developers are often unrecognized and thus, results in sparse

information of Filipino content and their current working conditions. As such, the

impact and effectivity of game design into architecture will rely on interviews and case

studies, both foreign and local, to form a more concrete analysis of the necessary

workspaces for game development.

Local game development data is not the only information that will be limited as

the research includes possible innovations that may solve some of the problems stated

but are not totally efficient as of today. This is due to the fact that these innovations are

still in the research phase of the study but still give promising results in their respective

purposes. For the sake of the discussion, these tech will be introduced as probable

solutions for the project in the future, focusing on its long term effects as an investment

instead of its efficiency at this current time.

With regards to the project itself, restrictions will be observed in the physical

planning of the building footprint. The chosen site was not open for visitors therefore

the researcher was not able to fully identify the location of existing utilities and

vegetation. An image of the site taken from Google Maps will serve as the main

reference point instead.

Definition of Terms

1. AAA games – these are games produced by the top selling studios, often with

the biggest budgets and excellent promotional materials (Perron & Wolf, 2014)

2. Augmented reality (AR) – makes use of the real-world environment but is

overlaid with digital content; users can see into the environment but have no

means of interaction (Mealy, 2017)


WEngage: Co-working Hub with Rentable Studios for Indie Game Development 8

3. Console game – also known as video games; games which are played on

devices (video game consoles) and are connected to a television for video and

sound (Pulsipher, 2010)

4. Coworking hub – a social space wherein varying individuals can gather to

work, some of which are operated through memberships or through hourly rent

(Lamundi, 2019)

5. Esports – an online gaming industry, now considered as a type of sport

(Mineski Infinity, 2018)

6. Game development – the process of creating a game; the tasks needed to

complete a game (Pulsipher, 2010)

7. Indie games – a type of video game produced by independent individuals

and/or small teams; are often self-produced and have no funding from

publishers (Pulsipher, 2010)

8. Level design – the designing and creation of scripts, graphics and art of a video

game level, stage, mission or episode (Perron & Wolf, 2014)

9. Platform – the electronic system, both hardware and software, wherein video

games are played and distributed (Perron & Wolf, 2014)

10. Playtesting – entails the playing of a game prototype to test the initial run of

the game; used to gather feedback or catch bugs in the system (Perron & Wolf,

2014)

11. Virtual reality (VR) – an artificial, digitally created environment parallel to the

real world which allows users to interact within the virtual environment

presented (Mealy, 2017)


WEngage: Co-working Hub with Rentable Studios for Indie Game Development 9

Chapter II

Review of Related Literature

Productive Workplaces

In workplaces such as offices, factories and commercial establishments,

productivity is a key factor determining success and company growth (Amarathunga,

2016). Productivity is defined by the OECD Productivity Manual (2001) as the "ratio

of the volume measure of output to the volume measure of input use." Although the

provided definition is the general understanding of productivity, there are multiple ways

to gauge its measurement. The Organisation for Economic Co-operation and

Development (2001) identified five objectives for which productivity is typically

observed: (1) living standards, (2) benchmarking production processes, (3) real cost

savings, (4) work efficiency, and (5) technical change in technology.

Work efficiency is often the most significant factor affecting the company's

overall productivity rate and economic value (Amarathunga, 2016). This, in turn, is

influenced by user satisfaction, which serves as a factor in designing comfortable work

environments (Kwon et al., 2019). Office settings involve both social and physical

environments; spatial design, employee interactions, and environmental conditions are

the main factors that affect user comfort and satisfaction (Fayard et al., 2011; Jan van

Ree et al., 2010). Even a mere lack of water stations could create a butterfly effect of

negative impressions on an employee’s daily routine. It is the details that may

eventually influence one’s experience, for better or for worse. These experiences also

affect another significant factor of working individuals: health. One’s health and mental

condition influences their productivity and efficiency. At its best, effective spaces boost

creativity and inspiration but increases stress and fatigue at its worst.
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 10

Despite these factors, Kwon et al. (2019) stated that most buildings are designed

to consider energy performance, aesthetics, and indoor air quality since they mandated

by building regulations. All of these focus on branding and cost optimization, which

often leads to a lack of consideration for user-oriented approaches. This becomes a

problem in modern offices as employees suffer the effects of uncomfortable physical

environments resulting not only in low productivity but also poor well-being among the

employees (Kwon et al., 2019).

Existing issues. A controversial condition named “sick building syndrome”

(SBS) is the typical complaint in offices and workspaces, wherein indoor

environments cause ill health among employees (Abdul-Wahab, 2011). Some

cases point to poor ventilation, poor lighting, low humidity, and noisy work

environments (Abdul-Wahab, 2011). Even office layouts have proven

themselves unsatisfactory or limiting in the working environment. For the past

decade, open-plan layouts became the preferred setting in offices due to its

flexibility and the apparent increase in communication due to its use. However,

such arrangements create acoustical problems as well as issues with privacy and

individualism (Clements-Croome, 2018). The traditional cellular office, on the

other hand, emphasizes more on concentrated work as it avoids disruptions but

falls short on fostering informal discussions and community atmospheres.

Individualism and identity. The idea of individualism in company

culture is not often recognized in office guidelines and standards outside

of being used as a psychological boost in team morale. According to


WEngage: Co-working Hub with Rentable Studios for Indie Game Development 11

Brunia & Harties (2009), most organizations set up their workspaces as

interchangeable desks; employees are discouraged from personalizing

their environments due to it being perceived as unnecessary clutter.

However, the ability to personalize is connected to the ability to display

one’s identity as it integrates a piece of their life inside the working

environment (Brunia & Harties, 2009). This becomes a quiet, social

introduction for every employee coming into the office. By allowing

them to freedom to control and mark their boundaries, individuals are

granted “permission” to share their interests, values and identity thus

increasing their comfort and familiarity in a specific space. Without this

permission, an employee’s identity is threatened and the workplace is

“dehumanized” given that business is placed as the priority, appearing

unconcerned about the humans behind the brand.

In Clements-Croome’s Creating the Productive Workplace

(2018), multiple surveys regarding comfortable workspaces were

included to show common preferences of employees in terms of indoor

environmental quality. Spatial territoriality and security were among the

primary elements contributing to comfort along with access to outdoor

spaces, natural light, contemplation areas and a degree of control over

their immediate surroundings. The restructuring of modern offices have

also begun to consider adding private spots for recuperation in line with

the ultradian rhythm. This states that a person’s attention span lasts for

only ninety (90) to a hundred and twenty (120) minutes before natural

fatigue seeps in and concentration drops. Breaks are a must to ensure the
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consistent flow of productivity, together with options for private self-

reflection.

Balancing proximity and privacy. The issue of privacy remains as the

most concerning problem in modern workplace design. Open plan

layouts remain as the common trend due to the appeal for innovation

and significant decrease of construction costs (Nordstrom & Wagner,

2018). According to Ban & Imai (2016), Silicon Valley was the first to

adopt these open workspaces which resulted in organizational success

thus setting the standard of good office design for companies to follow.

Although there are a lot of benefits in incorporating this design, e.g.,

informal interaction leading to collaboration and innovation, the

drawbacks encountered are more than enough to decrease work

environment quality and comfort. Typical problems regarding open plan

layouts include the high levels of noise, distractions and lack of privacy

which affects employee satisfaction, comfort, well-being and

productivity (Fayard & Weeks, 2011).

The key to maintaining the benefits of an open layout without

the backlash of its negative effects would be finding a good balance

between proximity and privacy. Ban & Imai (2016) discussed the

importance of the Allen Curve which states that thirty (30) meters is the

point of distance wherein communication drops. To take advantage of

this theory, communal spaces such as conference rooms, break rooms

and other amenities may be placed within the thirty meters range for a
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 13

natural flow of casual meetings. However, being placed too near each

other endangers an employee’s privacy which develops his fear of being

overheard or interrupted (Fayard & Weeks, 2011). In an attempt to

determine the ideal office design, Fayard & Weeks (2011) provided

three dimensions that effective spaces must have.

The first dimension is proximity, dealing with physical distance

between individuals. With consideration of the Allen Curve, Fayard &

Weeks (2011) argued that functional centrality is more important than

physical centrality. This entails proximity to spaces that cater shared

resources such as entrances, restrooms, elevators, water coolers,

photocopiers, etc. Not only will this provide ease of access from one

resource to another, the natural traffic it drives gives people a reason to

stay and interact with those around them.

The second dimension revolves around privacy. Fayard &

Weeks (2011) defined privacy as the ability to control other’s access to

you, offering the option to decline or accept invitations for interaction.

A case study for the Scandinavian Airlines was provided as example of

an office which placed multiple spaces to encourage informal

interaction. The headquarters was designed around a “central street”,

linking various stores such as cafes, shopping fronts, offices and others.

According to analyzed results, only nine percent (9%) of interactions

actually took place in the “street” with two-thirds of all interaction

occurring in private offices (Fayard & Weeks, 2011).


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Fig. 2.1. SAS Airlines central street


Reprinted from “SAS HEADQUARTERS,” by Nielstorp. (n.d.). Retrieved from
https://nielstorp.no/project/sas-headquarters/

This is due to the lack of privacy communal spaces present,

restricting one’s capacity to speak freely. Sounds and visual are the

perceived factors of privacy that must be prioritized especially in cases

of high-density spaces as lack of privacy increases unexpected or

unwanted social contact as well (Kwon, et. al., 2019). Fayard & Weeks

(2011) determined that alcoves are ideal spaces for informal

interactions; cases wherein conversations are started in public spaces

can easily be moved into alcoves for confidentiality without having to

seek out a room.

And lastly, permission must be emphasized as a driving factor in

assuring good balance between privacy and proximity. Permission is

often established by the company, dictated by its culture as what is

perceived as the appropriate behavior in their environment. A space only

becomes comfortable for natural interaction if the company designates

it as such. In Fayard & Weeks’ analysis of the culture between a


WEngage: Co-working Hub with Rentable Studios for Indie Game Development 15

consulting firm and a creative company, they were able to discover that

the corporate culture of the consulting firm established work to be done

at one’s desk. Although luxurious coffee lounges were provided in close

proximity, they remained empty as their culture does not give them

permission to idle or talk for extended periods of time. The creative

company, on the other hand, often integrate collaborative activity as part

of their process; designers, architects and artists may lounge on sofas or

chat in cafes while considering it all as part of their work.

Maintaining balance between all three dimensions is a challenge

that modern workplaces face in developing the best model for office

environments. Despite the appeal of open plan layouts due to its ease of

application and reduced costs, multiple researches advocate alterations

to the traditional cell offices for more flexible layouts such as combi

offices which is a mixture of open layouts with cubicles or flexi offices

which are similar to combi offices but are not permanently assigned to

specific employees (Been & Beijer, 2014). Nordstrom & Wagner (2018)

suggested multi-zoned offices that offers space both for open

collaboration and private concentration. In a survey conducted in offices

in Netherlands, individual and shared room offices proved to have the

highest satisfaction rates and perceived productivity (Been & Beijer,

2014). This features a similar approach to multi-zoned offices wherein

half-open and enclosed spaces alternate with each other, complementing

rooms necessary for concentrated work and for informal meetings. An

additional benefit for this office type is the ability to control indoor
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 16

climate (e.g., temperature, humidity, lighting) in specific zones without

affecting the central climate of the floor. However, office comfort is not

strictly limited to doses of good workspaces but is also affected by

supporting amenities as well.

Trends and features of the modern workplace. As more offices strive for

hospitality and comfort in their working environment, experience-driven spaces

move to the front line of workplace trends. Employee experience is given

priority to not only optimize space but boost overall productivity and morale

(Sterkenberg, 2018). More features on the improvement of health are being

integrated, including meditation areas, walking trails, cocktail bars and game

rooms. As part of the emphasis on health and comfort, biophilic principles have

gained popularity to integrate more life into the built environment. Using natural

and sustainable materials, application of green walls and the addition of pocket

gardens are only a few of the trends commonly spotted in recent workspaces.

According to a BCO survey in 2014, office workers have stated to prefer access

to outdoor spaces and contemplation areas as well as lots of natural light in

improving the setting of their offices. In light of achieving innovation,

sustainable and enjoyable working environments, four main trends of the

modern workplace have been identified.

Collaboration. In an attempt to stimulate innovation, "open" designs

have become a standard in modern workplaces. Cooper (2015) notes that

companies that feature traditional, hierarchal offices emphasize


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individual work and denotes an atmosphere of control or fear. The

design of working spaces profoundly impacts the social behavior and

culture of the company, which can then determine employee satisfaction

and productivity. Open plan and unconventional layouts produce a

relaxed ambiance that encourages resource exchange, consistent

learning, and social support among employees (Orel, 2019).

Modularity. A flexible system comes hand in hand with open-plan

layouts, embracing the constant changing of needs inside the office

(Cooper, 2015). Moveable walls, furniture, and machinery are typical

considerations, some even providing extension cords to accommodate

different placements of desks. This is particularly useful for companies

that may have an inconsistent number of employees, allowing them to

change spaces according to how many people will be using it, or simply

as a way of making things less mundane inside the office by rearranging

work desks or lounges.

Biophilia and well-being. As most office tasks involve sedentary

behavior— sitting for hours at a time in front of a screen— various

health complications can arise in addition to sick building syndrome. As

a solution, biophilic principles are being incorporated into working

environments as nature is said to reduce stress levels, improve

workplace satisfaction and productivity (Bipp et al., 2019). The use of

natural lighting and ventilation, daylight, maximizing views and green


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walls have become the trend for the past few years along with furniture

modification e.g., task-specific workstations and sit-and-stand tables to

lessen the amount of prolonged sitting.

Experience and entertainment. Concerning the promotion of employee

well-being, most offices allot spaces meant to highlight happiness and

satisfaction. This develops morale and openness among the entire staff,

from interns to executives (Sterkenberg, 2018). Some companies feature

playful spaces such as rock-climbing walls, game rooms, theaters, and

sports tournaments. Others prefer more passive leisures, dedicating time

for meditation, massages, yoga, and acupuncture.

Integrating play into work. Although work will always be a serious operation,

incorporating play into working environments has been a topic of debate for

years. Various research, however, favors adding play as a necessary part of an

individual's routine. Employees live, at minimum, eight hours of their lives in a

working environment so such spaces might as well be one they enjoy "living"

in (Clements-Croome, 2018).

Various companies have taken to providing comfort spaces (e.g.,

meditation rooms, snack bars) as a more neutral and relaxed "playful" setting

but creative industries often take a step towards thematically designed spaces as

means of integrating play. Contextual cues and playful props, such as games,

toys and casual furniture, can shift the atmosphere in a room and clue in an

employee that he can relax for some time (Carlsson et al., 2016).
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Symbols of play serve as the obvious, visual cues in the environment but

may fail to form the desired effect. According to a case study conducted by Alha

& Kultima (2017), game development offices tend to use physical spaces as

tools and symbols of company culture, values, and branding. The goal is to

fashion enjoyable spaces as part of the motivation to come to work and increase

inspiration among the staff. An interesting note on this research, however, is

that some of these symbols turn into simply that: a symbol.

Initially, these symbols (e.g. hammocks, candy store, arcade) are often

welcomed by employees as it fosters a relaxed and playful environment.

Unfortunately, a tendency to disregard these objects starts to pervade employees

as the symbols become taunting reminders drawn from guilt: no one wants to

be the person in the hammock while everyone else works. Thematically

designed aesthetics prove to be more effective in this case as these merely

showcase a dedication to games instead of forcing “playful” activity (Detsaridis,

email interview, 2019).

Models for office play. In a case study research conducted by Alha & Kultima

(2017), four strategies were identified for office play: basic office play,

collaborative decorative play, brand play, and gamifying through player

metrics.

Basic office play involves socialization and interaction among

employees (active play) through toys, games, and unconventional furniture.

General decoration serves as instruments in cultivating a playful work

environment but play itself is brought forth by employees connecting.


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Similar to the basic office play, socialization can be pushed further into

designing interiors with fantastical décor (e.g., life-sized plush toys, forest-like

designs, murals) through collaborative decorative play. This model requires

spontaneous teamwork wherein the staff are given opportunities to personalize

the spaces in the office.

Brand play is a typical aspect in any office setting, a means of

showcasing company products, artworks, and merchandise from released

games. This is in line with company identity and their sense of pride in their

creations.

Invitations of play are present in gamifying through player metrics,

similar with collaborative decorative play. The playful elements produce

differing dynamics and impact in creative work, thus providing a scale that can

be altered to improve the setting according to their desired result, such as

increased productivity, innovation, etc.

These four strategies create a simple category for companies to model

their playful office environment should they wish to incorporate it. All of the

listed categories can be observed in both formal and informal company types,

regardless of it being intentional or not. Since basic office play solely depends

on the employees’ behavior (e.g., inside jokes or stories), it can be concluded

that even the strictest companies have a type of “office play”. The rest of the

categories may rely on company culture and industry type for its

implementation although most of these are already being applied albeit in their

own ways. Collaborative decorative play and brand play would appear as the

most physically obvious implementation of “play” into the workplace. Both of


WEngage: Co-working Hub with Rentable Studios for Indie Game Development 21

these have strong connotations towards the importance of individualism and

with the former strengthening the individual’s identity and the latter for the

company. Because of Alha & Kultima’s case study results, establishing both

collaborative decorative play and brand play alludes to their co-existence:

employees can personalize their own space without it being a threat to the

company’s brand and identity. In this case, the company’s brand may serve as

the overall theme of the building that houses several smaller identities that make

up the company itself.

Among the identified strategies, gamifying through player metrics is the

most vague and barely observed unless given frequent attention. It is more

experimental and intentional compared to the others as it may be used to achieve

a certain workplace trait. The idea behind gamification is that specific game

mechanics are used for non-games such as education, marketing and any other

field (Perron & Wolf, 2014). Since games are primarily user-based, more

consideration is placed on retaining the player’s attention to the game to avoid

boredom and encourage players to continue using the game. Gamification

would entail following such mechanics to incite concentration, innovation or

productivity in other areas such as office environments.

Play and Architecture

As previously discussed, playful aspects in design impact the psychological

state of users that can be manipulated according to the desired result. Another field that

showcases similar techniques in design is video games.


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Exploring the video game design framework. The casual relationship

between video games and architecture is seen in the visual aesthetics of video

games. Literally speaking, it is the designing of cities, buildings, and worlds

inside the game world. Meanwhile, other accounts offer the use of human-

centric design principles that came from architecture, prioritizing user

experience, and satisfaction.

Tiemersma (2014), on the other hand, presents an inverted perspective:

using video game elements in improving architectural design. The framework

establishes the essential design considerations and elements that overlap

between video games and architecture: narratives, gameplay, and level design.

Narratives. Narrative pertains to the story elements incorporated within a

game. This helps in creating an immersive environment for the player to enjoy

and typically leads the path of the game itself. Interactive games are ideal as it

offers a more natural way of storytelling, giving the user the opportunity to react

accordingly. Thus, these stories represent the realities being provided in the

game world.

Narratives in architecture. Narrative has been acknowledged as an

integral element in architecture by notable architects such as Le

Corbusier and Kevin Lynch. This is because a story needs a narrator and

a reader the same way an architect needs a user (Psarra, 2019).

Lynch’s discussions of urban cities and can be considered as an

emergent narrative. He claimed that narratives in real life applications


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are created by the users within a setting or a community but can be

enhanced through its environment, leaving space for users to produce

new dialogue (Coates, 2012; Tiemersma, 2014). In contrast to this, Le

Corbusier follows a more linear narrative since he believes architecture

is best experienced when moving from space to space in order to create

a mental map of the structure (Samuel, 2010; Tiemersma, 2014) which

establishes a clear chronological path.

Response of the people and how they interact with the

environment is also an effect of narratives (Psarra, 2019). The

interactivity and background present in narratives are intangible; these

are not aspects physical spaces can produce but rather cultivated among

the users in relation to its specific context. This is made evident in

thematical architecture such as churches; stories are reflected in visual

décor (e.g. paintings, statues) and the manner of which it is constructed

such as how the height of cathedrals often denotes a reach for the

heavens (Coates, 2012).

The four types of storytelling. Storytelling methods often vary

according to model and function, from story flow to world-making to

sensory mediums. In terms of video games, environmental storytelling

provides an elaborate viewpoint in the use of narratives (Jenkins, 2003;

Tiemersma, 2014).

Evocative spaces are the most easily identified storytelling as

they rely on themes and attractive designs to sell their stories. In this
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case, users are given new experiences as the narrative is already

established and familiar, offering the exploration of the world or

expanded settings inside that story universe.

Enacted stories are stories that involve a linear sequence or

timeline and is propelled forward through movement in the space. This

type aims to motivate the user in securing a goal by getting to different

destinations, focusing on spatial exploration instead of plot

development.

Embedded narratives are similar to enacted stories as they both

make use of timelines and a direct sequence of events. Embedded

stories, however, involve internal stories within the main plot. This can

be found through clues inside the story world, allowing the user to

produce conclusions regarding potential plot developments (e.g.,

detective or mystery games).

Emergent narratives appear as the most challenging yet most

engaging story within game development since users are only given a

game world and mechanics, then are left to create their own stories.

Objects are designed to enhance interaction, conflict, and character

inside the space, guiding the user's actions while providing enough

freedom to choose their next move. Popular games that feature this

storytelling are Minecraft and The Sims.


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Fig. 2.2. Diagram of the four types of environmental storytelling

Architectural storytelling. Although the four types of environmental

storytelling fit more in the context of interactive literature and video

games, they can be applied within architecture as well. Evocative spaces

are still the most familiar, often seen in amusement parks, specialized

concept stores, and theme parties. Creative offices are frequent users of

this storyline as well, integrating play and actual games into the design.

Enacted and embedded stories are observed in museums,

churches, and exhibition halls, indicating a linear pathway integrated

with narratives. This is done in the form of historical timelines or story

progressions, as seen in portraits and mosaics.

Emergent narratives offer the most exciting and engaging

application in architectural design. Multiple books and journals often

reference this concept to Kevin Lynch's urban design principles wherein

user interaction, and personal meanings drive the importance of a space.

Integration of emergence into a working environment would be limited

as options for customization and exploration are not primary

considerations in offices. However, the ability to choose and personalize


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one's space can still be offered through modular systems and interactive

furniture. In this way, users are again given free rein to interpret the

given space according to his comfort or needs.

