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In Partial Fulfillment
of the Requirements
For the Degree of
Bachelor of Science in Architecture
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
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
working environment.
comfort and boost well-being, various trends have accumulated to prioritize employee
(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
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
developers to provide the necessary facilities for game development. With the
developers’ concepts of play interwoven into the office spaces, Tiemersma’s video
Abstract
Letter to the Dean
INTRODUCTION........................................................................................................ 1
Definition of Terms........................................................................................................ 7
Conclusion ................................................................................................................... 38
Research Design........................................................................................................... 39
Sampling Design .......................................................................................................... 41
Case studies .............................................................................................................. 41
Structured questionnaire-based interviews............................................................... 41
Conclusion ................................................................................................................... 65
PROJECT PROFILE AND ANALYSIS ................................................................. 67
Conclusion ................................................................................................................... 82
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
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
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
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
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
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
Industry” (IBPAP, 2017). As early as 1992, the Philippines has been providing
content for console and arcade games (Schumacher, 2018) which has built up
playfulness and spontaneity serving as selling points for innovation. These traits
consuming them.
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
It was only during the late 2000s that this gaming became a legitimate industry,
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,
(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
games. Although, this may be because indie games can be produced at lower
costs (Schumancher, 2018), more indie games are now being promoted to
development industry.
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 4
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
“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
field are prone to emotional burnouts, stress and mental blocks. This can be easily
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
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
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?
The project aims to address the need for facilities in game development while
game development;
developers; and
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
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
into the architecture as well as popular trends which had emerged in modern
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
considered are those relating to the improvement of productivity, innovation and well-
will serve as the basic framework of the design with focus on improving creativity and
interactive screens will be provided in order to level the playing field between indie
construction are explored to increase comfort and retain individualism in shared public
spaces.
regarding game studios and companies are strictly limited. This places great restraints
(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
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
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
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)
overlaid with digital content; users can see into the environment but have no
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
work, some of which are operated through memberships or through hourly rent
(Lamundi, 2019)
and/or small teams; are often self-produced and have no funding from
8. Level design – the designing and creation of scripts, graphics and art of a video
9. Platform – the electronic system, both hardware and software, wherein video
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
Chapter II
Productive Workplaces
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
observed: (1) living standards, (2) benchmarking production processes, (3) real cost
Work efficiency is often the most significant factor affecting the company's
overall productivity rate and economic value (Amarathunga, 2016). This, in turn, is
environments (Kwon et al., 2019). Office settings involve both social and physical
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
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
environments resulting not only in low productivity but also poor well-being among the
cases point to poor ventilation, poor lighting, low humidity, and noisy work
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
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
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 12
reflection.
layouts remain as the common trend due to the appeal for innovation
2018). According to Ban & Imai (2016), Silicon Valley was the first to
thus setting the standard of good office design for companies to follow.
layouts include the high levels of noise, distractions and lack of privacy
between proximity and privacy. Ban & Imai (2016) discussed the
importance of the Allen Curve which states that thirty (30) meters is the
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
determine the ideal office design, Fayard & Weeks (2011) provided
photocopiers, etc. Not only will this provide ease of access from one
linking various stores such as cafes, shopping fronts, offices and others.
restricting one’s capacity to speak freely. Sounds and visual are the
unwanted social contact as well (Kwon, et. al., 2019). Fayard & Weeks
consulting firm and a creative company, they were able to discover that
proximity, they remained empty as their culture does not give them
that modern workplaces face in developing the best model for office
environments. Despite the appeal of open plan layouts due to its ease of
to the traditional cell offices for more flexible layouts such as combi
which are similar to combi offices but are not permanently assigned to
specific employees (Been & Beijer, 2014). Nordstrom & Wagner (2018)
additional benefit for this office type is the ability to control indoor
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 16
affecting the central climate of the floor. However, office comfort is not
Trends and features of the modern workplace. As more offices strive for
priority to not only optimize space but boost overall productivity and morale
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
change spaces according to how many people will be using it, or simply
walls have become the trend for the past few years along with furniture
satisfaction. This develops morale and openness among the entire staff,
Integrating play into work. Although work will always be a serious operation,
incorporating play into working environments has been a topic of debate for
working environment so such spaces might as well be one they enjoy "living"
in (Clements-Croome, 2018).
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).
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 19
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
Initially, these symbols (e.g. hammocks, candy store, arcade) are often
as the symbols become taunting reminders drawn from guilt: no one wants to
Models for office play. In a case study research conducted by Alha & Kultima
(2017), four strategies were identified for office play: basic office play,
metrics.