Gameplay. Gameplay refers to the elements in a game that encourages

interaction. McKernan (2017) determines that core gameplays are typically

designed by the developer in an established path (canon action) but has no

absolute hold over actual player experience (periphery action). The game world

is produced with the base essentials from its narrative (e.g. setting, tasks,

characters) but is left with enough room for players to fill the direction and

atmosphere of the gameplay (McKernan, 2017). A formula for these models

was settled into four parts: clear goals, no distractions, direct feedback and a

continuous challenge (Schell, 2008; Tiemersma, 2014). This ensures that

players are entertained and stimulated in the gameplay.

Gameplay in architecture. According to Tiemersma (2014), gameplays

are difficult to translate into architecture as games primarily focus on

immersion and entertainment whereas architecture is more concerned

with the function of the structure. As for specific typologies, gameplay

application is strictly limited. A point of intersection, however, can be

observed through follies as these spaces provide boundaries for use but

still have open frameworks which users are free to interpret as they

please. Worldbuilding and purpose of the folly is given personal


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definitions as part of the user’s play with options to change the

environment.

As for specific typologies, gameplay application is strictly

limited. Architecture in itself is too complex to be designed by a one-

size-fits all approach (McKernan, 2017), thus requiring proper

evaluation of the structure’s purpose and how user freedom fits into it.

Level design. Levels, stages, episodes—all these refer to the spatial design that

defines the gameplay (what will happen and where). Level design includes the

visuals, audio and layouts to be implemented, keeping similar guidelines to

architectural design (Perron & Wolf, 2014). In order to create immersive

environments, there must be consistency in the harmony between objects,

music, paths and game style.

The most important aspect in level design is the designation of

wayfinding (Tiemersma, 2014). Despite the complex worldbuilding, players

must be provided with easy navigational tools by methods of attraction (to

determine hierarchy of spaces) and identity (to give players a memorable

landmark within the setting). Unknown routes must be considered in order to

enhance game immersion, allowing players to discover and learn game elements

on their own (Tiemersma, 2014).

Level design in architecture. Circulation and flow within spaces is

already a major consideration in architectural design, parallel to video

games. Wayfinding, a familiar topic in the field of architecture, can be


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sourced from Kevin Lynch’s principles in urban design. These

principles are easily integrated into level design, e.g. to create identities

per location, use landmarks as orientation cues, provide signs at decision

points, design clear paths and offer controlled options for exploration

(Folz, 1998; Tiemersma, 2014).

Conclusion. The similarities between architecture and video games are not

exact parallels but tend to overlap in various areas of design. As video games

focus more on user experience and the creation of engaging environments, these

aspects can serve to improve the spatial state of architecture.

Considering the narrative, gameplay, and level design of architecture

establishes a new technique in conceptualization. Modern offices and

workplaces have already taken steps in integrating playful elements to nurture

a comfortable and innovative atmosphere. Therefore, the integration of video

game elements could be another foothold in developing productive work

settings.

Design for the Future

In the advent of new discoveries and exploration of the world’s capabilities,

technology is more-or-less taken as the norm in our everyday lives. From social media

to transportation to home security, devices are being upgraded to create ease of living.

Over time, work is slowing being taken over by digital technology as well. Integrating

the newest tech is a must to keep up with the ever-evolving market and to keep the edge

in one’s favor. Industries strive to become competitive; it is no longer about who could
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 29

keep up but who could keep up the fastest (Balasubramanian et al., 2017). Market

competition is well known to boost the economy and serves a push to produce more

exciting content for user consumption, up until the point that technology becomes both

problem and solution. If one’s health degrades in pursuit of success, there is always

medical tech to make up for it. If social ties are in danger of being severed, there is

always virtual social reality to keep in touch. However, reliance on the technological

features would also mean consideration on the part of the creator to present the same

purpose technology is intended for: to create ease of living.

According to Abdul-Wahab (2011), both employed and non-employed live two-

thirds of their life indoors. This includes homes, schools, offices, malls, vehicles and

other structures. Due to the consistent exposure to indoor environments, the artificial

atmospheric conditions of the building must of maintaining good well-being of its users.

Buildings must be smart; it is a must to be responsive and updated to achieve the ever-

evolving needs of its users through which technology becomes an advantage. Over the

course of the chapter, discussions are provided in consideration of workplace quality

and sustaining the health of employees. However, steps must also be taken in not only

maintaining but also increasing the work quality of individuals. In the project’s case,

opportunities for game developers to improve their skills and learn new techniques is

necessary to secure their position in the competitive market without sacrificing their

well-being in the process.

Digital technology. With the craft continually grasping for incentives in

producing unique and engaging gameplays, new equipment and software have

been introduced to further push progress in the creative field. Immersive and
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interactive displays have become the latest trend to upgrade user experience in

the virtual world.

As early as the 1960s, the concept of computer-generated artificial

realities have been tossed about, a series of progressions that eventually landed

on the tech available today.

Realities of the digital environment. Virtual Reality (VR) is an artificial,

digitally created environment parallel to the real world, allowing users

to interact within the virtual environment presented (Lanier, 2017). The

two types of headsets in VR involve ones that require a connection to

PC, and the other is a standalone projected on smartphones. Augmented

Reality (AR) makes use of the real-world environment but is overlaid

with digital content; users can see into the environment but have no

means of interaction. AR tech offers a way to visually edit the existing

condition of the surroundings with supplemental digital objects (Mealy,

2018). Portable devices are the common access to this technology,

although some make use of smart glasses and headsets. Mixed Reality

(MR), also known as hybrid reality, is the combination of AR and VR.

Digital content is applied over real-world environments, and users can

interact with the produced environment. Due to its complex nature, this

technology requires either the use of holographic devices or immersive

headsets with non-translucent displays (Mealy, 2018).

Further research is still being undertaken to improve the current

state of digital realities and the manner they are used. Head-mounted
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displays (HMDs) are the typical consumer base (Mealy, 2018), but some

companies have been looking into the creation of "smart glasses" as a

more portable and user-friendly device. VR tech is the most common

application in video games, featured by Google Daydream, Samsung

Gear VR, Oculus Rift, Windows Mixed Reality, and PlayStation VR.

According to Mealy (2018), sales on VR have reached millions, which

entail decent adoption rates but lack the massive rate observed by other

gaming systems. Although the immersive experience offers unique

gameplay and opens the field for innovation, it is not currently that big

of an influence on the gaming market audience. AR, on the other hand,

is much more accessible as it can be used on mobile devices without the

need for headsets. In 2017, Apple and Google released platforms which

enabled developers to write AR application for iOS and Android but still

lands in second place against the appeal of VR (Mealy, 2018).

Dozens of corporations are invested in the success of digital

realities, aiming to develop the technology into a hit for mass

consumption not only in video games but in other fields as well. Even

Mark Zuckerberg, CEO of Facebook, had announced his goal of “getting

one billion people into virtual reality” (Mealy, 2018).

Devices for interaction and innovation. Outside of virtual reality,

technology has already been utilized as tools for collaboration,

communication, research, production and display (Wagner & Watch,

2017). In the field of design, the recent device aiding production are 3D
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printers. Wagner & Watch (2017) had called it the “silver bullet” behind

innovations as they serve as research tools that allow its creator to easily

manipulate, assemble, disassemble and assess the product in a physical

manner without disrupting the existing set-up. Although similar in

function to virtual reality settings, 3D printers are able to replicate

objects in the real world, enabling physical handling.

Fig. 2.3. 3D printed shoe


Reprinted from “Electric Light Shoe by Freedom of Creation,” by Etherington, R. (2008).
Retrieved from https://www.dezeen.com/2008/01/17/electric-light-shoe-by-freedom-of-
creation/

The application of virtual reality also manifests as in-situ

visualization which creates lifelike simulations without involving the

use of resources in experimentation. Aside from this, interactive LED

video walls, digital whiteboards, interactive screens and tables. The

overall advantage such tech provides is the minimal storage and

resources being consumed to produce the same results, or in most cases,

more accurate and tested products. Additionally, current advancements

in technology have been geared towards smaller, more energy efficient

devices that allows easy portability. Some argue that reliance on

technology greatly harms our ability to connect and communicate in

face-to-face settings, opting for digital use instead. Wagner & Watch
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(2017), however, countered this point. Their argument insisted that

technology is necessary for connection between individuals, especially

in cases of far distances and circumstances, but places greater emphasis

on the need for spaces to meet. Collaborative work is best and easiest

done through face-to-face meetings (Orel, 2019) which is a different

experience all together if done with phones and other devices. With that

said, digital technology does not reduce existing human conditions but

becomes a supporting agent that upholds the quality of working

situations leading to innovation.

Fig. 2.4. Interactive table


Reprinted from “Innovation Spaces: The New Design of Work,” by Wagner, J. & Watch,
D. (2017). Retrieved from https://www.brookings.edu/wp-
content/uploads/2017/04/cs_20170404_innovation_spaces_pdf.pdf

Alleviating the sick building syndrome. Airborne contaminants and mold

growth are the most common identified physical constituents of the SBS

syndrome, excluding the poor quality of the indoor environment relating to

ventilation, temperature, acoustics and the like (Goldstein, 2014). Modern

offices have taken steps in alleviating these symptoms as evident by the latest

trends and features continuously being optimized with each passing year. While
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preferences for outdoor spaces and natural ventilation do improve overall

morale and inspire employees during work, other the other physical factors

regulating the SBS syndrome are not completely diminished. The issues

presented are still prevalent in workplaces if not designed properly, and no

amount of additional amenities can fix this. In line with the advancement of

technology and the advocacy for smart buildings, solutions may be found in

integrating digital innovations outside of being tools in production.

Controlling privacy. One of the popular innovations is the use of smart

glass. Gomes & Preto (2018) listed different applications for smart glass

from liquid crystal glass to low-e glass to thermochromics. From the

following options indicated, liquid crystal glass is commonly used in

achieving privacy. The two sheets of clear glass is filled with liquid

crystal film in between which turns translucent to opaque (and vice

versa) with a click of a button (Gomes & Preto, 2018). This is particular

glass is helpful in ensuring flexibility of work confidentiality, presenting

a way to control the desired level of privacy of a specific room at a

specific time.

Fig. 2.5. Comparison of activated and inactivated liquid crystal glass


Reprinted from “Smart Glass With PDLC: Frequently Asked Questions,” by Gauzy. (2019).
Rerieved from Gauzy: https://www.gauzy.com/smart-glass-with-pdlc-frequently-asked-
questions/
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 35

Regulating necessary and preferred temperatures. The application of

smart glass is not the only way of permitting control over preferences in

one’s immediate surroundings. Lack of temperature control was

identified as an irritant among employees with warm discomfort being

detrimental to overall performance and motivation (Clements-Croome,

2018). Airconditioning systems are often centralized in office settings

which prevents personal control over the temperature in one’s

workspace, with only a published standard degree of comfort to be

followed (Abdul-Wahab, 2011). Due to this problem, various methods

of self-regulating temperature devices are produced and marketed to the

public.

A common solution that may be presented are air conditioning

systems such as the Variable Refrigerant Flow (VRF) HVAC system.

This type of unit has been considered as a “sophisticated technology” as

it has more flexible properties than those of typical units. According to

CoolAutomation (2019), the VRF System’s structure consists of an

outdoor unit, indoor units, refrigerant piping and communication wiring.

What makes this system efficient is its ability to individually control

each indoor unit from a central location with only one outdoor unit,

eliminating various other factors that complicate its function. Not to

mention, its ductless application offers a more modular and easier

approach in installation since it becomes a sort of plug-and-play system

that does not disrupt the existing structure of a building (LG HVAC

Story, 2017).
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 36

Fig. 2.6. Diagram of VRF HVAC System structure


Rerieved from https://coolautomation.com/blog/vrv-or-vrf/ rature-16484838/

Additionally, this system appears as a convenient setup to

accommodate the various temperature settings necessary for offices and

the building’s equipment maintenance. Particularly for Main

Distribution Frames (MDF) and Intermediate Distribution Frames

(IDF), temperature must be maintained between 17.78°C to 23.89°C

with humidity ranging only from 30% to 50% (DPWH, 2017). These

equipment rooms and telecommunications form the heart of the data

center for structures in technological sectors, especially those for

offices. In the DPWH Department Order No. OS, Series of 2017, MDF

and IDF rooms are specified to have no exterior windows, no false

ceilings and must be located away from devices that may cause

electromagnetic interference (e.g. transformers, motors, elevators).

Considering energy efficiency. With consideration of all innovations

previously discussed, the use of digital technology certainly has


WEngage: Co-working Hub with Rentable Studios for Indie Game Development 37

drawbacks in power consumption. Especially in the case of game

development wherein computers and laptops are the most important

tools in production, such proposals that combine their necessary

equipment with innovative tech would entail massive use of electricity.

Fortunately, the UNNC is not the only research team being involved in

manufacturing efficient materials. Engineers from the University of

California developed a device that converts waste-heat energy below

100 degrees Celsius, also known as low-quality waste heat, into energy.

Pyroelectric energy conversion is the base phenomenon used in

developing the device and was described to work in the same manner

engines power a car without any moving parts involved (Pandya, et. al.,

2018). The thin-film system of the device may be attached to high-speed

electronics to harvest waste heat but is still in the development process

to further expand the reach of the product.

Other methods are available to provide supporting sustainable

energy sources but to maximize the available resources in a game

development based co-working hub, thermoelectricity seems as the most

appropriate solution. Similar studies conducted by researchers from

Stanford University show that thermoelectric circuits may be

manufactured to transform excess heat from computers into electricity.

Unlike the thin-film system of the University of California research

team, these materials are studied as carbon nanotubes (a sheet of carbon

atoms rolled like a tube) mixed with resisting molecules to slow heat

flow and enhance the thermoelectric effect (Kodama, 2017). These can
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 38

be structured into enhanced thermoelectric generators which can further

amplify developing research into heat recovery.

Conclusion

Modern offices and workplaces have evolved continually in the 21st century,

integrating new approaches to design and company culture to keep up with the changing

needs of working individuals. This is made possible with the constant evolution of

technology as the decades' pass, and we find ourselves at another tipping point into

innovation.

Despite the technological breakthroughs, the simple and traditional technique

of integrating play into workplaces is determined to be an effective form of enhancing

user satisfaction, productivity, and well-being. Tiemersma (2014) offers that the study

of video game application into architectural spaces can further improve the manner of

designing structures. The overlap between games and architecture can be utilized in

producing engaging spaces. With current trends focusing on employee experience, a

comfortable yet stimulating environment can be further improved with the use of

technological innovations.
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 39

Chapter III

Research Methodology

Research Design

Due to the study's focus on identifying efficient design for workplaces,

qualitative strategies have been identified to be the best fit for data collection. User

experience and preferences in the built environment will be the priority of the study,

supported by case studies of tried-and-true approaches in the context of game

development companies. Therefore, the first half of the research will comprise of

information retrieved from existing accounts as well as published materials while the

second half will rely on the researcher’s primary sources.

Descriptive research. Given that the needed information follows the specific

characteristics in creative industries, a descriptive research method will be

utilized in order to determine the patterns and behaviors of game developers

inside workspaces. Descriptive research methods rely primarily on observations

to examine and establish the current norms of certain situations (Walliman,

2011). This is particularly useful in identifying the preferences of game

developers during both their working times and off times as well as the problems

to be addressed in modern working environments.

Archival research. To supplement the descriptive approach, an archival

research will be conducted. These entails the collection of public

documents, academic journals, and previous research regarding the topic


WEngage: Co-working Hub with Rentable Studios for Indie Game Development 40

to form a conclusion (Groat & Wang, 2013). The archives will become

the foundation of facts on which the proper planning of offices will

follow, including provided standards and guidelines of design.

Case studies. The addition of case studies into the research will serve as

verification of the norms in creative industries regarding office design.

According to Groat & Wang (2013), a case study is defined as an

“empirical inquiry that investigates a phenomenon or setting.” This

allows multiple reviews of a single setting to generalize a theory,

enabling the researcher to measure different approaches in design that is

the most appropriate in terms of user experience, sustainability, and

cultural context.

Structured questionnaire-based interviews. Interviews will form the

researcher’s primary source of data as these will establish the trends and

general conditions which can be cross-examined between multiple

firsthand accounts (Lucas, 2016). The flow of the interview will be pre-

determined by a list of questions and the insights gathered be will used

to explore the missing links of the research that is specific to the

relationship between workspaces and the game development process.

Analysis of the data gathered from interviews will have the most

significant impact on the project's design process as this will serve as the

basis for the target users' specific needs and preferences according to the

project's goal: improving workplace efficiency.


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Sampling Design

Case studies. Both local and international video game development offices will

be studied in a purposive sample to discover efficient patterns in design. Groat

& Wang (2013) defines purposive samples as a nonrealistic research method

wherein the goal of the research is to determine “patterns of information about

particular groups” instead of establishing a general notion in a large population.

As such, case studies of notable game development companies will be featured

to pinpoint strategies used in their offices.

Structured questionnaire-based interviews. Professional video game

developers who are either the founders or heads of the indie game team will be

interviewed, serving as the representatives for their team. The following game

development companies will be interviewed according to purposive sampling

design, similar to that of the case studies. This method is included to fill in the

gaps left by the archival research and case studies.

Research Instruments

Library books. Books borrowed from UST’s Miguel de Benavides Library will

procure information regarding game development as well as architectural books

on efficient office design.

Online documents. These are the articles, journals, and case studies found on

the Web revolving around current issues on game development, coworking

spaces, and game studios.


WEngage: Co-working Hub with Rentable Studios for Indie Game Development 42

Government files. This involves the Quezon City Comprehensive Land Use

Plan, city maps, city ordinances, and national codes that apply to the project.

The following data will serve as the guidelines of the project in its specific site

context.

Questionnaires. A list of questions to be given during interviews. Some are

modified to fit the company type and background of the interviewee, including

spontaneous follow-up questions that may branch out from the interviewee’s

answers.

Procedures for Data Gathering

Archival research. Books, journals, articles, and research work on game

development, game theory, and office settings will be collected from online

sources and the library. This will form the basis of the project's material,

determining the existing issues, trends, and future models of the proposed

structure as well as the current condition of the games industry.

Case studies. Data on game studios will be taken from existing studies, articles

and descriptions of their office space. Working hand in hand with archival

research, case studies will be organized to identify established design patterns,

playful spaces and typical working conditions for game studios (Yin, 2018).
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 43

Structured questionnaire-based interviews. Interviews will be conducted to

discuss the interviewee's personal experiences and insights regarding their tasks

and work environment. Online platforms such as email and Skype will be used

when it is more convenient for the interviewees.

Treatment of Data

Archival research. The research produced will be concluded to form an

analysis of the ideal work environment, building a majority of the written

research work. This includes the established models in office design, existing

concerns and future innovations that can be applied to improve the design of

workplaces further. Articles, journals, and books regarding the subject matter

will be examined and compiled into a coherent flow of discussion.

The current conditions of the proposed structure will be explored as

well, indicating the considerations of its specific site context as mandated by

the City. This takes into account provisions for sustainability with particular

attention for energy consumption to diminish the carbon footprint created by a

structure heavily relying on technological devices to function.

Case studies. As part of the descriptive approach in research, case studies will

be analyzed according to the intended effect as provided by the articles’

description and the researcher’s own observations from the material with

consideration of the results from the conducted interviews. The acquired data

will be cross-examined across a variety of sources to determine the appropriate

approaches and designs. In considering international projects, the range of


WEngage: Co-working Hub with Rentable Studios for Indie Game Development 44

available data is widened and integrates a larger user base when it comes to

generalizing preferences instead of merely relying on local strategies.

Structured questionnaire-based interviews. Information from interviews will

serve as the foundation of a game developer’s experience and insights inside his

workplace. This will support the literary research conducted and will provide

the primary considerations of the target clients. Analysis of the interviews will

be used to cross-examine the information gathered from case studies and the

archives to conclude the appropriate design strategies, approaches and

appropriate playful spaces in construing efficiency in workplaces.


WEngage: Co-working Hub with Rentable Studios for Indie Game Development 45

Chapter IV

Site Selection

Site Criteria

General criteria. The general criteria involve requirements to be used in

determining site quality. They pertain to the typical fundamentals in planning

and design. A total of 25% is assigned to the general criteria, containing the

following:

Accessibility (5%). The site must be readily accessible through various

modes of transportation. It should have at least one connection to a major

road and must not be difficult for pedestrians and cyclists to enter.

Site utilities (5%). Availability and proximity of utility outlets such as

electricity, water and communications must be given proper

consideration to ensure the efficiency of the building.

Land use and zoning (5%). City guidelines and requirements must be

followed, with special consideration for zoning ordinances as not to

disturb the nurtured environment of the city.

Safety (5%). Location must be nearby barangay outpost, police stations,

fire departments, etc. to assure quick response time in cases of

emergency.
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 46

Flexibility (5%). The site must have enough room to accommodate

future expansion and/or activities which require great outdoor spaces. It

must be able to adapt to the needs of both the individual and the

structure.

Specific criteria. The specific criteria entail essential factors to be examined

which are unique and personal to the project. These are the major considerations

in site selection, forming a total of 75% of the scoring.

Location in creative sectors (15%). The site must be easily identified as

a setting for entertainment, technology and the arts in order to attract

users into the project.

Visibility (15%). Position of the land must be visible from the business

center to promote a sense of place and identity for the project as well as

encourage public interest.

Adjacency to commercial areas (15%). Social engagements must be

open for the community in order to foster interaction between working

individuals and the public. Access to food and entertainment will make

the site an ideal spot.


WEngage: Co-working Hub with Rentable Studios for Indie Game Development 47

Sustainability (15%). Provisions for sustainability and energy efficient

solutions is a major concern of the project thus the site must have proper

access and space to optimize the site environment.

Sceneries (15%). The psychology aspects of the project entail sufficient

means to outdoor spaces and sceneries as an approach to boost health

and comfort in a working environment.

Site Selection

A. Barangay 668, Manila. As the capital of the Philippines, Manila City is

home to the country’s economic, political, social and cultural endeavors

(Fernandez, 2019) and is known as the center of learning as most universities

are located within its boundaries.

The site itself is approximately

3,287 square meters, bounded by

roads on all four sides (two major

roads and two minor). Nearby

buildings include government

offices, hotels, mixed-use

buildings, and a police station.


Fig. 4.1. Site A in Brgy. 668 along Roxas Boulevard
Retrieved from Google Maps (2019)
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B. Cubao, Quezon City. The presence of famous commercial structures such

as the Araneta Center, Gateway Mall, and Farmer's Plaza together with various

transport terminals determines Cubao as a prominent node in the city.

The site is approximately 9, 294

square meters and is only

accessible from Aurora Blvd. It

sits nearby three bus terminals, the

Araneta Center-Cubao Station

and the Technological Institute of

the Philippines.

Fig. 4.2. Site B in Cubao along Aurora Boulevard


Retrieved from Google Maps (2019)

C. Bagumbayan, Quezon City. The growth of Eastwood City has attracted the

public to Bagumbayan as commercial spaces, offices and residential

skyscrapers fill the area. However, the majority of primary transportation modes

are in Cubao, wherein fx and jeepneys are taken to reach Bagumbayan itself

afterward.

At 2,690 square meters, it is

bounded by a minor road and a

major road and is right beside the

barangay hall. Nearby structures

include residential homes, small

commercial stores, and a Libis-

Cubao jeep terminal.


Fig. 4.3. Site C in Bagumbayan near the C-5 flyover.
Retrieved from Google Maps (2019)
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Table 4.1. Site selection results

General Criteria Percentage Site A Site B Site C

Accessibility 5 4 5 3

Site utilities 5 3 3 3

Land use and zoning 5 5 5 5

Safety 5 5 5 5

Flexibility 5 5 5 4

Subtotal 22 23 20

Specific Criteria Percentage Site A Site B Site C

Location in creative sectors 15 14 15 15

Visibility 15 13 14 12

Adjacency to commercial areas 15 13 15 13

Sustainability 15 13 14 12

Sceneries 15 14 13 10

Subtotal 67 71 62

TOTAL 89 94 82
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Site Justification

General criteria. In comparing the three site options, Manila and Quezon City

were chosen for their accessibility through various modes of transportation. On

evaluation, Cubao appears as the most accessible due to the presence of bus

terminals and LRT stations adjacent to the site. Additionally, Site B has the

largest lot size, which gives the project much needed open, breathing spaces.

Specific criteria. Both cities’ culture was greatly considered and with Quezon

City being the "Entertainment Capital of the Philippines" (Quezon City Local

Government Website, 2019), a game development hub fits in more with their

identity than Manila. The site itself is located along a major road which

enhances its visibility and is surrounded by small food establishments.

Macro Site Profile

Quezon City is known to be the home of various small to medium-scale business

establishments and is labeled by the city government as the Center of Media Operations.

This is due to the majority of the country's broadcasting networks and communication

systems located in the City (Quezon City Local Government Website, 2019). Due to its

location, the City serves as a convergence point of the surrounding cities, which makes

it a node for transportation and distribution (Macusi, 2014).

The grooming of a capital city. In 1939, Former President Manuel Quezon

approved the bill, which established the boundaries of Quezon City. Ten years

later, it would be formally inaugurated as the national capital of the Philippines.


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Various proposals were produced, from urban planning to general development

plans and improvements in the City. However, the City lost its status in 1976

when Former President Ferdinand Marcos bestowed the title to Manila. Despite

this, the City still aims to provide its citizens with the same quality of life

regardless of label.

The city’s commitment. Quezon City prides itself as a catalyst for economic

growth, whereby pledging its duty to continuous development as seen in its

mission and vision.

Mission. “To provide quality service which will make Quezon City an

ideal community where people live, work and do business in a

hospitable, progressive & peaceful environment.”

Vision. “The Quezon City Government envisions itself to be a model of

effective governance and responsible leadership, working in partnership

with the citizenry in building a Quality Community.”

Demographics. According to the 2010 census of the Philippine Statistics

Authority, Quezon City ranked first as the highest population in the country

with a sum of 2,761,720. This comprises approximately one-fourth of Metro

Manila's total population.

Out of that population figure, it is estimated that 1,348,546 are part of

the labor force population while the rest is formed by housewives, students,
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 52

retirees, and PWDs. From this figure, the NSO's Integrated Survey of

Households in 2013 were able to deduce the top five industries with the highest

employment: (1) wholesale and retail at 24.4%, (2) manufacturing sector at

10.4%, (3) construction industries at 9.1%, (4) administrative and support

services at 8.4%, and (5) accommodation and food services at 8.2%.

Table 4.2. Top 5 employment rates in Quezon City.

Industry profile. Given the strategic location of the city, it is often identified

as an ideal destination for tourism and business. The Quezon City Local

Government website lists five of the city's popular sectors they capitalize on as

part of their powerful growth engine.

Wellness center. With the presence of multiple medical institutions,

Quezon City has gained a reputation for its internationally renowned

specialty hospitals as a wellness capital of the Philippines. These

institutions are often known for modern and innovative developments in

the medical field, resulting in a medical tourism industry. Aside from


WEngage: Co-working Hub with Rentable Studios for Indie Game Development 53

hospitals, several health spas, rehabilitation centers, nursing homes,

dental health, and beauty clinics make up the rest of the spectrum.

Information and communications technology. The City currently has

the highest concentration of IT parks and economic zones, contributing

to the growth of Business Process Outsourcing call center industries, IT

infrastructure, and educational programs. A Science and Technology

Park can even be found along Commonwealth Avenue, nicknamed as

the "Silicon Valley" in the Philippines. The abundance of ICT projects

serves as a magnet to attract local and foreign investors, boosting

tourism and the e-commerce system.

Entertainment and recreational center. As previously stated, Quezon

City earns its label as a Center of Media Operations due to the television

and radio stations found within its boundaries. The dense cluster of the

city is also filled with multiple shopping malls and commercial

complexes.

National government center. Because of its early identity as the nation's

capital, many of the principal government offices are located in the city

such as the Batasang Pambansa, the Sandigang Bayan, Civil Service

Commission, Office of the Ombudsman, Department of Natural

Resources (DENR), Department of Agriculture (DA), Department of

Agrarian Reform (DAR) and Bureau of Internal Revenue (BIR).


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Educational center. Quezon City houses numerous learning institutions

such as the well-known universities, the University of the Philippines

and Ateneo de Manila University. The City is also known to restore and

preserve historical landmarks and artifacts, combined with tourism-

oriented facilities.

Physical profile of the city. The City is located in the northeast part of Metro

Manila, bounded by multiple cities with the Novaliches Watershed in its

northeast and the Marikina River in its east. It is the largest city in the region,

accumulating an area of 16, 112 hectares.

Topography. Quezon City is comprised of alternating ridges and

lowlands as it is located on the Guadalupe Plateau. It has a low-grade

terrain in its south but undulates to the north where the Novaliches

Reservoir and La Mesa Dam is found.

Fig. 4.4. Quezon City elevation map


Retrieved from the Quezon City Comprehensive Land Use Plan 2011-2030
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The Quezon City Comprehensive Land Use Plan 2011-2030

provided an elevation map of the city with the lowest at two (2) meters

and the highest at 232 meters. According to an online, global

topographic map, the specific site is raised 44 meters above sea level.

Land use and zoning.

Fig. 4.5. Quezon City zoning map


Retrieved from the Quezon City website (2016)

The City is dominated by residential, commercial, and

institutional zones. There are areas denoted for Special Urban

Development use, some of which are inside institutional sectors such as

the UP TechnoHub and QC Central Business District in East and North


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Triangles. Parks and open spaces are allocated 16.25% of the City's land

area, with 14% dedicated to the La Mesa Dam Reservoir. This site itself

falls inside the boundary of the C-3 Metropolitan Commercial Zone.

Hazards.

Fig. 4.6. Hazard map with fault line


Retrieved from the Quezon City Comprehensive Land Use Plan 2011-2030
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Fig. 4.7. Hazard map with flooded areas


Retrieved from the Quezon City Comprehensive Land Use Plan 2011-2030

The West Valley Fault passes through the edges of Quezon City, striking

Barangays Bagumbayan, St. Ignatius, Ugong Norte, Bagong Silangan, and

Batasan Hills as well as residents in Green Meadows, Blue Ridge, White Plains,

and Eastwood City. In terms of flooding, only a few areas are affected– portions

along the San Juan River and Culiat Creek.


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Infrastructure and utilities.

Road networks. Quezon City's CLUP 2011-2030 provided the

circulation paths for both public and private transportation, as outlined

in Fig. 4.8, and Fig. 4.9. The City is well dissected with roads, making

it easy to travel from area to area with multiple alternative routes to

choose from. Jeepneys and buses are observed to take the primary roads

with some secondary roads taken by jeepneys as well.

Due to the increase of vehicles on the streets, even the major

roads of the city are proving to be insufficient in accommodating its

density, leading to traffic congestion particularly along North Avenue,

Commonwealth Avenue, Visayas Avenue, EDSA, Quirino Highway, A.

Bonifacio Avenue, Aurora Blvd and P. Tuazon Blvd (QC CLUP 2011-

2030). Proposals for road widening is said to be prepared to solve this

problem (see Chapter VI, table 6.1).

Fig. 4.8. Existing road network of Quezon City


Retrieved from the Quezon City Comprehensive Land Use Plan 2011-2030
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Fig. 4.9. Existing transport map of Quezon City


Retrieved from the Quezon City Comprehensive Land Use Plan 2011-2030

Water supply and sanitation. The City’s main water supply is provided

by two entities: the Maynilad Water Services, Inc. for the northern and

western portion and the Manila Water Company, Inc. for the south and

east. The La Mesa Watershed maintains a large reservoir in the

uppermost area of the City.

The sewerage system requires individual septic tanks and

sewage treatment plants per site as dictated in the Quezon City Green

Building Ordinance of 2009. Only the older residential communities

retain community sewer treatment plants (QC CLUP 2011-2030).


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Fig. 4.10. Water supply connection of Quezon City


Retrieved from the Quezon City Comprehensive Land Use Plan 2011-2030

Power supply. Electricity is distributed within the City by MERALCO,

with three power transmission lines ending at Balintawak and Galas

(two from north Luzon and one from south Luzon). There are currently

twelve MERALCO sub-stations inside the City (QC CLUP 2011-2030).

Fig. 4.11. Power transmission lines in Quezon City


Retrieved from the Quezon City Comprehensive Land Use Plan 2011-2030
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Micro Site Profile

Among the growth centers of Quezon City, Cubao covers the city’s first central

business district (Quezon City Local Government Website, 2019) and contains the

central terminal of most bus transport systems. All of the advantages in the area merely

boils down to ease of access, city identity as a technological sector, and proximity to

various commercial spaces, which are the primary considerations in site selection.

Fig. 4.12. Established growth centers in Quezon City


Retrieved from the Quezon City Comprehensive Land Use Plan 2011-2030

Technical description. The site is approximately 9, 294 square meters, walled

along its perimeter. The Aurora Blvd. is its only access road as it is bounded by

commercial spaces on its east and west with a residential village to its south.

Fig. 4.13. Wall and entry from site frontage


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Fig. 4.14. Site dimensions


Retrieved from Google Maps (2019)

Adjacent structures.

Fig. 4.15. Adjacent structures to the site

The site is displayed with a maroon color on the map and can be observed to be

situated among a cluster of commercial and residential zones. This is due to the

City's promotion of mixed-use buildings, primarily mixing homes with small


WEngage: Co-working Hub with Rentable Studios for Indie Game Development 63

storefronts, offices, and cafeterias. It is relatively quiet within the area, even

with the Technological Institute of the Philippines right at 20th Avenue, and the

only consistent noise to be heard comes from the passing of vehicles and buses

towards their designated terminals.

The primary commercial nodes of the district are found approximately

one (1) kilometer away: the Araneta Center, Farmers' Market, Ali Mall, and SM

Supermarket. Proximity to the site ensures its peaceful surroundings as

necessary for office settings while having the option to leave and go to the more

prominent commercial structures if desired.

Table 4. 3. S.W.O.T. analysis.

Strengths Opportunities

1. Based on observation, the site is 1. The site’s surroundings will be

located in the midst of residential relatively quiet and free from

homes and small commercial intrusive noise, excluding the

establishments which diminishes occasional buzz of daily traffic,

the potential of disruptive which makes it an ideal working

activities; location;

2. According to the City’s zoning 2. Proximity to bus terminals and

map, multiple terminals of LRT stations, with jeepneys and

transportation are located nearby tricycles as well, increases the

the site; site’s accessibility from both

inside and outside the City;


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3. The City’s CLUP aims to 3. The district’s lively image

maintain the vicinity’s identity attracts potential users towards

as a business district which the area seeing as it can readily

indicates the continuous addition provide any necessity from

of more commercial facilities homes, work and recreation;

such as shopping stores, offices

and recreational structures;

Weaknesses Threats

1. Based on Google Maps, the site’s 1. The entry and exit points of the

only entry and exits points will site has the potential to lead to

come from Aurora Boulevard; traffic congestion especially

2. A small residential village can be since Aurora Blvd. is a major

observed directly located in the road in the City;

southern side of the site; 2. Due to the site’s proximity to a

3. According to the City’s CLUP residential village, the allocated

hazard map and Geoportal activities of the project in its

Philippines, the West Valley south must not cause too much

Fault line breaches through noise to avoid disturbing the

eastern edge of the City which is residents;

approximately 3 kilometers away 3. Earthquakes will be felt through

from the site. the site and must be given proper

consideration to mitigate its

effects.
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Conclusion

Considering the project’s typology as a co-working hub, the biggest factors

affecting its success would be its accessibility and identity. Multiple co-working hubs

are present in various cities, all of which can provide ample space and amenities needed

for a working nomad or simple group meetings for students and professionals. Since

the proposal aims to cater game developers, certain features must be present to assure

its potential in attracting the target user base. From the provided specific criteria, its

location in creative sectors would be the most fundamental consideration in choosing

the site since game developers who wish to find their preferred working space would

look for hubs located in areas that have a good reputation for their field. Creative cities

often attract creative persons as it would appear as a place for them to meet like-minded

individuals and hopefully, have their talent recognized by others. As Quezon City

labelled itself as a Center of Media Operations, it already offers an identity that theirs

is a city that creative individuals root their careers in. Adding this with Cubao being

known as a central business district makes the area a convenient site to erect a co-

working hub for game development as it could benefit from the district’s natural magnet

for users to gravitate towards.

With regards to the chosen site, it appears as the most beneficial as it is nearby

popular commercial areas and a university. This not only increases its visibility but also

maximizes engagement, allowing students to use the structure if they need to. Although

the concentration of commercial areas are mostly found to its west which puts it at a

slight disadvantage. There could be lesser chances of the structure being discovered by

people travelling from the west since they would stop right at the commercial cluster

instead of passing by. This, however, does not mean that the site’s visibility is greatly
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diminished since people travelling from the east or those travelling past the area towards

the east would still be able to see the building. A co-working hub would benefit more

if it was surrounded by nodes on both sides to ensure its visibility but in this case, it

also serves as an advantage. Aside from the university, residential homes and

condominiums are the notable structures near the site. The lack of constant public

engagement becomes an asset in cultivating a quiet and peaceful environment for work.

This becomes an appropriate balance for any working individual; a quiet building to do

one’s work with minimal outside distractions but is conveniently close to malls, markets

and transportation terminals if one needs it.


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Chapter V

Project Profile and Analysis

Project Overview

Office workplaces. An office is defined as a “collection of room wherein work

is performed by an employee for an employer” (Heathfield, 2019). It is the

“living space” of sorts for the individual during his working hours. Every office

is styled thematically, according to company product and service, which would

make almost every office unique. However, these spaces can be classified into

three differing types (Day, 2019).

Class A offices offer the highest quality spaces, fitted with premier

amenities, facilities, and equipment. They often have vast spaces such as large

lobbies and high ceilings, possessing eye-catching presences in business

districts. Meanwhile, Class B offices make up the average to above-average

bracket. Although they are not as luxurious as Class A types, they are considered

as nice "decent" spaces with complete facilities. Lastly, Class C offices are

typically located in old buildings that may be subject to disrepair. They have the

lowest quality among the three with smaller spaces, although these buildings

can still be renovated into Class B types.

Collaborative spaces. Within the realm of the start-up community, three spaces

introduce a collaborative environment: co-working, incubator, and accelerator.

The three functions more or less in similar ways; work can be done in groups or

in private with break rooms to provide refuge against the stressful conditions of
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 68

the task. A splintered branch from the typical office, they first emerged in 2005

and had continuously grown into a global trend as businesses tend to take

advantage of them as means of acquiring equipment, space, and services that

they typically cannot afford to buy themselves. Periods of rent may be

indefinite; some cases may offer areas that can be secured per day or per year

depending on the lessor's terms.

These spaces often contain flexible office layouts, which are ideal for

small companies, startups, and freelancers. Not only does this provide them the

necessary facilities, social connections, and collaboration can be formed within

the confines of the structure (Squarefoot, n.d.). However, due to the neutrality

of collaborative spaces– an approach that allows them to cater to diverse

businesses and individuals– shared amenities only include meeting rooms,

working spaces, break areas, and other basic spaces.

Fig. 5.1. Types of collaborative workplaces


Reprinted from “A Study of the Co-Working Operating Model”, by Zhai, W. (2017).

The start-up incubator. According to Harris (2017), incubators are

focused on newly created businesses or those that are still in the

beginning stages. A more fitting term for these is the "start-up hub" as

incubators can even serve as business schools for tenants wherein


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counseling and seed money are part of the hub's service. What makes

this collaborative space unique from the other two is the direct guidance

it offers, as well as the funding opportunity, in exchange for a "small

amount of equity" from the companies.

The accelerator. Accelerators are similar to incubators in the overlap of

the services they offer (business counsel and funding) but differ in the

stage wherein they accept companies. While incubators take in

businesses in the preliminary stage, accelerators only accept those that

have already been established (Harris, 2017). These spaces become a

tool in further developing companies, focusing on strategic

management, business operations, and branding.

Co-working spaces. Co-working is the most common among the three

and is the most accessible as its membership only provides facilities to

work in rather than business counseling. This has become the new

favored business model, catering to “individuals working independently

or collaboratively in shared office space” (Rouse, 2011). Users often

enter these spaces for the flexibility it offers and its access to a bigger

community of like-minded individuals (Harris, 2017). Lately, most co-

working spaces have become dedicated as “innovation hubs” since

tenants have the freedom and advantage to work among themselves as

they see fit or to collaborate and create new social connections.


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Market Study

According to Newzoo (2017), the Philippines ranked as the 29th in the

worldwide revenue for game content, construing approximately 29.9 million

consumers. Throughout the years, the gig economy has been emerging into industries,

which leads to an increase in homegrown companies and startups every year, taking

advantage of the booming industry and opportunities in games (IBPAP, 2017).

The competition for flexibility. In an attempt to accommodate the wide variety

of users coming into coworking, most structure their spaces with neutrality as

they focus more on flexibility, comfort, and universal design. Such spaces are

usually fully-furnished with essential equipment and ready-to-use facilities

(Jiao, 2017), often featuring access to high-speed Internet and several

workstations that make up the significant considerations of most tenants.

The current challenge in this relies on the creativity, and new concepts

a co-working space can provide that may distinguish itself among the multiple

structures offering the same services. Some spaces cultivate community

engagement through programs and events that help the tenants' business thrive

or gain connections, similar to that of the incubator or accelerator, but heavily

lean towards fostering good relations and bonds instead of business counsel.
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Fig. 5.2. Standard services in a co-working space


Reprinted from “A Study of the Co-Working Operating Model”, by Zhai, W. (2017).

Fig. 5.3. Standard membership plans


Reprinted from “A Study of the Co-Working Operating Model”, by Zhai, W. (2017).

Demand for coworking spaces. Coworking has been an established global

trend as early as 2012. In Metro Manila, an impressive number of 110

coworking spaces have been documented as more companies embrace the

collaborative office model (Lamundi, 2019). Approximately fifteen (15) co-

working spaces are popularly known in Quezon City. Most of these are located
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in Diliman with others stationed along Katipunan Avenue, E. Rodriguez Sr.

Avenue, Don Antonio Heights, New Manila, Project 8, and Bagumbayan.

The existing co-working spaces in Quezon City. A list of existing co-working

spaces within the City were compiled from various blogs and review articles to

determine the most popular structures available and those with the biggest

media coverage. A total of fifteen (15) structures were identified, with the

strongest concentration in Diliman.

In comparing the services provided by the structures, facilities and

amenities are more or less the same: hot desks, small group areas, private rooms

and meeting rooms are the basics together with unlimited, high-speed WiFi, free

coffee and water and a small lounge to relax or play in. Office supplies are

always on hand for any printing, scanning and photocopying needs. Some

spaces even conduct events in their space, from seminars to performances, as a

way of strengthening their bonds with the tenants. Almost all the spaces

embrace a home-like atmosphere and easy ambiance from the community

although a few tend to lean towards a business-like, professional approach such

as KMC Solutions and Paperwork Asia.

Co-working like Sales Rain, Bullish and The Owlery Work Hub provide

gaming areas with board games to relieve stress; the most unique of them in this

would be Agors Coworking Café who schedules trampoline days within a

month which is free for use to any tenant. Meanwhile, WIP Ph and Quad Study

and Coworking proposes a calmer alternative via napping nooks and beanbag

arrangements.
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Among the list, Happy Hive appears to be the most community-centered

and accommodating to varying preferences as they make use of different seats

(e.g., ergonomic chairs to hammocks) and provide space for a library and bike

storage. The space is pet-friendly as well and have partnerships with small

businesses. It is important to note, however, that Happy Hive is an incubator

rather than a co-working as they offer services that help other individuals and

companies improve their business.

On the other end of the spectrum, KMC Solutions appear to be the space

for more formal businesses and medium sized companies as most of their rooms

can accommodate up to 400 persons. They even offer bars, rentable multi-

function rooms and halls for company training and interviews. Paperwork Asia

works the same way, with the addition of a library and customized modular

enclosed offices. These enclosed offices are known as “plug-and-play”

facilities. They are fully furnished rooms that can immediately be used upon

rent by any type of company. Sales Rain makes use of these facilities as well,

keeping three (3) fully furnished floor ready for use.

Although physically available, almost all of the spaces restrict use

according to opening hours. The common opening time is at 9 A.M. with the

earliest at 8 A.M. and the latest at 1 P.M. Closing time ranges wildly from 7

P.M. to 10 P.M. to 12 A.M. The latest closing time would be Quad Study and

Coworking’s 3 A.M. However, Sales Rain maintains a 24/7 operating hours for

its members but closes for visitors at 6 P.M. In a similar fashion, Greenlights

Coworking Space typically closes at 10 P.M. but allows students to stay until 2

A.M. for Thesis Night which they must book beforehand.


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Keeping in mind all of the above information, it can be observed that

co-working spaces maintain their identity above the competition through the

provision of amenities catering to a wide range of interests. Libraries, gaming

lounges and napping nooks are only a few of the methods found in the listed

structures. Aside from this, special events are commonly used by the owners to

create an engaging community in their space that will entice tenants to return.

Lastly, operating hours of the structure counts a major consideration in choosing

a co-working space (Pineda, 2019) as longer hours means more time for

working on projects or studying for classes.