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
games. This is in line with company identity and their sense of pride in their
creations.
differing dynamics and impact in creative work, thus providing a scale that can
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
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
with the former strengthening the individual’s identity and the latter for the
company. Because of Alha & Kultima’s case study results, establishing both
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
most vague and barely observed unless given frequent attention. It is more
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
state of users that can be manipulated according to the desired result. Another field that
between video games and architecture is seen in the visual aesthetics of video
inside the game world. Meanwhile, other accounts offer the use of human-
between video games and architecture: narratives, gameplay, and level design.
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.
Corbusier and Kevin Lynch. This is because a story needs a narrator and
are not aspects physical spaces can produce but rather cultivated among
such as how the height of cathedrals often denotes a reach for the
Tiemersma, 2014).
they rely on themes and attractive designs to sell their stories. In this
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 24
development.
stories, however, involve internal stories within the main plot. This can
be found through clues inside the story world, allowing the user to
engaging story within game development since users are only given a
game world and mechanics, then are left to create their own stories.
inside the space, guiding the user's actions while providing enough
freedom to choose their next move. Popular games that feature this
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.
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
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
was settled into four parts: clear goals, no distractions, direct feedback and a
observed through follies as these spaces provide boundaries for use but
still have open frameworks which users are free to interpret as they
environment.
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
enhance game immersion, allowing players to discover and learn game elements
principles are easily integrated into level design, e.g. to create identities
points, design clear paths and offer controlled options for exploration
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
settings.
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
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
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
producing unique and engaging gameplays, new equipment and software have
been introduced to further push progress in the creative field. Immersive and
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 30
interactive displays have become the latest trend to upgrade user experience in
realities have been tossed about, a series of progressions that eventually landed
with digital content; users can see into the environment but have no
although some make use of smart glasses and headsets. Mixed Reality
interact with the produced environment. Due to its complex nature, this
state of digital realities and the manner they are used. Head-mounted
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 31
displays (HMDs) are the typical consumer base (Mealy, 2018), but some
Gear VR, Oculus Rift, Windows Mixed Reality, and PlayStation VR.
entail decent adoption rates but lack the massive rate observed by other
gameplay and opens the field for innovation, it is not currently that big
need for headsets. In 2017, Apple and Google released platforms which
enabled developers to write AR application for iOS and Android but still
consumption not only in video games but in other fields as well. Even
2017). In the field of design, the recent device aiding production are 3D
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 32
printers. Wagner & Watch (2017) had called it the “silver bullet” behind
innovations as they serve as research tools that allow its creator to easily
face-to-face settings, opting for digital use instead. Wagner & Watch
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 33
on the need for spaces to meet. Collaborative work is best and easiest
experience all together if done with phones and other devices. With that
said, digital technology does not reduce existing human conditions but
growth are the most common identified physical constituents of the SBS
offices have taken steps in alleviating these symptoms as evident by the latest
trends and features continuously being optimized with each passing year. While
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 34
morale and inspire employees during work, other the other physical factors
regulating the SBS syndrome are not completely diminished. The issues
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
glass. Gomes & Preto (2018) listed different applications for smart glass
achieving privacy. The two sheets of clear glass is filled with liquid
versa) with a click of a button (Gomes & Preto, 2018). This is particular
specific time.
smart glass is not the only way of permitting control over preferences in
public.
each indoor unit from a central location with only one outdoor unit,
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
with humidity ranging only from 30% to 50% (DPWH, 2017). These
offices. In the DPWH Department Order No. OS, Series of 2017, MDF
ceilings and must be located away from devices that may cause
Fortunately, the UNNC is not the only research team being involved in
100 degrees Celsius, also known as low-quality waste heat, into energy.
developing the device and was described to work in the same manner
engines power a car without any moving parts involved (Pandya, et. al.,
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
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.
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
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
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,
development companies. Therefore, the first half of the research will comprise of
information retrieved from existing accounts as well as published materials while the
Descriptive research. Given that the needed information follows the specific
developers during both their working times and off times as well as the problems
to form a conclusion (Groat & Wang, 2013). The archives will become
Case studies. The addition of case studies into the research will serve as
cultural context.
researcher’s primary source of data as these will establish the trends and
firsthand accounts (Lucas, 2016). The flow of the interview will be pre-
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
Sampling Design
Case studies. Both local and international video game development offices will
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
design, similar to that of the case studies. This method is included to fill in the
Research Instruments
Library books. Books borrowed from UST’s Miguel de Benavides Library will
Online documents. These are the articles, journals, and case studies found on
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.
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.
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
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
playful spaces and typical working conditions for game studios (Yin, 2018).
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 43
discuss the interviewee's personal experiences and insights regarding their tasks
and work environment. Online platforms such as email and Skype will be used
Treatment of Data
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
the City. This takes into account provisions for sustainability with particular
Case studies. As part of the descriptive approach in research, case studies will
description and the researcher’s own observations from the material with
consideration of the results from the conducted interviews. The acquired data
available data is widened and integrates a larger user base when it comes to
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
Chapter IV
Site Selection
Site Criteria
and design. A total of 25% is assigned to the general criteria, containing the
following:
road and must not be difficult for pedestrians and cyclists to enter.
Land use and zoning (5%). City guidelines and requirements must be
emergency.
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 46
must be able to adapt to the needs of both the individual and the
structure.
which are unique and personal to the project. These are the major considerations
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
individuals and the public. Access to food and entertainment will make
solutions is a major concern of the project thus the site must have proper
Site Selection
as the Araneta Center, Gateway Mall, and Farmer's Plaza together with various
the Philippines.
C. Bagumbayan, Quezon City. The growth of Eastwood City has attracted the
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.
Accessibility 5 4 5 3
Site utilities 5 3 3 3
Safety 5 5 5 5
Flexibility 5 5 5 4
Subtotal 22 23 20
Visibility 15 13 14 12
Sustainability 15 13 14 12
Sceneries 15 14 13 10
Subtotal 67 71 62
TOTAL 89 94 82
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 50
Site Justification
General criteria. In comparing the three site options, Manila and Quezon City
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
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
approved the bill, which established the boundaries of Quezon City. Ten years
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
Mission. “To provide quality service which will make Quezon City an
Authority, Quezon City ranked first as the highest population in the country
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
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
dental health, and beauty clinics make up the rest of the spectrum.
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
complexes.
capital, many of the principal government offices are located in the city
and Ateneo de Manila University. The City is also known to restore and
oriented facilities.
Physical profile of the city. The City is located in the northeast part of Metro
northeast and the Marikina River in its east. It is the largest city in the region,
terrain in its south but undulates to the north where the Novaliches
provided an elevation map of the city with the lowest at two (2) meters
topographic map, the specific site is raised 44 meters above sea level.
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
Hazards.
The West Valley Fault passes through the edges of Quezon City, striking
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
in Fig. 4.8, and Fig. 4.9. The City is well dissected with roads, making
choose from. Jeepneys and buses are observed to take the primary roads
Bonifacio Avenue, Aurora Blvd and P. Tuazon Blvd (QC CLUP 2011-
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
sewage treatment plants per site as dictated in the Quezon City Green
(two from north Luzon and one from south Luzon). There are currently
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.
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.
Adjacent structures.
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
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
one (1) kilometer away: the Araneta Center, Farmers' Market, Ali Mall, and SM
necessary for office settings while having the option to leave and go to the more
Strengths Opportunities
activities; location;
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
Philippines, the West Valley south must not cause too much
effects.
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 65
Conclusion
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
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
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
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 66
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
Chapter V
Project Overview
“living space” of sorts for the individual during his working hours. Every office
make almost every office unique. However, these spaces can be classified into
Class A offices offer the highest quality spaces, fitted with premier
amenities, facilities, and equipment. They often have vast spaces such as large
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
Collaborative spaces. Within the realm of the start-up community, three spaces
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
indefinite; some cases may offer areas that can be secured per day or per year
These spaces often contain flexible office layouts, which are ideal for
small companies, startups, and freelancers. Not only does this provide them the
the confines of the structure (Squarefoot, n.d.). However, due to the neutrality
beginning stages. A more fitting term for these is the "start-up hub" as
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
the services they offer (business counsel and funding) but differ in the
work in rather than business counseling. This has become the new
enter these spaces for the flexibility it offers and its access to a bigger
Market Study
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
of users coming into coworking, most structure their spaces with neutrality as
they focus more on flexibility, comfort, and universal design. Such spaces are
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
engagement through programs and events that help the tenants' business thrive
lean towards fostering good relations and bonds instead of business counsel.
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working spaces are popularly known in Quezon City. Most of these are located
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 72
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
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
way of strengthening their bonds with the tenants. Almost all the spaces
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
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.