Client Profile

The games industry peaked in 2003 as the accumulation of game development

companies led to the establishment of the Philippine chapter of the Independent Game

Developers Association (IGDA), which was later replaced by the Game Developers

Association of the Philippines (GDAP) in 2007 (IBPAP, 2017).

The Game Developers Association of the Philippines. Abbreviated as the

GDAP, they are the association in charge of promoting and representing the

country's game development industry. Benefits of acquiring membership with

the GDAP range from training to promotional materials as they offer

workshops, seminars, and competitions regarding game design, game writing,

animation, audio engineering, programming, etc.

Aside from maintaining the country’s image as an ideal outsourcing

destination for game production, the GDAP’s focus has begun to shift towards
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promoting itself as a hub for innovators. The association continuously push for

original, local content and extends resources in leveling the playing field for

startups (Outsource Accelerator, 2018). An example of this would be their

annual industry rewards ceremony entitled "Game On!" wherein multiple

categories are open for both students and professionals to enter. The event aims

to inspire game development and creativity as well as encouraging innovative

ideas within the industry.

GDAP mission, vision, and core values. With the association serving as the

lead union in game development, their mission states their commitment

“towards promoting the interests of the game development industry in the

Philippines” through the provision of game development services, including

research, training, promotions, government relations, etc.

This also manifests in their vision, intending to create and nurture the

growth of the Filipino game development industry that is "vibrant, dynamic and

prosperous." By providing a platform for members to collaborate and innovate

among each other, the project helps the organization achieve its vision.

The GDAP is devoted to the development of individuals and

organizations affiliated with game development and supports the gamers who

patronize the content. The following core values guide them: (1) responsible

leadership, (2) excellence and quality, and (3) integrity and honesty.
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Organizational Chart of a Co-working Space

The typical co-working space is headed by a director or its owner, under which

subdivisions may be formed (see figure 5.1.). Full-time managers are assigned each

floor to assist the tenants whenever needed readily. They often act as mediators and

counselors during conflicts between users and are in charge of community

management, e.g., events and support programs (Harth et al., 2019). Housekeeping is a

must in every structure, ensuring the appropriate function and cleanliness of the spaces,

although users are encouraged, and sometimes mandated, to clean up after themselves.

Marketing and influencers help maintain the continuous addition of members,

especially in the promotion of the company brand but may an optional asset.

Directly under floor managers are IT personnel who are tasked with overseeing

the bills and invoices while HR handles the co-working space's employee payroll,

benefits, and relations (Wehive Business, 2018). Human resources deals with company

management and handles coordination between the differing division.

Smaller co-working spaces opt to hire one person to serve as the floor manager,

marketing, and IT. In these cases, an efficient software solution would be necessary to

help assist the employee in overseeing both logistics and community management of

the space.

Fig. 5.4. Basic organizational chart of a co-working space


Reprinted from “What's the best organisational structure of a coworking space with aggressive plans for growth?”,
by Wehive Business, (2018). Retrieved from https://www.quora.com/Whats-the-best-organisational-structure-of-a-
coworking-space-with-aggressive-plans-for-growth
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User Profile

Primary users. The primary users comprise of the target indie game

developers but is not strictly limited to them. As a co-working space, the

structure maintains a flexible working environment which other individuals

such as students and entrepreneurs from other businesses can benefit from.

In the Ultimate Guide to Operating a Successful Coworking Space

(n.d.), Cooley lists three of the most common co-worker personas with their

corresponding needs.

The digital nomad. These are the individuals who move to different

cities due to their work and will most likely stay for short terms in a co-

working space before moving again. Due to the remote work, daily

memberships or “day passes” are what they prefer using. They will also

rarely have clients or visitors to drop by on them.

The work-from-home professional. Work-from-home professionals are

the most common type of indie game developer. In terms of other

businesses, they can be found in any place and are more stable tenants

than the digital nomad. These are working individuals who want to

segregate their home life and their work life, searching for a more

flexible environment that can offer them professional settings in case of

client meetings.
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The entrepreneur. Similar to the work-from-home professional,

entrepreneurs seek a base to work in while managing their business.

These are typically the long-term members who often invest and

participate in the co-working community. The entrepreneur can be

compared to a start-up company in the sense that they will be planting

their roots in the co-working space and will most likely have frequent

guests and clients to bring over.

Secondary users. The administrative staff and supporting staff will be

considered as the secondary users. Their allocated space is the most private

section of the building as they oversee the whole operation of the offices. As

previously discussed, the administrative staff is often a small team of members

with overlapping roles. According to Coworking Resource (n.d.), a good co-

working space must pursue its community before its space. Therefore, the staff

must be well-integrated with the users of the project, entailing partial access

from tenants to the staff when necessary.

Sample User Activity Schedule

Since combi and flexi office layouts have more or less become the norm in

modern workspaces, the employee timetable has also shifted to accommodate a more

flexible schedule. Especially in the case of solo game developers, their time is solely

dependent on their own pacing and self-scheduling. However, some companies adapt

this indefinite timetable as well. This is the case of Gamesys Estonia; employees have

a flexible schedule and may come and go so long as they get the assigned job done by
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the end of the day. Because of this, each individual may have inconsistent schedules

per day and may have differing working times with other employees. There are still

some activities which are required by the company at certain times during certain days

but aside from these, they do not practice the strict protocols of other corporate

companies.

To present a sample schedule of activities in a game development team, the

following tables provided disclose both the company’s and an employee’s personal

timetable in Gamesys Estonia.

Table 5. 1. Employee personal daily schedule.

Time Activity
9:00 AM Time in
12:00 NN Lunch
1:00 PM Return to work
5:00 PM Time out

Table 5. 2. Company weekly schedule.

Day Activity
Monday Regular working day
Tuesday Team meeting at 10:00AM
Wednesday Meeting at the headquarters at 3:00PM
Thursday Regular working day
Friday Regular working day

Table 5. 3. Company annual schedule with celebrations.

Month Activity
January Return from the holidays
February Celebration of Friendship Day on the 14th
March to April Regular working schedules
May Team building efforts
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June to September Regular working schedules


October Halloween party the Friday before
November 1
November Regular working schedules
December Christmas party the Friday before the 25th

Legal Framework

The Constitution of the Republic of the Philippines. Section 10 of the

Constitution considers science and technology as essential aspects of the

country’s development and progress. Therefore, the State allots resources for

the “research and development, invention, innovation and their utilization” as

well as education and training under this sector. This supports “scientific and

technological capabilities” in the benefit and interest of the State.

Republic Act No. 10844. Under Section 3 of the Republic Act are terms defined

as included of the provision, one of which is the ICT-Enabled Services or the

ICT-ES Sector. This sector covers any and all services requiring the “intrinsic

use of Id’s”, ranging from architectural design to informatics service providers

to outsourcing such as game development.

Supporting the promotion of trade and investment in ICT-ES Sectors is

mandated under part IV of the Republic Act, in coordination with the

Department of Trade and Industry (DTI) and other relevant public and private

agencies. In line with this, partnerships among local and international ICT are

encouraged as means of enhancing the industry’s growth and cultivating

competitiveness of local enterprises in the global market.


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Project Analysis

With the GDAP's aim for creating original content, innovations, and

development of Filipino creativity in the game development industry, indie game

developers and will be the project's public users to provide them the necessary facilities

in game development which may not be easily acquired on their own. Even national

codes mandate the continuous development of this sector, urging for innovation that

will help the State become globally competitive in every aspect dictated.

In comparing the three types of collaborative spaces, co-working and rentable

studios are best fitted to suit the needs of the identified target users. This office type

offers them the advantage of collaboration and social connections, which will help

acquire inspiration and feedback on their ideas. As previously discussed, community

culture remains as the top influencing factor in convincing members to stay in a co-

working space but the amenities provided are the main method of attraction. Several of

the existing co-working listed in the chapter had common services, therefore, they opted

to include additional quirky features that would make them stand out from the group.

Out of the fifteen, more than half included “fun” spaces for members to relax and play

in which follows the current trend of promoting wellness in work settings. Plug-and-

play type of offices are also a common occurrence and an ideal model for companies to

settle in as they can immediately set up and get to work. The formal setting of the layout

grants them an appropriate place to meet with clients as well as the privacy for their

team to operate without having to run into other tenants.

Given these features, competition is still a close match as co-working spaces are

forced to introduce unique concepts or better amenities. It then poses the ever-present

question: what does this co-working offer that others do not?


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Conclusion

With regards to the given amenities above, these become the minimum spaces

co-working users may expect to find. Food and drinks are a must together with Wi-Fi

connections, game lounges and rentable meeting rooms. Napping spots are also a

necessary addition to the structure, allowing users to relax by sleeping. It is a feature

most will be able to appreciate especially for those who prefer to take power naps.

Just like any other working individual, deadlines are a typical occurrence and

there may be instances overtime work cannot be avoided. Co-working hubs are chosen

according to time availability as well; some users may need a place to work in late into

the night for rush works. Especially with such flexible timetables, some may have

unpredictable schedules that some co-working spaces cannot accommodate. Aside from

this, the structure is able to maximize its use and profit if it is opened 24 hours daily.

According to the gathered data, the latest closing time for co-working around the site is

at 3AM although Sales Rain operates 24/7. The timeframe would even be helpful for

students as well, in the cases they would need a place to cram their works before the

day of submission. This brings napping spots and sleeping pods from convenient to

valuable as members may opt to sleep overnight if necessary. A kitchen will be

available for members aside from food stocks in the allocated pantries, not to mention

small gyms and meditation rooms for recuperation. The previously discussed trends

will be developed in these amenities, fostering innovation and collaboration as well as

putting modularity into play. To be able to house the variety of team types and

individuals, multiple workspaces will be provided. These will include hot desk areas

for individuals, small group rooms and plug-and-play offices for those with larger

teams.
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In order to properly secure and organize the user’s access in the structure,

memberships will dictate which amenities are available for them and the type of

working schedule they may want to avail. Working schedules may vary for monthly,

yearly or per day use, allowing digital nomads to only pay for day passes or for

entrepreneurs to nurture their start-ups for some months before moving. The most basic

amenities given for day passes would comprise of the minimum essentials in a co-

working e.g., dining area, pantries, sleeping pods. What higher memberships would

offer are bigger rooms, more privacy and in the cases of plug-and-play offices, their

own pantry and isolation spaces.

The painted picture of what the project will hold does not cover its target user

base; the discussion only provides what the proposal improves based on existing cases

but not what it offers that others do not have. Since game development is the main focus

of the project, spaces and equipment will be furnished for this field. This takes into

account the integration of play into work as well as the models for office play to enhance

inspiration and innovation among its users. The most essential facilities, however,

would be VR rooms, playtesting lounges, 3D printers and interactive screens. Game

development belongs to the technological sector; it is only fitting that its developers be

equipped with new technology that may help them advance their careers, develop their

skills and make new connections in the process.


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Chapter VI

Technical Research Data Presentation

National Codes, Laws and City Ordinances

The following requirements were taken from the typical Philippine codes used

in architectural design: the National Building Code, the Fire Code of the Philippines,

and the Accessibility Code. Additionally, the Quezon City Comprehensive Zoning

Ordinance (2016), as well as the Green Building Ordinance (2009), will be included.

Quezon City Comprehensive Zoning Ordinance of 2016

Zoning. According to the City’s Comprehensive Land Use Plan, the site

is located inside Cubao Growth District under the Metropolitan

Commercial Zone (C-3). This zone contains "heavy commercial

developments and multi-level commercial structures" such as trade,

service, and entertainment on a metropolitan scale. The area is

established as a major node for activities, e.g., shopping, leisure, and

work. Therefore, the high density of people and vehicular traffic must

be taken into account.

Vehicular entrances. The City aims to enhance the pedestrian

experience and the overall quality of the City's road networks. The

Ordinance then mandates that properties along major roads must provide

driveways for vehicular entry and exit. Parking slots are prohibited from
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being directly accessed from the road; a sidewalk must be allocated in

front of the lot.

Fig. 6.1. Vehicular entrance/exit diagram


Retrieved from the Quezon City Comprehensive Zoning Ordinance (2016)

Parking. Office buildings must provide one (1) parking slot for every

fifty (50) square meters of rentable space.

Emergency access to the structure. All buildings must have access to a

public or private street that is open to the public and must be able to

accommodate servicing fire protection units.


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Height regulations. The Ordinance provides a maximum Floor Area

Ratio (FAR) formula to follow. The site is located along the Aurora

Blvd. (within the 15th Avenue to QC-Markinia City limits), designating

its FAR as eight (8).

Fig. 6.2. Floor area ratio formula


Retrieved from the Quezon City Comprehensive Zoning Ordinance (2016)C

Provisions for road widening. Aside from the imposed setbacks,

additional space must be open accordingly for the proposed widening of

major roads. This is meant to ease traffic flow and improve access to

properties within the City.

Table 6.1. Proposed road widening


Retrieved from the Quezon City Comprehensive Zoning Ordinance (2016)
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Surface drainage and heat reduction. Properties must make use of

green spaces and porous materials such as perforated slabs, interlocking

blocks/tiles, and gravel/pebbles in developing parking lots, driveways,

and sidewalks to minimize surface run-off and allow groundwater

harvesting.

Quezon City Green Building Ordinance of 2009

Designing green buildings. The Green Building Ordinance defines a

green building as an approach to the design, operation, and maintenance

of the structure that mitigates its environmental, economic, and social

impact. There are five aspects that must be attained to be labelled as a

green building: (1) site conservation and sustainable planning, (2) water

conservation and efficiency, (3) energy efficiency and renewable

energy, (4) conservation of materials and resources and (5) indoor

environmental quality and human health.

Sewage treatment plants. All structures must be equipped with a sewage

treatment plant within the property. A computation table for effluent

discharge is provided as the Ordinance mandates at least forty percent

(40%) of the total floor area shall be allocated for effluent discharge.
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Table 6.2. Effluent discharge table for computation


Retrieved from the Quezon City Green Building Ordinance (2009)

Table 6.3. Summary of P.D. 1096, R.A. 9514 and B.P. 344.

PD 1096 RA 9514 BP 344


National Building Code Fire Code of the Accessibility Code
Philippines

Division / E-2 Business and Mercantile Business


Catgeory

Parking Slot by 1.) 1 slot for every two (2) units 1 slot for every 100
Occupancy or a fraction thereof for units sqm of gross floor
with 18.00 to 40.00 sqm gross area
floor area;
2.) 1 slot for each unit with
41.00 to 70.00 sqm gross floor
area;
3.) 1 slot for every 70.00 sqm
for units with more than 70.00
sqm

Parking Slot 1.) Average car slot of 2.50 x Accessible parking


Dimensions 5.00 meters (for perpendicular slots:
or diagonal parking)
1.) Minimum car slot
2.) Car slot of 2.15 x 6.00 of 3.70 x 5.00 meters
meters for parallel parking
2.) Provision of 1.20
meters minimum
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3.) Standard truck or bus width for walkways


parking/loading slot of 3.60 x between front end of
12.00 meters parked cars
4.) Articulated truck: 3.60 x
18.00 meters
5) Jeepney or shuttle
parking/loading/unloading slot:
minimum slot of 3.00 x 9.00
meters

Ceiling Heights 1.) Habitable Rooms - Not less


than 2.40 meters (floor to
ceiling)
2.) For multi storey bldgs: 1st
storey shall have 2.70 meters
and the 2nd storey and the
succeeding shall hve 2.40
meters
3.) Naturally ventilated rooms -
not less than 2.70 meters
4.) Mezzanine floors - not less
than 1.80 meters above and
below it.
Sizes of Rooms 1.) Room for Human
Habitations - 6.00 sq.m with the
least dimension of 2.00 meters.
2.) Kitchen - 3.00 sq.m with the
least dimension of 1.50 meters.
3.) Bath and toilet - 1.20 sqm
with a least dimension of 0.90
meters

Toilet Dimension Accessible toilet


compartment
dimensions: 1.7 x 1.8
meters
Elevator 1.) Accessible
Dimension elevator car minimum
clear dimension of
1400 x 1200mm; clear
door opening: 900mm
2.) Must not be
located more than
30m from the
entrance

Air Space 1.) Workshop, factories, offices


Requirements - 12.00 cu. Meters per person
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2.) Habitable Rooms - 14.00


cu. Meters per person

Doors For exit doors: Minimum clear


width: 900mm
1.) Door width: 900mm
2.) Door Height: 2.00 meters
Window Openings Rooms not provided with
natural ventilation shall have at
least 10% of the floor area of the
room.
Minimum Every corridor or exit balcony The clear width of any 1.) Minimum clear
Corridor Width shall have not less than 1.10 corridor or width of 1200mm
meters width passageway serving an (enough passage
occupant load of fifty space for both a
(50) or more shall be wheelchair used and a
not less than 1.12 non-pwd)
meters
1800mm (for 2
wheelchairs to pass)
2.) Turnabout spaces
of 1500m x 1500m
with not more than 12
meters interval

Number of Exits At least 1 exit for every Not less than 2 exits
building. Floors above the first shall be accessible
storey shall have not less than 2 from each floor,
exits. including floors below
the floor of exit
1.) For occupant load of 500 to discharge and
999, at least three (3) exits occupied for public
2.) For occupant load of 1000 or purposes
more, at least four (4) exits
Travel Distance to 1.) For buildings without 1.) In buildings with
Exits sprinkler system, exits shall be sprinkler system in
no more than 45 meters from an accordance with
exterior exit NFPA 13, the travel
distance to exits shall
2.) For buildings with a not exceed sixty-one
complete automatic fire meters (61 m)
extinguishing system, the
distance from the exits may be
increased to 60 meters
2.) In buildings other
than those complying
with para (1) above,
the travel distance
shall not exceed forty-
six meters (46 m)

Stairs 1.) For occupant load more than 1.) Minimum width of 1.) Maximum height
50, the width should not be less 1120 mm for less than of risers must be
than 1100mm 2000 persons; 150mm
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2.) For occupant load of 50 or 1420mm for more or 2.) Minimum tread
less, the width may be 900mm equal than 2000 depth must be
300mm
3.) For private stairs serving an 2.) Maximum height
occupant of less than 10 may of risers: 180mm
have a width of 750mm
3.) Minimum height
4.) Distance between landings of risers: 100mm
must not be more than 3.60
meters 4.) Maximum tread
depth: 280mm
5.) Minimum
headroom: 2000mm
6.) Max height
between landings:
3660mm

Fire Escapes 1.) Minimum widths:


Stairs 60cm clear between
rails.
2.) Minimum
horizontal dimension
any landing of
platform: 60cm
3.) Maximum rise: 23
cm 4.) Minimum
tread, exclusive of
nosing: 23cm
4.) Maximum height
between landings:
3.66 meters
5.) Headroom,
minimum: 2 meters
6.) Access to escape:
Door or casement
windows 61 cm by
1.98m or double hung
windows 76.20 cm by
91.44 cm clear
7.) Level of access
opening: not over
30.50cm above floor;
steps if higher

Ramps Slope of ramp must not exceed 1.) Minimum width 1.) Minimum clear
1 in 8 clear of all width of 1200mm
obstructions: 1120mm
2.) Maximum slope:
2.) Maximum slope: 1 1 in 12
in 12
3.) Level area
3.) Maximum cross minimum: 1.80m at
slope: 1 in 48
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4.) Maximum rise for top and bottom of


a single ramp run: ramp
760mm
4.) Handrails on both
side of ramp: 700 mm
and 900 mm from
floor of the ramp

Guards and Guardrails minimum of 1.) Guards minimum 1.) Handrails on both
Handrails 1200mm of 106cm side of ramp: 700 mm
and 900 mm from
2.) Handrails floor of the ramp
minimum 76cm and
maximum of 86.5cm 2.) Railings for
protections height:
1100mm
3.) 300 mm long
extension for the top
and bottom of ramps
and stairs

Table 6.4. Minimum plumbing facilities (National Plumbing Code).

Types of Water Water Urinals Lavatories Lavatories Showers


Occupancy Closets Closets (Male) (Female)
(Male) (Female)

Assembly 1: 1-100 3: 1-50 1: 1-100 1: 1-200 1: 1-200


Places 2: 101-200 4: 51-100 2: 101-200 2: 201-400 2: 201-400
Theaters, 3: 201- 400 8: 101-200 3: 201-400 3: 401-750 3: 401-750
Auditoriums, 11: 201-400 4: 401-600
Convention
Halls etc. for Over 400, Over 400, Over 600, Over 750, add 1 fixture
public use add 1 fixture add 2 add 1 for each additional 500
for each fixtures for fixture for persons
additional each each
500 males additional additional
300 males 500 males

Office of Public 1: 1-15 1: 1-15 0: 1-9 1 per 40 1 per 40


Buildings – for 2: 16-35 3: 16-35 1: 10-50
employee use 3: 36-55 4: 36-55
Add 1
fixture for
Over 55, add 1 fixture for each
each additional 40 persons additional
50 males

Dormitories 1 per 10 1 per 8 1 per 25 1 per 12 1 per 12 1 per 8


School or Labor
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Add 1 Add 1 Over 150,


fixture for fixture for add 1
each each fixture for
additional 25 additional 20 each
males females additional
50 males

Restaurants, 1: 1-50 1: 1-15 1: 1-150 1: 1-150 1: 1-150


Pubs and 2: 51-150 2: 16-35 2: 151-200 2: 151-200
Lounges 3: 150-300 4: 36-55 Over 150, 3: 201-400 3: 201-400
add 1
fixture for
Over 300, add 1 fixture for each Over 400, add 1 fixture
each additional 200 persons additional for each additional 400
150 males persons

Development controls.

Table 6.5. Building Classification.

Code Reference Division Zoning Classification

QC Comprehensive Zoning -- C-3:


Ordinance of 2016 Metropolitan Commercial
Zone
(heavy commercial
developments and multi-level
commercial structures)

National Building Code E-2: C-2:


Business and Mercantile Medium Commercial
(medium-rise
building/structure for medium
to high intensity commercial/
trade, service and business
activities)
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Table 6.6. Setback Requirements.

RROW Front Sides Rear

QC Comprehensive Zoning 15-20 5.0 meters -- --


Ordinance of 2016 meters (in
anticipation
for road
widening)

National Building Code 20 meters 5.0 meters 3.0 meters 3.0 meters

Table 6.7. Percentage Site Occupancy and TOSL (P.D. 1096).

Maximum Maximum Maximum Total Open


Allowable Allowable USA Space within
PSO ISA (Unpaved Lot
(Percentage (Paved Open Open Spaces) (ISA + USA)
Site Spaces)
Occupancy)

Office Without fire wall 75 20 5 25

With fire wall 85 10 5 15

Table 6.8. Allowable Maximum TGFA (P.D. 1096).