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 73
(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
rather than a co-working as they offer services that help other individuals and
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
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,
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
co-working spaces maintain their identity above the competition through the
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.
a co-working space (Pineda, 2019) as longer hours means more time for
Client Profile
companies led to the establishment of the Philippine chapter of the Independent Game
Developers Association (IGDA), which was later replaced by the Game Developers
GDAP, they are the association in charge of promoting and representing the
destination for game production, the GDAP’s focus has begun to shift towards
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 75
promoting itself as a hub for innovators. The association continuously push for
original, local content and extends resources in leveling the playing field for
categories are open for both students and professionals to enter. The event aims
GDAP mission, vision, and core values. With the association serving as the
This also manifests in their vision, intending to create and nurture the
growth of the Filipino game development industry that is "vibrant, dynamic and
among each other, the project helps the organization achieve its vision.
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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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
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.
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
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.
User Profile
Primary users. The primary users comprise of the target indie game
such as students and entrepreneurs from other businesses can benefit from.
(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
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
client meetings.
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These are typically the long-term members who often invest and
their roots in the co-working space and will most likely have frequent
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
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
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
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 79
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.
following tables provided disclose both the company’s and an employee’s personal
Time Activity
9:00 AM Time in
12:00 NN Lunch
1:00 PM Return to work
5:00 PM Time out
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
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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Legal Framework
country’s development and progress. Therefore, the State allots resources for
well as education and training under this sector. This supports “scientific and
Republic Act No. 10844. Under Section 3 of the Republic Act are terms defined
ICT-ES Sector. This sector covers any and all services requiring the “intrinsic
Department of Trade and Industry (DTI) and other relevant public and private
agencies. In line with this, partnerships among local and international ICT are
Project Analysis
With the GDAP's aim for creating original content, innovations, and
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.
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
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
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
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
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
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
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
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,
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
Chapter VI
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.
Zoning. According to the City’s Comprehensive Land Use Plan, the site
work. Therefore, the high density of people and vehicular traffic must
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
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 85
Parking. Office buildings must provide one (1) parking slot for every
public or private street that is open to the public and must be able to
Ratio (FAR) formula to follow. The site is located along the Aurora
major roads. This is meant to ease traffic flow and improve access to
harvesting.
green building: (1) site conservation and sustainable planning, (2) water
(40%) of the total floor area shall be allocated for effluent discharge.
WEngage: Co-working Hub with Rentable Studios for Indie Game Development 88
Table 6.3. Summary of P.D. 1096, R.A. 9514 and B.P. 344.
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
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
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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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
Development controls.
National Building Code 20 meters 5.0 meters 3.0 meters 3.0 meters
With sprinkler
system & fire
walls
Table 6.9. Floor to Lot Area Ratio (FLAR) Designation (P.D. 1096).
MACA: Max. Allowable Construction Area Max. PSO + Max. ISA 8 829.3 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
management, games and much more. Their office is located in Pasig City and
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.
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
wall with foliage. A whiteboard runs along the perimeter of the office for easy
creative exploration NuWorks aims to provide in their work and thus becomes
wherein bean bags, ball pits and small swings line the area to invoke a positive
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
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
Jelly Button Games (Israel). In 2015, the Tel Aviv based office of Jelly Button
Studio. This proved to be a challenge for the architectural design firm in charge
functions of both teams while being open for them to co-habit the office and
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.
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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.
furniture decorate the area. Different textures are paired with different materials
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
Given the short description of the office setting, their work environment
available. Hanging from the ceilings and walls, or even lined along shelves, are
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
aesthetics. Even the provision of clear glass rooms must be met with balance;
spaces which could lead to lower satisfaction and productivity (Fayard &
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
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
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
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
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.
Ryan Sumo (Squeaky Wheel). Mr. Sumo is the CEO and lead artist of
around strategy and simulations. There are currently five (5) members
on the team, including Mr. Sumo, that consists of one (1) game designer
culture.
confessed that he found the idea of playful spaces as "silly" and had no
based in Fort Bonifacio, Taguig. Mr. Lo, the Co-founder and CEO of
target platform, such as Apple App Store, Google Play Store and Stream
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
team can personalize their own areas unlike in shared desks which
improves the morale of their team. Their studio culture is very social and
noteworthy description Mr. Lo had given was their preference for dark
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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
expressed interest in using the project structure for their activities. A list
of their annual events include: (1) Academic Roadshows which are held
workshops and seminars which are also held together with gaming
events to develop talent in the field and (3) Game Awards which is
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.
since they are a Philippine branch of the main company from Japan, have
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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
ideal working environment as place where they can relate and feel a
joins conventions to provide live demos, lets bloggers have early access
market’s attention.
artists, game designers and programmers. Mr. Banta is the CEO and
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
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
over aesthetics.
design. The typical playful interiors and styles of the popular game
prompting him to innovate and explore the limits of VR with his team.
However, working with these tech was much more difficult compared
developers can make use of but which aren’t used frequently enough to
able to compete with “big real estate players”, the value of co-working
determined that the key similarity of the two is found in the “exploration
of designing; theme, mood, setting, story and other factors may serve as
the foundation all other designs can grow from. User experience remains
as well as the aesthetics and function per space parallels the planning for
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mouse and keyboard use. These are the constraints which Mr. Detsaridis
they currently have forty (40) employees with Mr. Caron serving as the
thrice its original size in the span of 18 months. Due to the increase, they
small rest areas, high noise levels and very few spaces for privacy. The
solution for these problems, however, appear to involve spatial sizes and
work/rest) and have little bearing on the actual content of the spaces.
The problems listed above are most likely similar issues his team
“workable but not efficient” and only ever used it when his team was
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although Mr. Caron stated that they did not apply this at their co-working
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
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
only demand more space for them to occupy, therefore establishes the need for
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
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
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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
Projectors, whiteboards and printers are only some of the base essentials
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,
research materials onhand. Mr. Lo had stated games consoles and board games
are good for their research and quality assessment. Even library books are
company. Providing spaces that are not only for work or rest but also for
it would help them get out of burnouts or mental blocks and even increase their
drive towards innovation (Alha & Kultima, 2017). Mr. Detsaridis had
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
However, although it is still a good feature to include, Mr. Detsaridis does not
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).
their content without having to invest long term for a device they may not be
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
Philippines, Taktyl Studios and Ranida Games had disclosed they attend
to market their games, releasing free-to-play games and giving bloggers early
constraints to drive innovation” which begs the question, up to what point can
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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
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
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,
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’
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answers, company culture often integrates playful elements into their working
It is common to see ball pits and slides at creative companies such as Google as
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
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
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
creative culture of its service as a game development company, the push towards
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
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.
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:
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
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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.
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Chapter VII
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
b. Marketing Team
c. Influencers/Aggregators
3. Member Management
a. Operations Manager
b. Operations Staff
a. HR Manager
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b. Assistant HR Manager
6. House Keeping
a. Janitors
7. Security
a. Security Personnel
Primary user areas. These are the facilities available for the tenants' use, such
spaces are designed to cultivate interaction and collaboration among the users.
b. Toilets
c. Open Café
2. Workstations
b. Semi-private Workstations
c. Collab Spaces
d. Private Workstations
e. Outdoor Workspaces
b. Toilets
d. Meditation Room
e. Library
f. Gym
g. Sleeping Pods
h. Isolation Spaces
4. Community Spaces
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
1. Mechanical Room
2. Electrical Room
3. Generator Room
4. Transformer Vault
5. Garbage Room
6. Auxiliary Room
7. Telecommunications Room
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Staff amenities and support spaces. The following areas are provided for the
1. Service Lobby
5. Employee Lounge
6. Employee Pantry
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Space Program
Gr o u n d F l o o r
Inne r Ga rde n
S e c urit y Offic e
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
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
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
se mi-
Zoning public priva t e
priva t e
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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
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
Dining Are a
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
se mi-
Zoning public priva t e S ofa s 1.3 1.3 1.69 2
priva t e
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
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
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
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Ge ne ra l Employe e Workspa c e
se mi-
Zoning public priva t e Bookshe lf 1.3 0.45 0.585 43
priva t e
Dire c t or' s
P a pe rwork ha ndling 3 0.7 2.1 1
t a ble
se mi-
Zoning public priva t e Bookshe lf 1.6 0.45 0.72 1
priva t e
Building Engine e r
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
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
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
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
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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
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
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 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
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
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
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
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se mi-
Zoning public priva t e
priva t e
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
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
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
Ma na ge r' s
P a pe rwork ha ndling 3 0.7 2.1 1
t a ble
se mi-
Zoning public priva t e S ofa 1.8 0.65 1.17 1
priva t e
se mi-
Zoning public priva t e
priva t e
P a nt ry
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
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
Commons Are a
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
se mi-
Zoning public priva t e S ide t a ble 0.6 0.6 0.36 2
priva t e
VR Room
se mi-
Zoning public priva t e VR ga me spa c e 1 1 1 1
priva t e
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
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
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
se mi-
Zoning public priva t e
priva t e
Hot De sk Are a
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
se mi-
Zoning public priva t e TVse t 1.95 0.5 0.975 1
priva t e
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
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
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
se mi-
Zoning public priva t e Cushion se a t s 1 1 1 4
priva t e
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Libra ry
Re c e pt ion
Re a ding 3.28 0.6 1.968 1
de sk
se mi-
Zoning public priva t e Couc h 2 0.66 1.32 4
priva t e
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
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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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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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
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
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
S e mi-priva t e S pa c e s
S e mi-priva t e S pa c e s
Adjacency Matrix
Bubble Diagram
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
2. To design comfortable yet engaging spaces through proper zoning among the
Design Philosophy
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
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
surrounding the object, designing around user experience and interaction, as a means
Design Concept
particular concept often resurfaces in the overlap. Both deal with experience and
function that manifests in the primary goal of engaging their intended audience
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
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
unstructured, outdoor play often linked with social development and well-being
(Alleyne, 2011).