Type of Interior Inside or Corner Through Corner Corner


Building Lot and Regular Lot Lot Through Lot
Rear Lot Lot Lot Abutting
3 or
More
Streets

Office C-2: 12 x 80% 12 x 75% 12 x 80% 12 x 80% 12 x 90% 12 x 90%


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With sprinkler
system & fire
walls

Table 6.9. Floor to Lot Area Ratio (FLAR) Designation (P.D. 1096).

Type of Building FLAR Designation

National Building Code C-2 3.60 – 9.00


(at a 15-storey or 45.0 m BHL)

QC Comprehensive Zoning C-3 8.00


Ordinance of 2016

Table 6.10. Maximum Building Height.

No. of Allowable Storeys of Meters Above Highest Grade


Floors Above

National Building Code 6 18.00 meters


(C-2)

Table 6.11. Lot Computation and Usage.

TLA (Total Lot Area) 9 294.0 square meters

ISA: Paved Open Spaces 20% 1 858.8 sqm

USA: Unpaved Open Spaces 5% 464.7 sqm

TOSL: Total Open Space 25% 2 323.5 sqm

ISA + USA 2 323.5 sqm


WEngage: Co-working Hub with Rentable Studios for Indie Game Development 96

AMBF: Allowable Max. Building Footprint TLA - TOSL 6 970.5 sqm

PSO: Percentage Site Occupancy 75% 6 970.5 sqm

MACA: Max. Allowable Construction Area Max. PSO + Max. ISA 8 829.3 sqm

FLAR: Floor Area Ratio 8.0

TGFA: Total Gross Floor Area 12 x 75% 83 646.0 sqm


(BHL storeys x PSO of Lot)

BHL storeys x 41 823.0 sqm


PSO of Lot

GFA: Gross Floor Area TLA x FLAR 74 352.0 sqm

AMVB: Allowable Max. Volume of Building AMBF x BHL (m) 125 469.0 sqm

Case Studies

Three game companies from different parts of the globe are randomly chosen

to be used as case studies of the project; one from the Philippines, one from Asia and

one from America. They will serve as representatives of game development offices per

continent, excluding the local sample. This is to ensure that a broader study of the

typical working conditions of game developers are considered with photos of their

respective office settings to illustrate the interior design.

NuWorks Interactive Labs, Inc. (Philippines). NuWorks Interactive Labs is

a digital agency that provides services ranging from branding, media

management, games and much more. Their office is located in Pasig City and

is home to around 100 diverse individuals “led by creativity, disciplined by


WEngage: Co-working Hub with Rentable Studios for Indie Game Development 97

strategies and equipped by technology”. Creativity is certainly a trait visible not

only in their team but in their workspace as well. According to Peña (2016), a

variety of playful elements are available for daily use; swings, hammocks,

scooters and arcade games are only a few features scattered around the office.

Fig. 6.3. Nuworks Interactive Lab reception and workspace


Reprinted from “Coolest Offices in Manila: NuWorks Interactive Labs,” by Labrador, C. (2016).
Retrieved from Spot PH: https://www.spot.ph/newsfeatures/the-latest-news-features/66095/coolest-
offices-manila-nuworks-interactive-labs-a198-20160503

The spaces itself are vibrant, fused together with statues, murals and

unconventional furniture. Labrador (2016) noted that the waiting area is filled

with upcycled bathtubs that were reconfigured as seats. In one of the rooms, a

bracket, which is said to be an important coding symbol, is displayed on the

wall with foliage. A whiteboard runs along the perimeter of the office for easy

access and discussion in the midst of production. Modular furniture makes an

appearance in their meeting rooms, allowing the space to expand or shrink

according to their needs. The unorthodox environment is meant to represent the

creative exploration NuWorks aims to provide in their work and thus becomes

a type of playground for multiple working scenarios.


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Fig. 6.4. Workspace whiteboard and working rooms


Reprinted from “Coolest Offices in Manila: NuWorks Interactive Labs,” by Labrador, C. (2016).
Retrieved from Spot PH: https://www.spot.ph/newsfeatures/the-latest-news-features/66095/coolest-
offices-manila-nuworks-interactive-labs-a198-20160503

Communal spaces are the designed as the main sources of inspiration,

wherein bean bags, ball pits and small swings line the area to invoke a positive

and encouraging atmosphere. This is ideal in promoting informal interaction

and casual discussion among individuals, often ending with a collaboration or

feedback (Orel, 2019). Socialization appears to be one of the priorities as most

spaces were designed for brainstorming with differing areas for relaxing.

Labrador (2016) listed an in-house photo studio, zone-out space and a cozy nook

as some of the additional amenities the Lab offers outside of the common social

spaces such offices consider. In a corporate setting, these spaces are seen as

invitations to waste time or idle around. However, in creative industries like

game development, these spaces are necessary to continuously produce more

ideas; the creative individuals of NuWorks “lives and breathes all the stories it

likes to tell” which benefits more from spaces that are meant to give them

inspiration towards innovation.


WEngage: Co-working Hub with Rentable Studios for Indie Game Development 99

Fig. 6.5. NuWorks communal spaces


Reprinted from “Coolest Offices in Manila: NuWorks Interactive Labs,” by Labrador, C. (2016).
Retrieved from Spot PH: https://www.spot.ph/newsfeatures/the-latest-news-features/66095/coolest-
offices-manila-nuworks-interactive-labs-a198-20160503

Jelly Button Games (Israel). In 2015, the Tel Aviv based office of Jelly Button

Games was redesigned to be shared with interface design firm, Hamutzim

Studio. This proved to be a challenge for the architectural design firm in charge

of the renovation as workspaces would need to accommodate the necessary

functions of both teams while being open for them to co-habit the office and

interact as one unit. Jelly Button Games is a convenient study in approaching

proper design layout for co-working as their current situation, i.e., sharing office

space with other teams, parallels the same conditions in a co-working hub.
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 100

Fig. 6.6. Jelly Button Games and Hamutzin Studio floor layout
Reprinted from “Jelly Button Games and Hamutzim Studio / Roy David Studio.,” by Archdaily. (2015).
Retrieved from https://www.archdaily.com/625360/jelly-button-games-and-hamutzim-studio-roy-david-
studio

Spatial fluency was produced by dividing the floor into three sections:

public, private and semi-private. Through this layout, the public zone becomes

the central core all the floor which only emphasizes the firms’ social and

dynamic nature then eventually eases into more solitary functions as it gets to

the ends of the room. For the Jelly Button Games side of the space, an

underwater world theme is used which was inspired by their jellyfish branding.

Similar to NuWorks, geometric designs, bright color schemes and custom-made

furniture decorate the area. Different textures are paired with different materials

in multiple corners of the space to further enhance the enthusiastic identity of

the firm. In addition, most of the interior walls are made of glass or make use

of translucent partitions, allowing the users to see into all activities being done

inside meeting rooms or work areas.


WEngage: Co-working Hub with Rentable Studios for Indie Game Development 101

Fig. 6.7. Jelly Button Games creative design elements


Reprinted from “Jelly Button Games and Hamutzim Studio / Roy David Studio.,” by Archdaily. (2015).
Retrieved from https://www.archdaily.com/625360/jelly-button-games-and-hamutzim-studio-roy-david-
studio

Fig. 6.8. Office communal space


Reprinted from “A Look Inside Jelly Button Games’ Cool New Tel Aviv Office.,” by Ptacek, M. (2017).
Retrieved from OfficeLovin: https://www.officelovin.com/2017/04/13/look-inside-jelly-button-games-
cool-new-tel-aviv-office/

Fig. 6.9. Office games and lounge


Reprinted from “A Look Inside Jelly Button Games’ Cool New Tel Aviv Office.,” by Ptacek, M. (2017).
Retrieved from OfficeLovin: https://www.officelovin.com/2017/04/13/look-inside-jelly-button-games-
cool-new-tel-aviv-office/
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 102

Given the short description of the office setting, their work environment

appears to be a mix of engaging and chaotic due to the numerous sights

available. Hanging from the ceilings and walls, or even lined along shelves, are

dozens of random objects that contribute to the office’s creative character.

Although they are pleasant additions to the overall aesthetic of the space, these

objects may become distractions and unnecessary clutter around the area. The

furniture and games are certainly elements that game developers appreciate as

part of their recreational time. Unfortunately, having so much playful yet

impractical elements is simply a pointless technique to incorporate as attested

by the conducted interviews. However, this does not allude to a complete

removal of such items but of a balanced consideration of both function and

aesthetics. Even the provision of clear glass rooms must be met with balance;

confidentiality and privacy of an individual may be compromised in these

spaces which could lead to lower satisfaction and productivity (Fayard &

Weeks, 2011). Opportunities for isolation outside of one’s workspace would be

more beneficial for the users. This could be resolved by allotting private nooks

and hideaway corners somewhere within the layout, similar to the construction

of NuWorks.

Three Rings Design (California). Jelly Button Games is not the only company

to feature thematic interiors as various articles had pointed Three Rings

Design’s headquarters as one of the most creative offices in San Francisco.

Unlike other game development companies which focus on a “let’s play!”

attitude, Three Rings Design embodies play as its overall theme. The steampunk
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interior is made possible through custom made furniture and décor, which by

itself already boasts designs that cannot be seen or recreated anywhere else.

The office itself is only around 800 square meters which led to the final

layout being segregated into semi-partitioned pods of four to five desks each

(Detsaridis, 2015). Since the number of employees were significantly low

during their indie days, privacy and noise were easily controlled through

partitioned desks. The teams are divided into small workgroups but are not

totally separated from each other; the clustering of workspaces allow immediate

proximity with a few steps if necessary while maintaining distinct boundaries

during concentrated work.

Fig. 6.10. Three Rings Design interiors


Reprinted from “Three Rings Design Offices.,” by OfficeSnapshots. (2008). Retrieved from
OfficeSnapshots: https://officesnapshots.com/2008/12/29/three-rings-design-offices/

Fig. 6.11. The iconic pantry and lounge designs


Reprinted from “Three Rings Design Offices.,” by OfficeSnapshots. (2008). Retrieved from
OfficeSnapshots: https://officesnapshots.com/2008/12/29/three-rings-design-offices/
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 104

In one of the conducted interviews, it was verified that thematic interiors

would be the best approach into playful design as compared to those that rely

on ball pits and slides to deliver the message. Not only does it serve as a

functional alternative but it creates a more unified design as well. In the case of

Jelly Button Games, unity was achieved through its basic white background

color which was then complemented with different bright colors and geometric

patterns. It was eclectic but not irritating to look at, and with enough room for

the eye to rest on other blank spaces of the room. Similarly, Three Rings Design

made use of motifs and a coherent color scheme to create a fitting brand to their

work and the personalities of their employees. Multiple articles had described

their office as an incredibly unique space, proving its aesthetic appeal as one

that many can appreciate and enjoy inhabiting the space.

Results from Conducted Interviews

The content of the interview derives information regarding the company (its

team, culture, vision, and project types) that gives the researcher a better feel for the

specific needs which the project can cater. It questions the current conditions of their

workspace and the facilities needed in the game development process as well as insights

into the interviewee's sources of motivation and their methods of marketing. Questions

regarding playful workstations and visual cues explore their preferences in design. This

allows the researcher to deduce patterns of interest in terms of personalization and the

balance between function and aesthetics, which target users will appreciate. Aside from

the game development studios, the Game Developers Association of the Philippines’
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Vice President was also interviewed for additional recommendations regarding the

proposal.

Summary of the interviews.

Ryan Sumo (Squeaky Wheel). Mr. Sumo is the CEO and lead artist of

indie game company Squeaky Wheel whose games typically revolved

around strategy and simulations. There are currently five (5) members

on the team, including Mr. Sumo, that consists of one (1) game designer

and three (3) programmers.

Squeaky Wheel maintains a work-from-home setting,

conducting team meetings twice a month at Builtable PH, a co-working

space in Mandaluyong. Mr. Sumo shared his experience in working at

the space, balancing both advantages and disadvantages regarding the

environment of Builtable. Most complaints are due to poor acoustics and

lack of facilities such as projectors and a suitable pantry but are

combated by easy access to the location and the co-working space's

culture.

When asked about his preferences in visual design, Mr. Sumo

confessed that he found the idea of playful spaces as "silly" and had no

bearing on his motivations or in overcoming burnouts. Personally, his

method of releasing stress is to take long walks, play games, study

Japanese, or practice urban sketching.


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James Lo (Taktyl Studios). Taktyl Studios is a fifty (50) person team

based in Fort Bonifacio, Taguig. Mr. Lo, the Co-founder and CEO of

the company, describes them as a “human-centered” software

development company that aims to “turn ideas, systems and processes

into fun and meaningful experiences”.

Mr. Lo disclosed that the studio typically releases games to their

target platform, such as Apple App Store, Google Play Store and Stream

to name a few, but relies on the gaming community to promote and

review their content as marketing. In this case, the player’s feedback

becomes their foundation on making better and more engaging

applications to attract a broader user base.

In the discussion regarding their current working environment,

Taktyl Studios makes use of a privately rented studio inside a co-

working space that is exclusive to their team but shares a common

lounge and pantry. For them, a comfortable work area with quiet spots

and an activity center is all that they need to work efficiently. Mr. Lo

mentioned a preference for a lot of meeting rooms with whiteboards to

aid in brainstorming and meetings. Due to their exclusive space, the

team can personalize their own areas unlike in shared desks which

improves the morale of their team. Their studio culture is very social and

prefers having shared music although during focused work, their

employees often segregate themselves into their own bubbles. A

noteworthy description Mr. Lo had given was their preference for dark
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places with minimal light during work to avoid reflections on computer

screens and allows them to clearly see the colors of the program.

Since Mr. Lo is also the Vice President of the project client, the

Game Developers Association of the Philippines, he was able to share

some insights into the proposal. To accommodate the various seminars,

workshops and ceremonies, he suggested adding auditoriums, multi-

function rooms and a computer lab. As of late, the Association holds

monthly meetings in the IBPAP Office in Bonifacio Global City but he

expressed interest in using the project structure for their activities. A list

of their annual events include: (1) Academic Roadshows which are held

in different universities to spread awareness of the game industry, (2)

workshops and seminars which are also held together with gaming

events to develop talent in the field and (3) Game Awards which is

usually held in the Smart Auditorium of SM Aura, to rewards and

acknowledge the works of talented individuals in the industry.

Linanne Pineda (Assistasia Philippines). Unlike Squeaky Wheel and

Taktyl Studios, Assistatsia Philippines mostly produces assets for

Japanese games instead of developing their own games. Their team

consists of thirty-two (32) members, two (2) of which are the admins

with nine (9) 2D graphic artists and twenty-one (21) 3D artists. Ms.

Pineda is their Corporate Secretary and is a 2D Graphic Artist.

Assistasia Philippines works in their own office in Makati and,

since they are a Philippine branch of the main company from Japan, have
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not experienced using a co-working before. Customizable spaces, big

working desks and a “fun” area are among those that were listed in

necessities for a good office setting. They even have a library that helps

re-inspire their production. However, Ms. Pineda noted that she would

prefer having a “fun or themed” office as a game company but still

appreciates the ergonomic workstations they have. She describes the

ideal working environment as place where they can relate and feel a

sense of belonging in the company, treating it as a second home.

In terms of promotion and marketing, the company sometimes

joins conventions to provide live demos, lets bloggers have early access

to games for promotion or releases free to download games to catch the

market’s attention.

Ben Banta (Ranida Games). Ranida Games is a game development

studio in San Pedro, Laguna with fifteen (15) members composed of

artists, game designers and programmers. Mr. Banta is the CEO and

Studio Head of the company.

Similar to Squeaky Wheel, Ranida Games has a work-at-home

office setup wherein most live right in the office they live in while others

work from their own homes. Meet-ups are conducted at their home-

office and they have never tried to use a co-working before as well. As

for Mr. Banta’s preferences in his working environment, he showed

interest in customizable furniture, personalized desks and playful spaces

such as swings and ball pits although he admitted that most people will
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stop using those types of playful space after some time. He does not

appreciate having unnecessary objects in his space and prefers function

over aesthetics.

Demetri Detsaridis (Experiment 7). Mr. Detsaridis is currently an

executive producer and board member in various game studios in New

York as well as the co-founder of Experiment 7. He is a former

architectural history grad student and gave a seminar on the proper

working conditions of a game development studio, thus prompting the

researcher to interview him regarding the effects of architecture on game

design. The typical playful interiors and styles of the popular game

companies in New York were compared, discussing the difference

between having actual “play time” objects in the space versus

thematically-aligned aesthetics, wherein the latter proved to be more

appreciated by the team as it shows a dedication to their craft.

Aside from this, Mr. Detsaridis stated that he had multiple

experiences in working with new technology such as VR which is how

his latest independent studio, Experiment 7, came to life. Social

immersion in games is a powerful addition to the games industry,

prompting him to innovate and explore the limits of VR with his team.

However, working with these tech was much more difficult compared

with the usual mobile or pc platforms especially since the market is

significantly smaller and building the necessary user interface for VR is

challenging enough as is, more so if the developer has to study it from


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scratch, so he does not recommend shifting in VR for indie game

developers unless they have a steady foothold in the usual market.

Sharing resources for VR and the like is something he supports,

however, as it still gives developers the opportunity to try new

techniques without losing revenue possibilities. This fits with the

concept of co-working, another idea which he wholeheartedly supports

as it can be used to “provide access to equipment and services indie

developers can make use of but which aren’t used frequently enough to

justify an individual purchase.” Aside from VR headsets, he listed 3D

printers, projectors with large screens and console development kits as

some equipment that would benefit indie developers. Furthermore, he

advised that while small game-centric co-working spaces will not be

able to compete with “big real estate players”, the value of co-working

will have to rely on the services, equipment and community it cultivates.

An additional topic introduced during the interview was the

overlap between game design and architecture. Mr. Detsaridis

determined that the key similarity of the two is found in the “exploration

of physical constraints to drive innovation in form.” Both architects and

game developers approach projects according to their preferred manner

of designing; theme, mood, setting, story and other factors may serve as

the foundation all other designs can grow from. User experience remains

as the topmost consideration in both disciplines from which the chosen

material will be optimized. Choosing appropriate materials of a building

as well as the aesthetics and function per space parallels the planning for
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game platforms from touch screen application to console controllers to

mouse and keyboard use. These are the constraints which Mr. Detsaridis

is inferring, although there are many dissimilarities both fields as well.

Miguel Caron (Gamesys Estonia). Gamesys is an international software

developer company that specializes in casino and bingo games. While

their company headquarters is in London, they conduct their business

operation worldwide, one of which includes Estonia. In this division,

they currently have forty (40) employees with Mr. Caron serving as the

General Manager. According to Mr. Caron, their division had grown

thrice its original size in the span of 18 months. Due to the increase, they

will be moving into a bigger office by next year. Although a larger

company entails more active employees to shoulder substantial

workloads, it also results in various problems: long bathroom lines,

small rest areas, high noise levels and very few spaces for privacy. The

solution for these problems, however, appear to involve spatial sizes and

quantity (e.g., bigger breakrooms, more isolated spaces for private

work/rest) and have little bearing on the actual content of the spaces.

Similar to previous interviews, Mr. Caron only listed technological

devices (laptops, printers, computers, tablets) and whiteboards as the

base essentials in game development.

The problems listed above are most likely similar issues his team

had encountered in co-working. Mr. Caron described his experience as

“workable but not efficient” and only ever used it when his team was
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still very small. In terms of efficiency and creativity, Gamesys applies

the notion of “play” into their office as a way of motivating employees.

Personalization and office customization are also factors of their design

although Mr. Caron stated that they did not apply this at their co-working

space in the past.

Analyzing the interviews. Among the interviewees, it can be observed that the

smallest number of persons in a team is listed at five (5) and the biggest at fifty

(50). Considering this volume and the corresponding work environment shows

that those teams with thirty-two (32), forty (40) and fifty (50) employees

(Assistasia Philippines, Gamesys Estonia and Taktyl Studios, respectively) have

their own private offices unlike the rest which have significantly lower numbers

of staff. As such, it can be concluded that having at least thirty (30) employees

would warrant a need for their own office space which would be more beneficial

for them instead of shared co-working workstations. More groups of people

only demand more space for them to occupy, therefore establishes the need for

considering the growth and expansion of the company. As discussed by Mr.

Caron, a sudden increase of employee density, although an advantage of the

company, can lead to other problems as well. What was once a nice fit with

ample space to move around is now restrictive and cramped; bathroom lines are

longer, breakrooms and lounges can no longer accommodate enough people,

the noise level has become a distracting factor and there is little to no space for

privacy. These identified problems are more-or-less the same issues Mr. Sumo

had shared regarding his experience at co-working, lending insight that proper
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 113

co-working spaces should be designed to avoid the uneven ratio of an employee

to his space by using bigger user areas and allocating multiple activity areas as

well as rooms for isolation. Additionally, lacking access to food and necessary

equipment such as projectors and whiteboards are some of the other concerns

when using a co-working space.

Projectors, whiteboards and printers are only some of the base essentials

for game development, including laptops, computers, tablets and tv screens.

Given that the process of game development is a solely software-related output,

it is not surprising that most interviewees only look for comfortable furniture

and a good amount of food alongside their laptops to do their work. However,

in terms of idea creation and conceptualization, it is always helpful to have

research materials onhand. Mr. Lo had stated games consoles and board games

are good for their research and quality assessment. Even library books are

suggested to give developers inspiration, as is the case in Ms. Pineda’s

company. Providing spaces that are not only for work or rest but also for

brainstorming is a must for creative industries such as game development since

it would help them get out of burnouts or mental blocks and even increase their

drive towards innovation (Alha & Kultima, 2017). Mr. Detsaridis had

encouraged providing 3D printers, console development kits and VR headsets

as additional amenities that are not typically found in co-working but are

advantageous to have around for game developers. Branching off into the use

of VR technology is a convenient feature if made available for indie developers.

However, although it is still a good feature to include, Mr. Detsaridis does not

recommend it as a popular item for indie developers considering that VR games


WEngage: Co-working Hub with Rentable Studios for Indie Game Development 114

are much difficult to produce and is more time-consuming compared to regular

mobile or pc games. Indie game developers will most likely focus on releasing

games that can be consumed by the typical market base of gamers, especially

since the VR games’ audience is not a very big market yet (Mealy, 2018).

Providing shared technology, however, gives them the opportunity to expand

their content without having to invest long term for a device they may not be

able to use for multiple periods at a time.