provides freedom and choices within certain boundaries. Flexibility plays the
environment and allowing its user to manipulate it according to their desired use
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
Design Considerations
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.
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
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
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
experiences per branch. In this manner, the interaction between users can be
manipulated across private and public zones by allowing them to choose their
Individuals are often attached to the idea of personal spaces and territorial
co-working is a public space, and hot desks limit the stability for long-term
personalization.
Design Strategies
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-
normal layer, wherein the standard comfort, health and safety guidelines are
applied in terms of temperature, sound, light, ventilation, etc., (2) the individual
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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
others still incorporate sounds and scents as part of the experience, the
predominant senses being taken into consideration are still sight and
museums and exhibit halls as these are typically the ones who make use
are not distracting for the users. Special consideration is also given for
interviews.
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.
an elongated skylight as the key feature, running from one end of the
allowed sufficient natural light for the horses and groom to work indoors
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
are more connected to the external environment and are easily accessible
in office settings. The final outcome is the “Sky Forest” which was
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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designed to create visual cues covering both zones. Spaces for isolation
comfort.
good portrayal of this approach. Since hospitals lean towards sterile and
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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
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
spatial design and planning, the Poly Wedo Art Educational Institution
the activities inside. Even the use of wood and artificial trees are a subtle
concentration.
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
work.
workspaces is the social well-being and interaction among employees (Ban &
Imai, 2016). Features involving the social, active behavior of the users are
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
and employees right from the lobby. The purpose of this staircase is
wherein they happen to walk together or bump into each other while
per floor; this ensures that a person taking the stairs would have to pass
with other employees. Dynamic nodes are designed the best when they
are tailored to fill another role. As analyzed by Fayard & Weeks (2011),
one’s comfort in the said space. In the case of the Shanghai Baoye
between the floors but opens room for employees to interpret it as a place
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for collaboration.
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.
the use of materials, especially for privacy. In places meant for high
strategy.
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,
his space once he sees their silhouettes on the other side of the partition.
materials, zoning can be subtly defined with other partition textures such
The Second Skin is a lingerie store Hong Kong that was able to
into their interiors. The curving forms of the steel mesh highlight the
environments in the sense that it is not strictly limited to furniture but covers
partitions and floors are given additional functions outside the norm,
Spatial layouts and furniture must be able to adapt to the changing needs
inherent need to improve their comfort and well-being. This case made
grid with openings in its sides for users to pull and push, changing the
connection wherein whole seats and tables can be joined side by side or
can be attached with lights and power outlets. Aside from these
spaces. Even boards hanging on walls may be flipped open as tables then
more macro scale than just the vicinity of workspace which can be
movable elements that can serve as either sun shading for the openings
opens possibilities for multiple use features that do not necessarily take
up a lot of space.
is left in the hands of its owner. This was the proposed solution of
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
the house can transform to open itself into the garden which will widen
House also operates in the same manner with mobile panels pushed into
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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
preserve heat.
gained popularity over the past years, most of the transformations are
seen on its façade using new technology. The more prevalent term when
surroundings.
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transform the structure into the best fit for its current climate. User
only creates the “ideal” internal climate but it offers solutions for better
motions along curved rails during the night to provide access to a wide
wind patterns. What differentiates them from each other are the shapes
which opens and closes according to the current climate. Its structural
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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
What once were static walls are now filled with creative innovations
2017) and even more applications, merging user interaction with the
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