Aside from this, games do not often track success from the public in

terms of advanced technology but from the retention strategy applied. Mr. Lo

stated that this strategy may rely on unlockable content and good narratives to

create engaging games while Ms. Pineda noted that it is in the innovation and

unique experience the game can offer. All the interviewees have differing

opinions on what makes a game successful and engaging but it all boils down

to public reception. Some of the companies interviewed such as Assistasia

Philippines, Taktyl Studios and Ranida Games had disclosed they attend

conventions, expos and events to showcase their content. Other ways of

engaging the public, as identified by Ms. Pineda, include creating Kickstarters

to market their games, releasing free-to-play games and giving bloggers early

access to review and stream their content.

It is interesting to note that the production of successful and appealing

games (i.e., focusing on user experience and innovation) is similar to

considerations in architectural design. Mr. Detsaridis had remarked that the

overlap between architecture and games was the “exploration of physical

constraints to drive innovation” which begs the question, up to what point can
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 115

architecture be made engaging to the public? In one of the questions asked

regarding marketing and producing engaging games, Mr. Banta stated that

experimental games are the most interesting and challenging in the way that

they offer multiple choices in a game. This parallels the notion of emergence, a

recurring topic in the project’s research. What makes emergence so appealing

to the public is that it allows the freedom and ability to control the way one can

experience a game or a space. This dips further into personalization and user

preferences as well, since it is not only a good concept for the consumers but

the producers as well. Giving game developers the option to customize their

space with additional consideration of their preferences, serves as insights into

the working conditions and psychological behavior of the project’s target users.

Mr. Lo affirmed that personalization improves the morale of their team but it

should be noted that while individuals have varying opinions and preferences,

there are common links to be found among game developers.

Based on the interviews, it can be observed that game developers may

be actively social during casual interactions but are focused and private during

working hours. Mr. Lo had disclosed that most of their employees often wear

headphones in work, engrossed in their own worlds. He also noted that they

typically work in rooms with minimal outside light to avoid reflections on the

laptop or computer’s screen, thus allowing them to see the actual colors and

programs they are currently working on. With those in mind, the users’ behavior

can be categorized into two divisions: an openly social character and a private,

focused character. This may already begin to paint a picture of the type of spaces

game developers prefer to use and have around. To summarize the interviewees’
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 116

answers, company culture often integrates playful elements into their working

environment but should only revolve around functionality instead of aesthetics.

It is common to see ball pits and slides at creative companies such as Google as

a method of boosting inspiration, creativity and morale. However, two of the

interviewees had asserted they found unnecessary spaces allocated only for play

are impractical; Mr. Banta expressed interest in the idea at first but concluded

that such items will most likely remain unused after the initial exposure. A much

more appealing proposal for them included community walls, shared music and

movie-watching as well as spaces to nap in. Those suggestions are established

from the interviewees’ personal preferences on how they take their time off and

regain the momentum they need in work. To conclude, the aspect of playful

elements deal less with active “play” and more to do with comfort and

recuperation through creative design such as ergonomic furniture, interactive

nodes (e.g., breakrooms, game lounges) and quiet spaces meant for private time.

To reiterate Mr. Lo’s comment, playful spaces are “great but not

essential”. Although playfulness of typical offices are deeply rooted in the

creative culture of its service as a game development company, the push towards

fun aesthetics must always go hand-in-hand with its functionality and

maintenance. Unused “playful” spaces will only serve as a stark and sad

reminder of how serious work can be, not to mention the costly installation and

maintenance of a product only a few really touch, while being only empty

symbols that take up valuable space. Architecture must focus more on achieving

both aspects to create honest and engaging designs that benefit the users while

driving towards innovation.


WEngage: Co-working Hub with Rentable Studios for Indie Game Development 117

Conclusion

In comparing the data collected from the case studies and interviews, there

appears to be a specific direction playful spaces move into. The physical design of the

studied offices are often filled with elements that scream play! as observed from

NuWorks' ball pit and Three Rings' steampunk desks. Even in the case of Jelly Button

Games, murals and toys decorate their shared office as means of cultivating a playful

atmosphere. It is interesting note that while ball pits and slides are what one typically

expects to see inside a game studio, this is certainly not what game developers would

like to have in their space. Although playful themes are still part of what they prefer to

keep in the offices, the elements must have some function one way or another for them

to truly appreciate the piece. Unnecessary objects are no doubt simply a waste of space

that could have been used to house another work desk and while the antics of

playgrounds are attractive at first glance, they eventually lose the interest after the next

few days. Games are meant for fun and play but game development is not.

To be able to effectively grasp the definition of playful spaces among game

developers, it must take root in the actions of their work. Integrating playful settings

may manifest through comfort spaces and visual clues as previously discussed. In

synthesizing the differences and similarities of results of the overall research, it appears

as though the concept of playful spaces only boils down to one important aspect:

freedom. Individuals must be free to express themselves, free to choose their

timeframes, free to choose their preferred working spot. By allowing them the freedom

to breathe and choose, they become relaxed in their environment and here begins the

actual “play”. In Alha & Kultima’s models for office play (2017), this freedom can be

observed in basic office play; socialization and interaction are the base foundation for
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 118

this category and is only supported by general decoration. Once this basic level is

established, then will the other models be put into use effectively.

This does not mean that creative interiors are unnecessary in game development

offices. The purpose of playful spaces is to inspire and enlighten its users, driving them

towards innovation and moving past mental burnouts. With this in mind, the project

proposes to make use of designs that are only thematically playful, following the path

of Three Rings and Jelly Button Games, which will not hinder the functionality of the

space.
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 119

Chapter VII

Spatial Programming and Analysis

List of Spatial Requirements

Administrative services. The admins of a co-working hub are considered as

the lifeblood of the space as their personality often dictates the character of the

structure itself (Chatterton, 2016). As such, the following positions listed below

are the primary roles needed in managing an engaging and comfortable co-

working environment.

1. Director Offices

a. Office of the Director

2. Business Development Team

a. Business Development Manager

b. Marketing Team

c. Influencers/Aggregators

3. Member Management

a. Floor Manager/Community Manager

b. Assistant Floor Manager/Community Manager

c. Front Desk Associate/Receptionist

4. IT Operations and Accounts

a. Operations Manager

b. Operations Staff

5. Human Resources (HR)

a. HR Manager
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 120

b. Assistant HR Manager

6. House Keeping

a. Janitors

b. House Keeping Staff

7. Security

a. Security Personnel

Primary user areas. These are the facilities available for the tenants' use, such

as workstations, recreational amenities, and communal spaces. The provided

spaces are designed to cultivate interaction and collaboration among the users.

1. Common Public Area

a. Reception Area and Lobby

b. Toilets

c. Open Café

2. Workstations

a. Hot Desk Area

b. Semi-private Workstations

c. Collab Spaces

d. Private Workstations

e. Outdoor Workspaces

3. Communal and Recreational Spaces

a. Food Court (Dining Area)

b. Toilets

c. Game Room/Playtesting Pod/VR Room


WEngage: Co-working Hub with Rentable Studios for Indie Game Development 121

d. Meditation Room

e. Library

f. Gym

g. Sleeping Pods

h. Isolation Spaces

4. Community Spaces

a. Exhibit Hall/Open Playtesting

b. Business Center

c. Inner Garden

Circulation. These include but are not limited to the vertical and horizontal

circulation areas, enabling the users to enter and exit the allocated facilities.

1. Stairs

2. Elevators

3. Fire Exits

Utilities. The building’s utility area allocates space to accommodate the

necessary equipment in operating and maintaining the structure’s use.

1. Mechanical Room

2. Electrical Room

3. Generator Room

4. Transformer Vault

5. Garbage Room

6. Auxiliary Room

7. Telecommunications Room
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 122

8. Server Room and Intermediate Distribution Frame (IDF) Rooms

9. VRF HVAC System

10. Pump Room

11. Elevator Control Room

Staff amenities and support spaces. The following areas are provided for the

private use of the structure's employees as well as the back-of-the-house. These

aid in the overall production and management of the building.

1. Service Lobby

2. General Storage and Lockers

3. Toilets and Shower Area

4. Admin Meeting Room

5. Employee Lounge

6. Employee Pantry
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 123

Space Program

Table 7.1. Ground Floor Plan Space Program


We n g a g e Co - wo rkin g Hu b

US ERS FURNITURE AND FIXTURES


S P ACE S UBTOTAL S UBTOTAL ROOM NO. OF TOTAL
ACTIVITIES CIRCULATION
REQUIREMENTS AREA P ER NO. OF A B AREA ROOMS AREA
F/ F L W AREA QUANTITY
US ER US ERS

Gr o u n d F l o o r

Inne r Ga rde n

Bre a t hing spa c e


Ma in be nc h 12 0.5 6 1
S oc ia l me e t -ups
0.36 50 18 19.5 11.25 48.75 1 48.75
De signa t e d smoking a re a
S ide be nc he s 3 0.5 1.5 9
se mi-
Zoning public priva t e
priva t e

S e c urit y Offic e

Gua rds ove ra ll sa fe t y a nd Ta ble 3 0.6 1.8 1


se c urit y of t he use rs a nd
t he sit e Cha ir 0.5 0.5 0.25 2
0.36 2 0.72 3.281 1.2003 5.2013 2 10.4026
Vie wing of se c urit y
Dra we r 0.8 0.45 0.36 1
c a me ra s

se mi-
Zoning public priva t e Bookshe lf 1.38 0.45 0.621 1
priva t e

TOTA L TOTA L
A R EA OF 53.95 F LOOR 5 9 . 15
S P A C ES A R EA

Table 7.2. Second Floor Plan Space Program


We n g a g e Co - wo rkin g Hu b

US ERS FURNITURE AND FIXTURES


S P ACE S UBTOTAL S UBTOTAL ROOM NO. OF TOTAL
ACTIVITIES CIRCULATION
REQUIREMENTS AREA P ER NO. OF A B AREA ROOMS AREA
F/ F L W AREA QUANTITY
US ER US ERS

S e c o n d Fl o o r

Lobby a nd Re c e pt ion

Ent ry t o building
Re c e pt ion
7.6 0.6 4.56 1
de sk
Gre e t ing of visit ors

S e rve s a s informa t ion


de sk Re c e pt ionist ' s
0.36 15 5.4 0.5 0.5 0.25 2 5.31 3.213 13.923 1 13.923
c ha ir
Booking of spa c e s

Me mbe rship a pplic a t ion


Exhibit st a nds 0.5 0.5 0.25 1
se mi-
Zoning public priva t e
priva t e

Fe ma le Toile t s (Visit ors a nd Te na nt s)

Wa shing
La va t ory 6 0.65 3.9 1
Urina t ing a nd de fe c a t ing
0.36 11 3.96 6.98 3.282 14.222 2 28.444
Re fre shing one se lf
Wa t e r c lose t s 0.7 0.4 0.28 11
se mi-
Zoning public priva t e
priva t e

Ma le Toile t s (Visit ors a nd Te na nt s)

Wa shing La va t ory 6 0.5 3 1

Urina t ing a nd de fe c a t ing Wa t e r c lose t s 0.7 0.4 0.28 9


0.36 10 3.6 6.095 2.9085 12.6035 2 25.207
Re fre shing one se lf Urina ls 0.46 0.25 0.115 5

se mi-
Zoning public priva t e
priva t e
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 124

Exhibit Ha ll / Ope n P la yt e st ing

Exhibit ing of works for


S t a ge 7 4 28 1
visit ors

Displa y
0.6 0.3 0.18 52
Int e ra c t ion be t we e n c ount e r
t e na nt s a nd visit ors
0.36 200 72 Cha ir 0.3 0.3 0.09 52 93.436576 49.6309728 215.068 1 215.068

P la yt e st ing of ga me s Circ ula r st a nd 0.55 0.55 0.95 16

se mi- Int e ra c t ive


Zoning public priva t e 2.4 2.4 18.1 2
priva t e sc re e n

Func t ion Room

Holding of e ve nt s,
me e t ings
Ta ble 2.7 1.3 3.51 8

Int e ra c t ion be t we e n
0.36 200 72 40.08 33.624 145.704 2 291.408
t e na nt s a nd visit ors

Cha ir 0.5 0.5 0.25 48


se mi-
Zoning public priva t e
priva t e

Ope n Ca fé Ba r 53.9072 53.9072

Dining Are a

Ea t ing Cha irs 0.5 0.5 0.25 10

Informa l disc ussions 0.36 20 7.2 Long sofa 13.23 0.66 8.732 2 23.5636 9.22908 39.9927 1 39.9927

se mi-
Zoning public priva t e Ta ble 0.6 0.6 0.36 10
priva t e

Ca fé Ba r

P a nt ry 2 1 2 1
Cooking a nd pre pa ra t ion
of me a ls
Re frige ra t or 0.6 0.6 0.36 1
0.36 2 0.72 9.9835 3.21105 13.9146 1 13.9146
Count e r wit h
P ic k up of food 4.847 0.5 2.424 1
grill & sink
se mi-
Zoning public priva t e Count e r 8 0.65 5.2 1
priva t e

Busine ss Ce nt e r

Clie nt me e t ings Ta ble s 1.2 0.6 0.72 15

Coffe e t a ble 0.36 0.36 0.13 12


Forma l a nd informa l
disc ussions
Armc ha ir 1 1 1 8
0.36 150 54 50.8092 31.44276 136.252 1 136.252
S oc ia l me e t -ups Cha ir 0.5 0.5 0.25 71

Ha ng-out spot Round sofa 2.22 0.6 1.332 7

se mi-
Zoning public priva t e S ofa s 1.3 1.3 1.69 2
priva t e

Int e rior Dining Are a

Ta ble 0.8 0.6 0.48 20


Ea t ing
S ma ll group
2 0.6 1.2 9
t a ble s

Informa l me e t ups a nd 0.36 104 37.44 S olo t a ble 13.6 0.6 8.16 1 71.96 32.82 142.22 1 142.22
c a sua l int e ra c t ion a mong
t e na nt s Cha irs 0.5 0.5 0.25 68

se mi-
Zoning public priva t e S ofa s 5 0.66 3.3 8
priva t e

Food Court

Ea t ing Food kiosks 2.8 2.2 6.16 6

S ma ll group
Informa l me e t ups a nd 1.83 0.91 1.665 12
t a ble s
c a sua l int e ra c t ion a mong 0.36 80 28.8 73.9436 30.82308 133.567 1 133.567
t e na nt s Cha irs 0.5 0.5 0.25 68

se mi-
Zoning public priva t e
priva t e

Administ ra t ive Offic e 115.57 115.57

Re c e pt ion

Re c e pt ion
Gre e t ing of visit ors 2 1 2 1
de sk
S e rve s a s informa t ion Re c e pt ionist ' s
0.5 0.5 0.25 1
de sk c ha ir
0.36 3 1.08 9.855 3.2805 14.2155 1 14.2155
Wa it ing a re a of visit ors S ofa 7.6 0.6 4.56 1

se mi-
Zoning public priva t e Coffe e t a ble 3.5 0.87 3.045 1
priva t e
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 125

Ge ne ra l Employe e Workspa c e

P a pe rwork ha ndling Ta ble 1.3 0.6 0.78 8

Ove rse e ing of spe c ific


building a c t ivit ie s a nd 0.36 8 2.88 Cha ir 0.5 0.5 0.25 8 33.395 10.8825 47.1575 1 47.1575
ma na ge me nt

se mi-
Zoning public priva t e Bookshe lf 1.3 0.45 0.585 43
priva t e

Dire c t or' s Offic e

Dire c t or' s
P a pe rwork ha ndling 3 0.7 2.1 1
t a ble

S upe rvising st a ff Cha ir 0.5 0.5 0.25 3


0.36 3 1.08 3.8625 1.48275 6.42525 1 6.42525
Orga niz ing busine ss pla ns Dra we r 0.65 0.45 0.293 1

se mi-
Zoning public priva t e Bookshe lf 1.6 0.45 0.72 1
priva t e

Building Engine e r

P a pe rwork ha ndling Ta ble 1.8 1.1 1.98 1

Ove rse e ing building


0.36 2 0.72 Cha ir 0.5 0.5 0.25 2 3.47 1.257 5.447 1 5.447
ma int e na nc e

se mi-
Zoning public priva t e Bookshe lf 2.2 0.45 0.99 1
priva t e

Me e t ing Room

Conduc t ing of t e a m
Ta ble 2.6 0.9 2.34 1
me e t ings

Admin upda t e s a nd re vie w 0.36 10 3.6 Cha ir 0.5 0.5 0.25 10 5.83 2.829 12.259 1 12.259

se mi-
Zoning public priva t e Dra we r 2.2 0.45 0.99 1
priva t e

P a nt ry

Kit c he n
Ea t ing 3.18 0.577 1.835 1
c ount e r

Kit c he n isla nd 3.5 0.6 2.1 1


Cooking a nd pre pa ra t ion
of me a ls
Re frige ra t or 0.56 0.56 0.314 1
0.36 12 4.32 9.81246 4.239738 18.3722 1 18.3722
Ca bine t 2.2 0.45 0.99 1
Informa l int e ra c t ion
a mong t e na nt s
Ta ble 1.2 0.76 0.912 2

se mi-
Zoning public priva t e Cha ir 0.5 0.5 0.25 11
priva t e

Fe ma le Toile t s

Wa shing
La va t ory 2.5 0.6 1.5 1
Urina t ing a nd de fe c a t ing
0.36 6 2.16 2.62 1.434 6.214 1 6.214
Re fre shing one se lf
Wa t e r c lose t s 0.7 0.4 0.28 4
se mi-
Zoning public priva t e
priva t e

Ma le Toile t s

Wa shing La va t ory 2.05 0.6 1.23 1

Urina t ing a nd de fe c a t ing Wa t e r c lose t s 0.7 0.4 0.28 3


0.36 5 1.8 2.415 1.2645 5.4795 1 5.4795
Re fre shing one se lf Urina ls 0.46 0.25 0.115 3

se mi-
Zoning public priva t e
priva t e

Floor Ma na ge r Offic e

Ma na ge r' s
P a pe rwork ha ndling 3 0.7 2.1 1
t a ble
Ove rse e ing of oc c upying
0.36 3 1.08 Cha ir 0.5 0.5 0.25 3 3.57 1.395 6.045 1 6.045
floor a c t ivit ie s

se mi-
Zoning public priva t e Bookshe lf 1.6 0.45 0.72 1
priva t e

Out door Ta ble s

Big group
Ea t ing 2.72 1.32 3.59 6
t a ble s
S ma ll group
Informa l me e t ups a nd 2 0.6 1.2 7
t a ble s
c a sua l int e ra c t ion a mong 0.36 104 37.44 52.7024 27.04272 117.185 1 117.185
t e na nt s S ofa s 1.3 1.3 1.69 4

se mi-
Zoning public priva t e Cha irs 0.5 0.5 0.25 64
priva t e
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 126

Gym 123.525 137.843

Gym Are a

Re c e pt ion
7.6 0.6 4.56 1
de sk
Re c e pt ionist ' s
0.5 0.5 0.25 1
c ha ir

Exe rc ising Yoga ma t s 1.872 1.262 2.362 12

Boxing a re a 1.477 1.477 6.853 2

Be nc h 2.455 0.45 1.105 5

0.36 30 10.8 Tra ining c yc le 1.382 0.67 0.926 2 73.205471 25.2016413 109.207 1 109.207

P ull-up fra me
1.04 0.66 0.686 2
a nd ba r
Rowing
Re lie ving st re ss 2.25 0.58 1.305 2
ma c hine
S t a t iona ry
1.2 0.66 0.792 4
bike

Tre a dmill 2.06 0.86 1.772 4

se mi-
Zoning public priva t e Be nc h pre ss 1.465 1.613 2.363 2
priva t e

S howe rs a nd Loc ke rs

S howe ring S howe r st a lls 1 1 1 6

S t oring of pe rsona l
0.36 10 3.6 Loc ke rs 0.5 0.3 0.15 5 7.41375 3.304125 14.3179 2 28.6358
be longings

se mi-
Zoning public priva t e
priva t e Be nc he s 1.475 0.45 0.664 1

Ca psule Be ds

Re c e pt ion
S le e ping 7.6 0.6 4.56 1
de sk
Re c e pt ionist ' s
0.5 0.5 0.25 1
c ha ir

Re c upe ra t ion 0.36 30 10.8 76.224 26.1072 113.131 1 113.131


Ca psule be ds 2.3 1 2.3 30

se mi-
Zoning public priva t e Loc ke rs 0.45 0.37 0.167 16
priva t e

TOTA L TOTA L
A R EA OF 13 4 3 F LOOR 15 3 0
S P A C ES A R EA

Table 7.3. Third Floor Plan Space Program


We n g a g e Co - wo rkin g Hu b

US ERS FURNITURE AND FIXTURES


S P ACE S UBTOTAL S UBTOTAL ROOM NO. OF TOTAL
ACTIVITIES CIRCULATION
REQUIREMENTS AREA P ER NO. OF A B AREA ROOMS AREA
F/ F L W AREA QUANTITY
US ER US ERS

Th i r d F l o o r

Lobby a nd Re c e pt ion

Ent ry t o building
Re c e pt ion
7.6 0.6 4.56 1
de sk
Gre e t ing of visit ors

S e rve s a s informa t ion


de sk Re c e pt ionist ' s
0.36 15 5.4 0.5 0.5 0.25 2 5.31 3.213 13.923 1 13.923
c ha ir
Booking of spa c e s

Me mbe rship a pplic a t ion


Exhibit st a nds 0.5 0.5 0.25 1
se mi-
Zoning public priva t e
priva t e

Fe ma le Toile t s (Visit ors a nd Te na nt s)

Wa shing
La va t ory 6 0.65 3.9 1
Urina t ing a nd de fe c a t ing
0.36 11 3.96 6.98 3.282 14.222 2 28.444
Re fre shing one se lf
Wa t e r c lose t s 0.7 0.4 0.28 11
se mi-
Zoning public priva t e
priva t e
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 127

Ma le Toile t s (Visit ors a nd Te na nt s)

Wa shing La va t ory 6 0.5 3 1

Urina t ing a nd de fe c a t ing Wa t e r c lose t s 0.7 0.4 0.28 9


0.36 10 3.6 6.095 2.9085 12.6035 2 25.207
Re fre shing one se lf Urina ls 0.46 0.25 0.115 5

se mi-
Zoning public priva t e
priva t e

Isola t ion S pa c e (Ha llwa ys)

Bre a t hing spa c e P la nt e r box 13 4 52 4

S oc ia l me e t -ups 0.36 200 72 Seats 0.5 0.5 0.25 67 224.75 89.025 385.775 1 385.775

se mi-
Zoning public priva t e
priva t e

P lug a nd P la y Offic e 295.085 1180.34

Re c e pt ion

Re c e pt ion
Ent ry spa c e of t he floor 3.28 0.6 1.968 1
de sk
Re c e pt ionist ' s
Gre e t ing of visit ors 0.5 0.5 0.25 1
c ha ir
0.36 5 1.8 9.823 3.4869 15.1099 4 60.4396
S e rve s a s informa t ion
S ofa 7.6 0.6 4.56 1
de sk

se mi-
Zoning public priva t e Coffe e t a ble 3.5 0.87 3.045 1
priva t e

Workst a t ions

Enc lose d pods 2.1 1.6 3.36 12


P riva t e , se mi-priva t e a nd
ope n la yout st a t ions
Cubic le s 1.6 1.3 2.08 22
0.36 50 18 114.26 39.678 171.938 4 687.752
Working Ope n de sk 1.4 0.7 0.98 16

se mi-
Zoning public priva t e Cha ir 0.5 0.5 0.25 50
priva t e

Me e t ing Room

Conduc t ing of t e a m
Ta ble 3.83 1.12 4.29 1
me e t ings

Admin upda t e s a nd re vie w 0.36 12 4.32 Cha ir 0.5 0.5 0.25 12 8.2796 3.77988 16.3795 4 65.5179

se mi-
Zoning public priva t e Dra we r 2.2 0.45 0.99 1
priva t e

S t udio He a d / CEO' s Offic e

Ma na ge r' s
P a pe rwork ha ndling 3 0.7 2.1 1
t a ble

Cha ir 0.5 0.5 0.25 3


Ma na ge s ove ra ll c ompa ny
ope ra t ions a nd proje c t s
Bookshe lf 2.2 0.45 0.99 1
0.36 3 1.08 6.012744 2.1278232 9.22057 4 36.8823
Dire c t s c ommunic a t ion
Dra we r 1.6 0.45 0.72 1
be t we e n divisions
Ove rse e ing of offic e
S ide t a ble 0.3 0.3 0.283 1
a c t ivit ie s

se mi-
Zoning public priva t e S ofa 1.8 0.65 1.17 1
priva t e

Huma n Re sourc e s Offic e

Int e rvie wing a nd


Ta ble 1.8 0.7 1.26 2
sc re e ning of e mploye e s
Ha ndling of pa yrolls a nd
Cha ir 0.5 0.5 0.25 3
t ra ining

P la nning, dire c t ing a nd 0.36 3 1.08 8.22 2.79 12.09 4 48.36


c oordina t ing of Bookshe lf 2.2 0.45 0.99 5
a dminist ra t ive func t ions

se mi-
Zoning public priva t e
priva t e

P a nt ry

Ea t ing Big t a ble 1.12 0.91 1.019 1

S oc ia l me e t -ups S ma ll t a ble 1.2 0.76 0.912 1

Ma king priva t e c a lls Cha ir 0.5 0.5 0.25 12

Kit c he n
P re pa ring food 3.6 0.5 1.8 2
c ount e r
0.36 25 9 23.3528 9.70584 42.0586 4 168.235
Re frige ra t or 0.56 0.56 0.314 1
Informa l me e t ups a nd
c a sua l int e ra c t ion a mong Ca ll boot hs 1.6 1.1 1.76 3
t e na nt s
Couc h 7.2 0.5 3.6 1

se mi-
Zoning public priva t e Coffe e t a ble 3.35 1.68 5.628 1
priva t e
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Colla b S pa c e

Ope n me e t ings Couc h 2 0.66 1.32 3

Innova t ing a nd
0.36 30 10.8 Modula r se a t s 0.5 0.5 0.25 18 10.96 6.528 28.288 4 113.152
c olla bora t ing

se mi-
Zoning public priva t e Ta ble 2.5 1 2.5 1
priva t e

Ga me Lounge 101.357 123.853

Commons Are a

Re la xing Couc h 2 0.66 1.32 3

Cha ir 0.5 0.5 0.25 26


Informa l int e ra c t ion
a mong t e na nt s
0.36 40 14.4 Big t a ble 4.82 1.4 6.748 2 46.261864 18.1985592 78.8604 1 78.8604

S oc ia l me e t -ups S ma ll t a ble 1.83 0.91 1.665 2

se mi-
Zoning public priva t e Dra we rs 7.55 0.8 18.98 1
priva t e

P la yt e st Are a

P la yt e sing, re la xing Couc h 2 0.66 1.32 2

Cushion se a t s 0.65 0.5 0.325 6


Informa l int e ra c t ion
0.36 14 5.04 6.285 3.3975 14.7225 2 29.445
a mong t e na nt s
TVse t 1.95 0.5 0.975 1

se mi-
Zoning public priva t e S ide t a ble 0.6 0.6 0.36 2
priva t e

VR Room

P la yt e sing, re la xing Couc h 2 0.66 1.32 1

S ide t a ble 0.6 0.6 0.36 1


Informa l int e ra c t ion
0.36 5 1.8 4.18 1.794 7.774 2 15.548
a mong t e na nt s
TVse t 3 0.5 1.5 1

se mi-
Zoning public priva t e VR ga me spa c e 1 1 1 1
priva t e

Out door Ta ble s

Ea t ing Round sofa 2.22 0.6 1.332 2

S ma ll group
Informa l me e t ups a nd 1.2 0.6 0.72 15
t a ble s
c a sua l int e ra c t ion a mong 0.36 85 30.6 141.004 51.4812 223.085 1 223.085
t e na nt s S ofa s 1.3 1.3 1.69 66

se mi-
Zoning public priva t e Cha irs 0.5 0.5 0.25 64
priva t e

Floor Ma na ge r Offic e

Ma na ge r' s
P a pe rwork ha ndling 3 0.7 2.1 1
t a ble
Ove rse e ing of oc c upying
0.36 3 1.08 Cha ir 0.5 0.5 0.25 3 3.57 1.395 6.045 1 6.045
floor a c t ivit ie s
se mi-
Zoning public priva t e Bookshe lf 1.6 0.45 0.72 1
priva t e

TOTA L TOTA L
A R EA OF 10 5 2 F LOOR 19 8 7
S P A C ES A R EA

Table 7.4. Fourth Floor Plan Space Program


We n g a g e Co - wo rkin g Hu b

US ERS FURNITURE AND FIXTURES


S P ACE S UBTOTAL S UBTOTAL ROOM NO. OF TOTAL
ACTIVITIES CIRCULATION
REQUIREMENTS AREA P ER NO. OF A B AREA ROOMS AREA
F/ F L W AREA QUANTITY
US ER US ERS

Fo u rt h Fl o o r

Lobby a nd Re c e pt ion

Ent ry t o building
Re c e pt ion
7.6 0.6 4.56 1
de sk
Gre e t ing of visit ors

S e rve s a s informa t ion


de sk Re c e pt ionist ' s
0.36 15 5.4 0.5 0.5 0.25 2 5.31 3.213 13.923 1 13.923
c ha ir
Booking of spa c e s

Me mbe rship a pplic a t ion


Exhibit st a nds 0.5 0.5 0.25 1
se mi-
Zoning public priva t e
priva t e
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 129

Fe ma le Toile t s (Visit ors a nd Te na nt s)

Wa shing
La va t ory 6 0.65 3.9 1
Urina t ing a nd de fe c a t ing
0.36 11 3.96 6.98 3.282 14.222 2 28.444
Re fre shing one se lf
Wa t e r c lose t s 0.7 0.4 0.28 11
se mi-
Zoning public priva t e
priva t e

Ma le Toile t s (Visit ors a nd Te na nt s)

Wa shing La va t ory 6 0.5 3 1

Urina t ing a nd de fe c a t ing Wa t e r c lose t s 0.7 0.4 0.28 9


0.36 10 3.6 6.095 2.9085 12.6035 2 25.207
Re fre shing one se lf Urina ls 0.46 0.25 0.115 5

se mi-
Zoning public priva t e
priva t e

Hot De sk Are a

Ta ble 1.1 0.6 0.66 60

Cha ir 0.5 0.5 0.25 82


Working, ga me produc t ion
a nd t e st ing
Loc ke rs 0.5 0.3 0.15 24

Cubic le s 1.6 1.3 2.08 21

Re c e pt ion
0.36 90 32.4 7.6 0.6 4.56 1 121.175 46.0725 199.648 1 199.648
de sk

Round sofa 1.5 0.7 1.05 1


Colla bora t ing be t we e n
pe e rs
Couc h 2 0.66 1.32 3

Cushion se a t s 0.65 0.5 0.325 10

se mi-
Zoning public priva t e TVse t 1.95 0.5 0.975 1
priva t e

S e mi P riva t e Workst a t ions

Modula r se a t s 0.5 0.5 0.25 11

Cha ir 0.5 0.5 0.25 60


Ga me produc t ion a nd
t e st ing
Loc ke rs 0.5 0.3 0.15 24

Cubic le s 1.6 1.3 2.08 47

Re c e pt ion
0.36 80 28.8 7.6 0.6 4.56 1 132.925 48.5175 210.243 1 210.243
de sk

Round sofa 1.5 0.7 1.05 1


Individua l working
Couc h 2 0.66 1.32 4

Cushion se a t s 0.65 0.5 0.325 6

se mi-
Zoning public priva t e TVse t 1.95 0.5 0.975 1
priva t e

Colla b S pa c e

Modula r se a t s 0.5 0.5 0.25 44


Colla bora t ing be t we e n
pe e rs
Cha ir 0.5 0.5 0.25 60

0.36 90 32.4 Big t a ble 2.75 0.91 2.503 4 45.51 23.373 101.283 1 101.283
Te a m me e t ings,
bra inst orming
Round c ouc h 1 1 1 5

se mi-
Zoning public priva t e Modula r t a ble 1.5 0.6 0.9 5
priva t e

P riva t e Workst a t ions

Enc lose d pod 2.2 1.5 3.3 26

Cha ir 0.5 0.5 0.25 12


Ga me produc t ion a nd
t e st ing
Loc ke rs 0.5 0.3 0.15 12

Ta ble 1.1 0.6 0.66 12


0.36 65 23.4 130.6276 46.20828 200.236 1 200.236
Ope n t a ble 1.68 1.1 1.848 13

Conc e nt ra t e d working S olo c ouc h 0.66 0.66 0.436 6

S ide t a ble 0.7 0.7 0.49 3

se mi-
Zoning public priva t e Cushion se a t s 1 1 1 4
priva t e
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 130

Libra ry

Re c e pt ion
Re a ding 3.28 0.6 1.968 1
de sk

Bookshe lf 3 0.78 2.34 20


Ga t he ring informa t ion
Dra we rs 2 0.6 3.77 2
0.36 45 16.2 100.449432 34.9948296 151.644 1 151.644
S olo t a ble 10.2 0.6 19.23 1
Re ga ining inspira t ion
Cha ir 0.5 0.5 0.785 25

se mi-
Zoning public priva t e Couc h 2 0.66 1.32 4
priva t e

Me dit a t ion Room

Bre a t hing spa c e S ofa se a t 3.9 0.53 2.067 2

Me dit a t ing, re c upe ra t ing 0.36 45 16.2 Cushion se a t s 0.45 0.45 0.203 20 20.624736 11.0474208 47.8722 1 47.8722

se mi-
Zoning public priva t e P la nt e r box 3.3 0.6 6.22 2
priva t e

Floor Ma na ge r Offic e

Ma na ge r' s
P a pe rwork ha ndling 3 0.7 2.1 1
t a ble
Ove rse e ing of oc c upying
0.36 3 1.08 Cha ir 0.5 0.5 0.25 3 3.57 1.395 6.045 1 6.045
floor a c t ivit ie s

se mi-
Zoning public priva t e Bookshe lf 1.6 0.45 0.72 1
priva t e

TOTA L TOTA L
A R EA OF 957.7 F LOOR 984.5
S P A C ES A R EA

Table 7.5. Tabulated Summary of Area Requirements

Ground Floor
Spaces Area per Space Overall Area
(Square Meters) (Square Meters)
Inner Garden 48.75 48.75
Security Office 5.20 10.40
Total Area of Spaces 53.95 sqm 59.15 sqm

Second Floor
Spaces Area per Space Overall Area
(Square Meters) (Square Meters)
Lobby and Reception 13.92 13.92
Female Toilets (Tenants) 14.22 28.44
Male Toilets (Tenants) 12.60 25.21
Exhibit Hall 215.07 215.07
Function Rooms 145.70 291.40
Open Café Bar 53.91 53.91
Business Center 136.25 136.25
Interior Dining Area 142.22 142.22
Food Court 133.57 133.57
Administrative Office 115.57 115.57
Floor Manager’s Office 6.05 6.05
Outdoor tables 117.19 117.19
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Gym with Shower and Lockers 123.52 123.52


Capsule Beds 113.13 113.13
Total Area of Spaces 1342.90 sqm 1529.80 sqm

Third Floor
Spaces Area per Space Overall Area
(Square Meters) (Square Meters)
Lobby and Reception 13.92 13.92
Female Toilets (Tenants) 14.22 28.44
Male Toilets (Tenants) 12.60 25.21
Isolation Space 385.76 385.76
Plug and Play Offices 295.09 1180.34
Game Lounge 101.36 123.85
Outdoor Tables 223.09 223.09
Floor Manager’s Office 6.05 6.05
Total Area of Spaces 1052 sqm 1987 sqm

Fourth Floor
Spaces Area per Space Overall Area
(Square Meters) (Square Meters)
Lobby and Reception 13.92 13.92
Female Toilets (Tenants) 14.22 28.44
Male Toilets (Tenants) 12.60 25.21
Hot Desk Area 199.65 199.65
Semi Private Workstations 210.24 210.24
Collab Space 101.28 101.28
Private Workstations 200.24 200.24
Library 151.64 151.64
Meditation Room 47.87 47.87
Floor Manager’s Office 6.05 6.05
Total Area of Spaces 957.72 sqm 984.54 sqm
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Room Data Sheet

Table 7.5. Ground to Fourth Floor Room Data Sheet


We n g a g e Co - wo rkin g Hu b

LIGHTING VENTILATION ACOUS TICS VIS IBILITY FIRE RIS K


S P ACE ACTIVITYLEVEL
NATURAL ARTIFICIAL NATURAL ARTIFICIAL QUIET NOIS Y OP EN HIDDEN LOW MEDIUM HIGH

Gr o u n d F l o o r

P ublic S pa c e s

P a rking P a ssive √ √ √ √ √ √
Inne r Ga rde n P a ssive √ √ √ √ √ √
P riva t e S pa c e s

S e c urit y Offic e Ac t ive √ √ √ √ √ √ √


Admin P a rking P a ssive √ √ √ √ √ √
S e rvic e S pa c e s

De live ry Ba y P a ssive √ √ √ √ √ √
S t ora ge Room P a ssive √ √ √ √ √
Ga rba ge Room P a ssive √ √ √ √ √
Me c ha nic a l Room P a ssive √ √ √ √ √
Ge ne ra t or Room P a ssive √ √ √ √ √
Ele c t ric a l Room P a ssive √ √ √ √ √
Tra nsforme r Va ult P a ssive √ √ √ √ √
P ump Room P a ssive √ √ √ √ √
Ga rba ge Room P a ssive √ √ √ √ √
S e c o n d Fl o o r

P ublic S pa c e s

Lobby a nd Re c e pt ion P a ssive √ √ √ √ √ √


Toile t s P a ssive √ √ √ √ √ √
Exhibit Ha ll Ac t ive √ √ √ √ √ √
Func t ion Rooms Ac t ive √ √ √ √ √ √
Ope n Ca fé P a ssive √ √ √ √ √ √ √
Busine ss Ce nt e r Ac t ive √ √ √ √ √ √ √
Administ ra t ive S pa c e s

Re c e pt ion P a ssive √ √ √ √ √ √
Ge ne ra l Employe e
Workspa c e
Ac t ive √ √ √ √ √ √
Arc hive s P a ssive √ √ √ √ √ √
Building Engine e r' s
Offic e
Ac t ive √ √ √ √ √ √
Dire c t or' s Offic e Ac t ive √ √ √ √ √ √
Floor Ma na ge r' s
Offic e
Ac t ive √ √ √ √ √ √
Me e t ing Room Ac t ive √ √ √ √ √ √
P a nt ry P a ssive √ √ √ √ √ √
Toile t s P a ssive √ √ √ √ √ √
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S e mi-priva t e S pa c e s

Out door Ta ble s Ac t ive √ √ √ √ √ √ √


Int e rior Dining Are a Ac t ive √ √ √ √ √ √ √
Food Court Ac t ive √ √ √ √ √ √ √
Gym Ac t ive √ √ √ √ √ √
Ca psule Be ds P a ssive √ √ √ √ √ √
Toile t s P a ssive √ √ √ √ √ √
S e rvic e S pa c e s

Ele c t ric a l Room P a ssive √ √ √ √ √ √


S e rve r Room P a ssive √ √ √ √ √ √
VRF AHU P a ssive √ √ √ √ √ √
Te le c ommunic a t ions P a ssive √ √ √ √ √ √
S t ora ge Room P a ssive √ √ √ √ √ √
Auxilia ry Room P a ssive √ √ √ √ √ √
S t ora ge Room P a ssive √ √ √ √ √ √
Auxilia ry Room P a ssive √ √ √ √ √ √
Th i r d F l o o r

S e mi-priva t e S pa c e s

Isola t ion S pa c e s P a ssive √ √ √ √ √ √ √


P lug a nd P la y Offic e s Ac t ive √ √ √ √ √ √
Ga me Lounge Ac t ive √ √ √ √ √ √
Out door Ta ble s Ac t ive √ √ √ √ √ √ √
Fo u rt h Fl o o r

S e mi-priva t e S pa c e s

Hot De sk Are a Ac t ive √ √ √ √ √ √


S e mi-priva t e
Workst a t ions
Ac t ive √ √ √ √ √ √
Colla b S pa c e Ac t ive √ √ √ √ √ √
P riva t e Workst a t ions Ac t ive √ √ √ √ √ √
Libra ry P a ssive √ √ √ √ √ √ √
Me dit a t ion Room P a ssive √ √ √ √ √ √ √
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 134

Adjacency Matrix

Fig. 7.1. Adjacency matrix of the ground floor spaces

Fig. 7.2. Adjacency matrix of the second floor spaces


WEngage: Co-working Hub with Rentable Studios for Indie Game Development 135

Fig. 7.3. Adjacency matrix of the third floor spaces

Fig. 7.4. Adjacency matrix of the fourth floor spaces


WEngage: Co-working Hub with Rentable Studios for Indie Game Development 136

Bubble Diagram

Fig. 7.5. Bubble diagram of the ground floor spaces

Fig. 7.6. Bubble diagram of the second floor spaces


WEngage: Co-working Hub with Rentable Studios for Indie Game Development 137

Fig. 7.7. Bubble diagram of the third floor spaces

Fig. 7.8. Bubble diagram of the fourth floor spaces


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Chapter VIII

Conceptual Development

Design Objectives

With consideration of the conducted research and analysis of the proposal, the

following are deemed to be the best fit for translating the project objectives into design:

1. To design work environments that incorporate visual cues which will enhance

how users perceive and experience the spaces;

2. To design comfortable yet engaging spaces through proper zoning among the

various users, nurturing nodes in between private areas;

3. To design working environments that cater to the differing needs and

preferences of indie game developers by providing a variety of customizable

workstations and modular furniture.

Design Philosophy

As a three-dimensional object, architecture encompasses not only visual design

but user experience as well. This additional element of interactivity that is often limited

in other forms of art enables a design to create various differing perceptions of space

with only subtle changes in the environment.

The way an individual consumes architecture is heavily influenced by their

response to the objects present in their space. A designer must take into account the

effects of these objects on its surroundings: what people will see, how it will feel when

touched, where it should be placed to maximize impact. Architecture does not need to

be grand nor colorful to be impactful. It should only be mindful of its position and
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context within the space and allow meaningful dialogue to be produced between the

structure and its audience.

As such, an architect should take into consideration designing the movement

surrounding the object, designing around user experience and interaction, as a means

of creating responsive architecture.

Design Concept

In establishing the relationship between video games and architecture, a

particular concept often resurfaces in the overlap. Both deal with experience and

function that manifests in the primary goal of engaging their intended audience

(Tiemersma, 2014). An engaging atmosphere is best cultivated through a type of call-

and-response approach that can be observed in emergence.

Emergence entails the provision of an environment, fully furnished with the

necessities of the space, and allows an individual to interpret it according to his needs

and preferences (Tiemersma, 2014). The notion behind emergence relies on user

interaction and the flexibility of space in forming personal meanings and functions. It

embraces the unforeseen experience that strays from the designer’s intended design,

giving the user enough freedom to manipulate and personalize his surroundings.

The ability to personalize their own spaces is a factor that affects employee

satisfaction and comfort in an office space (Clements-Croome, 2018). This is due to the

need to display individualism among a large group of people and a claim of one’s

identity. As such, the theory behind emergence can cover all the necessary elements to

produce an engaging, responsive, and comfortable working environment.


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Playing to one’s advantage. In line with the notion of emergence, the project

introduces the concept of free play architecture which derives its meaning from

free play games and activities. According to the Merriam-Webster Dictionary,

free play is defined as an “unrestricted movement, activity, or interplay”. This

is an activity typically observed in children’s playgrounds; the active,

unstructured, outdoor play often linked with social development and well-being

(Alleyne, 2011).

Free play features the similar aspects of emergence in the way it

provides freedom and choices within certain boundaries. Flexibility plays the

most significant factor in this approach, providing the essentials of an

environment and allowing its user to manipulate it according to their desired use

and preferences. Providing multiple-use objects and spaces engages the

creativity of an individual, giving them glimpses of new, unexplored

perspectives that can aid in idea creation. This serves as an approach to playful

design that does not rely on aesthetics but its function. According to the

conducted interviews, game developers will appreciate this more as it is not

subject to personal tastes and style.


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Design Considerations

With the concept of emergence dominating the direction of design,

considerations were taken from Alcock et al.’s Responsive environments (1985)

wherein principles of wise urban planning are dictated. Although the proposal is

focused on a single structure instead of a city, Alcock et al.'s design methods and

theories closely match the notion behind emergence. It often states the importance of

giving users multiple options in sound design, following the same train of thought.

Richness. As part of the multi-sensory approach, architecture deals with

sensory experiences that cover sight, smell, touch, and hearing. Richness entails

the structure's effects on the user's overall experience, no matter how subtle

some of the techniques may appear.

Visual appropriateness. The mental image of a place depends on one's

perception of space. Visual appropriateness regards the quick interpretation of

a viewer in their space, drawing their attention to the overall physical attributes

present that may hint at the space’s intended use. This is achieved through

appropriate visual cues that tell the user of its functions without completely

overriding their ability to create personal meanings within the space.

Permeability. Permeability is measured in terms of access: where people can

go and where they cannot. This is observed in spatial layouts that offer
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circulation paths that are linked to form a cohesive flow of movement. Pathways

can be made unique by providing alternative routes that offer different

experiences per branch. In this manner, the interaction between users can be

manipulated across private and public zones by allowing them to choose their

corresponding "gameplays" and scenes.

Personalization. The ability to customize and personalize one's space is an

essential aspect of emergence as this goes hand-in-hand with legibility.

Individuals are often attached to the idea of personal spaces and territorial

claims as a manner of security. This will become a design challenge considering

co-working is a public space, and hot desks limit the stability for long-term

personalization.

Design Strategies

Creating narratives through multi-sensory design. The multi-sensory design

framework is one of the most effective strategies formed for considering the

richness and legibility of a space. Multi-sensory design has been theorized and

re-theorized several times over the course of the years. To maintain a clear and

updated format, the project will follow the Flourish Model by Clements-

Croome et. al., (2019).

This model introduces three layers to be considered in design: (1) the

normal layer, wherein the standard comfort, health and safety guidelines are

applied in terms of temperature, sound, light, ventilation, etc., (2) the individual
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 143

layer, which takes into account personal preferences and offers a degree of

control over one’s surroundings, and (3) the sparkle layer, which are the

additional features of a space serves as a boost in an individual’s wellbeing such

as access to nature, daylight, color schemes, etc.

Design precedents. Of the various structures which are applauded to

display multi-sensory approaches, most of them often depend on

materials and texture to create an additional sense of depth. Although

others still incorporate sounds and scents as part of the experience, the

predominant senses being taken into consideration are still sight and

touch. The most common typology to incorporate this approach are

museums and exhibit halls as these are typically the ones who make use

of a viewer’s experience as their main function. In contrast to more

functional-based typologies such as offices, multi-sensory design must

revolve around producing comfortable and engaging environments but

are not distracting for the users. Special consideration is also given for

the preferred working conditions of game developers as taken from the

interviews.

As previously analyzed, dim rooms with properly segregated

social zones are typical environment in game development. This allows

them sufficient control over their work and space, increasing

concentration while negating possible disturbances. However, in light of

the trend towards reinforcing proper office design, access to daylight


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and open spaces are must to ensure good health and well-being. To even

out the contrast, the project offers a different approach into integrating

light and nature inside the structure. One solution is to make use of

skylights.

Fig. 8.1. Horse stable illuminated through skylights


Reprinted from “Elongated skylight illuminates stables in Chile by Matias Zegers Architects,”
by Griffiths, A. (2018). Retrieved from https://www.dezeen.com/2018/07/29/chile-stables-
matias-zegers-architecture/

The Chilean stables designed by Arch. Matias Zegers introduced

an elongated skylight as the key feature, running from one end of the

structure to the other. According to Griffiths (2018), the opening

allowed sufficient natural light for the horses and groom to work indoors

with only minimal artificial lighting required. In a similar fashion, using

skylights as the main windows in the project would provide enough

daylight to penetrate into the building without the harshness of glare

typical window layouts produce. This would restrict the amount of


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uncontrollable lighting (sunlight) in the workspaces but is still supported

with artificial lights which the tenants are able to adjust according to

their preference. However, this would result in dim spots inside the

structure and lack of views to the outside world. To resolve this, internal

courtyards and pocket gardens will become the main source of nature

and accessible green space, excluding the plaza.

Fig. 8.2. Garden terraces


Reprinted from “kojimachi terrace,” by Nendo. (2019). Retrieved from
http://www.nendo.jp/en/works/kojimachi-terrace/

The design firm, Nendo, intended to allocate outdoor spaces that

are more connected to the external environment and are easily accessible

in office settings. The final outcome is the “Sky Forest” which was

developed as a small hideaway for employees in between office hours.

Openings below allow visual connections between floors and even

provide enough space for trees to grow in. Incorporating pocket gardens

and courtyards such as these into the project will deliver the necessary
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comfort zones in nature as well as sceneries that may be hindered by the

lack of big windows.

In terms of comfortable zones, the psychological aspects of

design are not overlooked but made prominent in multi-sensory

architecture. Considering the distinction between active, social and

private, work-focused behavior of the target users, spaces can be

designed to create visual cues covering both zones. Spaces for isolation

and limited social proximity (Nordstrom & Wagner, 2018) as well as

high perceived quality of their work environment (Cudmore, et. al.,

2018) are necessary to further enhance concentration and self-

productivity. Aside from allotting courtyards and pocket gardens, the

project will integrate psychological aspects of interior design into the

interior architecture as means of improving well-being and natural

comfort.

Fig. 8.3. EKH Children Hospital interiors


Reprinted from “EKH Children Hospital / IF (Integrated Field),” by Abdel, H. (2020).
Retrieved from https://www.archdaily.com/932317/ekh-children-hospital-s-csb

The EKH Children Hospital in Thailand was able to create a

good portrayal of this approach. Since hospitals lean towards sterile and
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cold environments, it is often associated by children with pain, bitter

medicine and scary needles. As a solution, interior decoration of the

hospital was designed with “fun” in mind. The finish of the materials,

color schemes and layout generate an exciting mood inside the structure.

Pastel colors and curving elements are distributed inside the building

which aims to inspire imagination and a sense of freedom from the usual

stiff geometric forms. Another structure that displays this technique is

the Barry Callebaut Offices & Chocolate Academy in Istanbul.

Fig. 8.4. Barry Callebaut Offices & Chocolate Academy interiors


Reprinted from “Barry Callebaut Offices & Chocolate Academy - Istanbul”. (2019).
Retrieved from https://officesnapshots.com/2019/08/26/barry-callebaut-offices-chocolate-
academy-istanbul/

This office’s interior design was based on their products,

invoking the “essence, elegance and deliciousness” of chocolate. An

interesting feature was the use of the wooden grids, free flowing as the

coffered ceiling. The structure made use of both curved and linear

elements in this case which gave it the elegance an office requires while

still being playful. Its overall design appears to be dependent on the

intended atmosphere and impact on its users as evident in the dim

lighting and sunken pods of the second photo. However, in terms of


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spatial design and planning, the Poly Wedo Art Educational Institution

would appear to be more effective in delivering the appropriate

environment that balances both privacy and interaction.

Fig. 8.5. Poly WeDo Art Education interiors


Reprinted from “Rockery for Play—Poly WeDo Art Education / ARCHSTUDIO”. (2017).
Retrieved from https://www.archdaily.com/878933/rockery-for-play-poly-wedo-art-
education-damei-branch-archstudio

The building is composed of circular classrooms with arched

window openings into corridors, letting passersby visually connect with

the activities inside. Even the use of wood and artificial trees are a subtle

nod to the stimulation nature gives in between serious studies and

concentration.

To compare the three given structures, all of them were

conceptualized as with specific uses but had overlapped in terms of

design considerations and elements. Applied in office and co-working

settings, the structure must be a habitat for private work, either as teams

or as individuals but must not discount the ability to interact with others

and give inspiration during periods of concentration. The combination

of curved and linear elements, colorful palettes and spirited decor

provide sufficient visual stimulation unlike the stereotypical and rigid


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set-up of corporate offices, allowing playful scenes to be integrated into

work.

Nurturing interactivity in dynamic nodes and zonal overlaps. Aside from

the psychological effects that architecture provides, another factor affecting

workspaces is the social well-being and interaction among employees (Ban &

Imai, 2016). Features involving the social, active behavior of the users are

heeded in designing zonal overlaps to nurture casual interaction and

collaboration between a variety of individuals. Permeability is the most

important consideration for this strategy as visual, physical and social access

are put into play. These nodes serve to balance the quiet and serious nature of

the proposed workspaces, acting as “recharge” spots that may aid them in

drafting new ideas, help them receive feedback on their work or simply

immersing themselves in the company of like-minded individuals.

Design precedents. Based on Fayard & Weeks (2011) guide for

effective collaboration, the three dimensions (proximity, privacy and

permission) must be equally balanced to lessen social barriers in

interaction. The use of these dimensions, although not completely

dependent on architectural solutions, are greatly affected by designs

being taken into account. While others may think of it as an additional

feature which will eventually be formed through the community, some


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structures utilize the potential for collaboration as a main focal point in

design. An example of this is the Shanghai Baoye Center in China.

Fig. 8.6. Shanghai Baoye Center staircase


Reprinted from “Shanghai Baoye Center Interior / LYCS Architecture,” by Archdaily. (2018).
Retrieved from https://www.archdaily.com/897383/shanghai-baoye-center-interior-lycs-
architecture

In the layout of their office, a great staircase greets both visitors

and employees right from the lobby. The purpose of this staircase is

meant to prompt informal interaction among employees in the cases

wherein they happen to walk together or bump into each other while

walking towards their destination. Each landing is connected to an office

per floor; this ensures that a person taking the stairs would have to pass

by every office beneath his, heightening his chances of casual meetings

with other employees. Dynamic nodes are designed the best when they

are tailored to fill another role. As analyzed by Fayard & Weeks (2011),

design cannot completely dictate the use of a space especially when it

comes to user interactivity. This is supported by the theory of emergence

as well which allows multiple interpretations of a space according to

one’s comfort in the said space. In the case of the Shanghai Baoye

Center’s staircase, its primary role is to be a vertical access point

between the floors but opens room for employees to interpret it as a place
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to meet other people, have casual discussions or even make invitations

for collaboration.

Fig. 8.7. Uber headquarters – Commons


Reprinted from “SHoP Unveils Plans for New Uber Headquarters in San Francisco,” by
Rosenfield, K. (2015). Retrieved from https://www.archdaily.com/636843/shop-unveils-

A similar take in design is the Uber headquarters in San

Francisco which features the main circulation point as “the Commons”.

It was designed as the space for meetings with connecting bridges

hovering above it, forming an intersection for various interactions.

Unlike the Shanghai Baoye Center, the Commons’ intended purpose is

a gathering area like a plaza. The big space would make it an ideal

location to simply wait or hangout and will most likely frequented for

socializing.

Other methods that incorporate the three dimensions can include

the use of materials, especially for privacy. In places meant for high

concentration such as offices, control over privacy is a must to retain

focus and avoid distractions. However, control does not mean

completely eliminating potential for social interaction. Desk areas or

rooms may be provided with appropriate materials that limit visual

access and proximity unless granted permission. A greenhouse in


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Taiwan had implemented a system which can be applied into this

strategy.

Fig. 8.8. In Between Green House facade


Reprinted from “In Between Green House / J.R Architects,” by Archdaily. (2019). Retrieved
from https://www.archdaily.com/916576/in-between-green-house-jr-architects

The In Between Green House had utilized a double-skin façade

using translucent polycarbonate panels and glass to blend the distinction

between the exterior and interior environment. This can be incorporated

into interiors but instead of blurring the line between two zones, it

emphasizes the boundary of the two. With the rise of open plan layouts,

there has been little to no divisions between private and public

workspaces. Incorporating translucent partitions offers semi-privacy for

an individual while giving him the opportunity to invite outsiders into

his space once he sees their silhouettes on the other side of the partition.

This grants them ease and comfort in generating in-depth discussions

and collaboration away from the prying eyes of others. In relation to

materials, zoning can be subtly defined with other partition textures such

as glass, wire frames or perforated mesh.


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Fig. 8.9. The Second Skin perforated mesh


Reprinted from “The Second Skin / LUKSTUDIO,” by Archdaily. (2018). Retrieved from
https://www.archdaily.com/890450/the-second-skin-lukstudio

The Second Skin is a lingerie store Hong Kong that was able to

physically manifest the lightness and seamless identity of their product

into their interiors. The curving forms of the steel mesh highlight the

different sections of the shop, often overlapping to continue the flow of

design. Perforated mesh is a more visually permeable material compared

to translucent panels but are still flexible enough to determine irregular

zonal configurations of the proposed structure. The style of the material

can be easily paired with glass enclosures, providing a contrasting

texture to smooth, clear glass.


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Introducing responsive design. Flexibility and personalization are heavily

integrated in interiors but can be observed in exterior facades through

responsive environments. As such, the project introduces the use of responsive

environments in the sense that it is not strictly limited to furniture but covers

architectural surfaces as well.

Mobile environments. In terms of modularity, this entails that walls,

partitions and floors are given additional functions outside the norm,

offering opportunities to use these surfaces as furniture and vice versa.

Spatial layouts and furniture must be able to adapt to the changing needs

of the users, encouraging modularity and creativity. Based from the

conducted interviews, the ability to customize their workspace is an

inherent need to improve their comfort and well-being. This case made

evident by multiple designs being produced to create movable walls and

plug-and-play type of furniture.

Fig. 8.10. Nest shelf – flexible bookshelves


Reprinted from “nendo's flexible nest shelf for london design festival adapts to available
space,” by Azzarello, N. (2015). Retrieved from Designboom:
https://www.designboom.com/design/nendo-london-design-festival-nest-shelf-adaptable-
flexible-09-17-2015/
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Fig. 8.11. Brackets-lite – moveable chairs and tables


Reprinted from “nendo connects office furniture with bracket-shaped units,” by Azzarello, N.
(2014). Retrieved from Designboom: https://www.designboom.com/design/nendo-brackets-
lite-office-furniture-kokuyo-10-20-2014/

Nendo’s Nest shelf and Brackets-lite collection are a few

samples of modular furniture. The Nest shelf is manufactured in a simple

grid with openings in its sides for users to pull and push, changing the

width of the bookshelf. The Brackets-lite collection is designed towards

connection wherein whole seats and tables can be joined side by side or

separated, molding to what its user needs it to be. The HUBB’s

collection of furniture is another set of concepts into modularity being

applied for “flexible learning environments” (Bari, 2017).

Fig. 8.12. HUBB modular furniture


Reprinted from “Mecanoo and Gispen Design Modular Furniture Collection for Flexible
Learning Environments,” by Bari, O. (2017). Retrieved from Archdaily:
https://www.archdaily.com/868103/mecanoo-and-gispens-design-modular-furniture-
collection-for-flexible-learning-environments?ad_medium=gallery
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Fig. 8.13. HUBB furniture configuration


Reprinted from “Mecanoo and Gispen Design Modular Furniture Collection for Flexible
Learning Environments,” by Bari, O. (2017). Retrieved from Archdaily:
https://www.archdaily.com/868103/mecanoo-and-gispens-design-modular-furniture-
collection-for-flexible-learning-environments

In the given diagram, multiple configurations are available to

produce individual seating, by pair and by group. Compared to the

Brackets-lite collection, the HUBB provides an acoustic felt canopy that

can be attached with lights and power outlets. Aside from these

workspaces, more designs have been integrated to transform functional

furniture into interior design. Chairs may be slotted into walls to as

creative patterns or walls may be punched open as additional private

spaces. Even boards hanging on walls may be flipped open as tables then

closed up to save space if unused.

Fig. 8.14. Flexible boards and seats


Reprinted from “How To Get (A) Fabulous Commercial Office Design Ideas On A Tight
Budget,” by Fariz, A. (2017). Retrieved from http://architecturedsgn.com/get-fabulous-
commercial-office-design-ideas-tight-budget/
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Fig. 8.15. Removable chairs


Reprinted from “How To Get (A) Fabulous Commercial Office Design Ideas On A Tight
Budget,” Fariz, A. (2017). Retrieved from http://architecturedsgn.com/get-fabulous-
commercial-office-design-ideas-tight-budget/

However, mobile environments are also being explored in a

more macro scale than just the vicinity of workspace which can be

observed in various differing typologies. The Ballet Mécanique

apartment block in Zurich is a firm example of incorporating modular

figures into a building’s structure. Its exterior façade is lined with

movable elements that can serve as either sun shading for the openings

nearby or as extended balconies. The creative exploration of this design

opens possibilities for multiple use features that do not necessarily take

up a lot of space.

Fig. 8.16. Ballet Mécanique apartment block


Reprinted from “Ballet Mécanique apartment block has walls that unfold to form balconies
and sunshades,” by Ravenscroft, T. (2018). Retrieved from Dezeen:
https://www.dezeen.com/2018/09/03/ballet-mecanique-moving-walls-manuel-herz-
architects-balconies//

Even interior walls are being shifted and moved around,

although these are much common to see compared to exterior walls.


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Saving space appears to be one of the main considerations for producing

moveable partitions as control over the size and configuration of a room

is left in the hands of its owner. This was the proposed solution of

Matharoo Associates when their client asked for a home in which

privacy is a controllable option for the family.

Fig. 8.17. Moving landscapes house walls


Reprinted from “Sliding and spinning walls animate facade of house by Matharoo
Associates,” by Frearson, A. (2016). Retrieved from Dezeen:
https://www.dezeen.com/2016/07/04/sliding-spinning-walls-house-moving-landscapes-
matharoo-associates-india-edmund-sumner/architects-balconies//

Although the walls appear as massive marble slabs, they are

attached to motorized systems that allow them to rotate and slide along

rails with a push of a button. The house was designed in a U-layout, the

courtyard surrounded by two wings occupied by the family. If preferred,

the house can transform to open itself into the garden which will widen

its space to accommodate a large quantity of visitors or merely as a

welcoming invitation for the family to congregate. KWK Promes’ Safe

House also operates in the same manner with mobile panels pushed into
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its exterior walls. The structure itself was designed as a monolithic

concrete box but its moveable parts are made of light steel trusses filled

with mineral wool. At the front portion of the house is a large roll-down

gate that can be used as a movie projection screen, viewed from the

garden. According to KWK Promes, the house was styled to emphasize

multiple functions of a single element. This resulted in hatches that

transforms into balconies, sliding walls that cover their floor-to-ceiling

windows and swinging panels that can be closed during winter to

preserve heat.

Fig. 8.18. Moving landscapes house walls


Reprinted from “Safe House / KWK PROMES,” by Archdaily. (2011). Retrieved from
https://www.archdaily.com/143281/safe-house-kwk-promes

While mobile architecture is certainly a recurring trend that has

gained popularity over the past years, most of the transformations are

seen on its façade using new technology. The more prevalent term when

it comes to these types of structures is kinetic architecture, often dealing

with moving exteriors that are well-versed to move in tune to its

surroundings.
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Environmentally sensitive facades. As part of responsive architecture,

kinetic architecture relies on adaptability of the structure to blend

according to its environment. This introduces sensitive architectural

facades produced with the latest technology which analyzes

temperature, wind patterns, lighting and other environmental factors to

transform the structure into the best fit for its current climate. User

comfort and sustainability becomes the primary considerations as it not

only creates the “ideal” internal climate but it offers solutions for better

maintenance and self-efficiency of the structure.

A small cultural hut in China was built to explore digital

architectural research, coded with sensors for temperature, humidity,

wind, etc. Mechanical devices are attached to three operable panels

which may open to convert into a performing stage if necessary. Its

current purpose is a reception center and souvenir sales room located

near the entrance of a mountain village.

Fig. 8.19. Operable interactive village hut


Reprinted from “Operable Interactive Village Hut / JCDA,” by Archdaily. (2019). Retrieved
from https://www.archdaily.com/917967/operable-interactive-village-hut-jcda

Operable panels can also be seen as the focal point of Dubai’s

Apple Mall. Its tall, carbon-fiber screens are a beautiful translation of


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the Emirates’ culture, meant to mimic the movement of an eagle’s wings

during operation. The screens are engineered to open in sweeping

motions along curved rails during the night to provide access to a wide

terrace for a breathtaking view of the waterside promenade. In the

morning, the screens serve as additional buffer against direct sunlight

but allows sufficient light to penetrate into the structure.

Fig. 8.20. Apple Dubai mall screens


Reprinted from “Apple Dubai Mall / Foster + Partners,” by Archdaily. (2017). Retrieved
from https://www.archdaily.com/870357/apple-dubai-mall-foster-plus-partners

Climate-responsive designs dominate majority of these

architectural innovations, leaning towards sun-shading, insulation and

wind patterns. What differentiates them from each other are the shapes

or forms of the panels and the manner it responds to the changes. To

illustrate, the Syddansk Universitet, Al Bahar Towers and Kiefer

Technic Showroom are a few samples of buildings with facades that

transform as protective devices, depending on its microclimate. Wherein

the Syddansk Universitet are composed of triangles that swing outwards

to open, the Al Bahar Towers are attached with three dimensional

formations of triangles which opens into flower-like designs. The Kiefer

Technic Showroom is more straightforward in both its function and


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form, the electronic shutters simply open up or down, depending on

preferred internal comfort in the structure.

Fig. 8.21. SDU campus


Reprinted from “SDU Campus Kolding / Henning Larsen,” by Archdaily. (2015). Retrieved
from https://www.archdaily.com/590576/sdu-campus-kolding-henning-larsen-architects

Fig. 8.21. Al Bahar Towers façade diagram


Reprinted from “Al Bahar Towers Responsive Facade / Aedas,” by Cilento, K. (2012).
Retrieved from Archdaily: https://www.archdaily.com/270592/al-bahar-towers-responsive-
facade-aedas

Fig. 8.22. Kiefer Technic Showroom panels


Reprinted from “Kiefer Technic Showroom / Ernst Giselbrecht + Partner,” by Vinnitskaya,
I. (2010). Retrieved from Archdaily: https://www.archdaily.com/89270/kiefer-technic-
showroom-ernst-giselbrecht-partner

Likewise, a stadium in Atlanta had opted to construct a roof

which opens and closes according to the current climate. Its structural
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component is comprised mostly of railings for the roofing to slide open,

similar to a camera’s lens.

Fig. 8.23. Mercedes-Benz Stadium retractable roof


Reprinted from “Aperture-Style Retractable Roof at Atlanta’s Mercedes-Benz Stadium
Closes for the First Time,” by Lynch, P. (2017). Retrieved from Archdaily:
https://www.archdaily.com/876888/aperture-style-retractable-roof-at-atlantas-mercedes-
benz-stadium-closes-for-the-first-time

The construction of the stadium itself received multiple

supporters in the sports world especially since it is said to be designed

for hosting events from the Super Bowl to concerts to the NCAA Final

Four. The retractable roof has since become the iconic feature of the

structure which creates both an aesthetical and functional element to

observe during the games.

The use of smart materials become more and more prevalent in

pushing the boundaries of architectural experience, some of which are

being produced in connection to the multi-sensory design approach.

What once were static walls are now filled with creative innovations

ranging from thermochromic paint (Azarbayjani & Breffeilh, 2010),

temperature regulating materials (Schwartz, 2011), smart glass (Franco,

2017) and even more applications, merging user interaction with the

built environment to generate new meaningful encounters.


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