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GAME.ANIMATION.MEDIA.

ENTERTAINMENT
AN INSTITUTE FOR- GAMING , ANIMATION , MEDIA & ENTERTAINMENT
TOPIC:
ANIMATION is the process of creating the continuous motion
and shape change illusion by means of rapid display of a sequence
of static images that minimally differ from each other.
The illusion like in motion pictures in general is thought to
rely on phi phenomenon
BY: ASHWIN PREETHAM
1001006
Animation has a lot of meanings and definitions. Some of them
are as mentioned below:
The act, process, or result of imparting life, interest, spirit,
motion, or activity.
The quality or condition of being alive, active, spirited, or
vigorous.
The state of being full of life or vigor; liveliness.
A simulation of movement created by displaying a series of
pictures, or frames.
Animation is the rapid display of a sequence of static images
and/or objects to create an illusion of movement.
P URPOSE:
India has very few good schools which provide quality animation and gaming education. The lack of awareness about the
industry , people do not take up this industry as main stream .
The purpose of the campus is

To bring together diverse and ideas in their environment
To build spaces which promote social exchange to create potential for learning, experimenting
GAMING is the act of playing a game.
Architecture Is The Learned Game , Correct
And Magnificent Of Forms Assembled In The
Light
- Le Corbusier

NTRODUCTION:
1
Why animation and gaming in architecture ??
This Institute Provides A Basic Ground For People Who Are Interested In Animation And Gaming

The learning environment encompasses the physical environment, pupil grouping and can help removing barriers to
learning

The building provides a space where the education of animation and creativity is focused

The institution provides models for encouraging high expectations for every people
AIMS:
To design a fully facilitated institution which enhance creative education and
Creating a identity to the building, representing an animation and gaming institute.

OBJECTIVES:
To explore variety of areas which include
Open spaces
Semi open spaces
Learning spaces

To understand the interior quality of space
To develop a design where new technologies can be adopted
GAME.ANIMATION.MEDIA.ENTERTAINMENT
BY: ASHWIN PREETHAM
1001006
2
Collect and analyse data about building typologies, user groups etc.,

To evolve an innovative space, comprehensively the functional & spatial
relationship between each function and spaces involved.
Architectural:
GAME.ANIMATION.MEDIA.ENTERTAINMENT
BY: ASHWIN PREETHAM
1001006
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Social:
Study the role of animation in this modern era.
Collect and analyse data about user groups related with animation.
Create awareness among the society about importance of animation.
Design requirements for the spaces shall be taken from the Time saver standards.

Local Bye laws and Codes shall be taken in mind while designing.

LIMITATIONS OF DESIGN:
Design standards will be implemented by achieving much information from case
study's and desk study's.

Design is restricted to only institutional buildings and amenities provided for a
nominal eductaion institute. (unlike commercial and office spaces are not being
deigned ,but prposed built up spaces are specified in the master plan).
Create a hub of cultural activity & creative learning.

Using the project budget effectively i.e( proposed 350 crores) .

Understanding the articulation of spaces.

To connect the open and semi open spaces, studying circulation pattern in relation.
SCOPE:
No famous institution are developed in this stream in
hyderabad.

To design this institution creatively using the aesthitic
values and design principals of architecture and creative
functioning spaces for animation and gaming zones.
GAME.ANIMATION.MEDIA.ENTERTAINMENT
BY: ASHWIN PREETHAM
1001006
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METHODOLOGY
DESIGN DEVELOPMENT
CASE STUDY & DESK STUDY
RAFFLES Design Institute (Singapore)
LASALLE College of the Arts(Singapore)
DSK Supinfocom International Campus (Pune)
D J Academy of Design (coimbatore)
GAME PARK
AN INSTITUTE FOR GAMING AND ANIMATION
Literature study +
data collection
Desk study
Critical analysis
Site selection
Site analyssis
Design programme
Conceptual design
Priliminary design
Detailed design
It is only through depth understanding of the design
In includes the complete understanding of institution design
Development is followed in some stages which includes
Developing conceptual layouts
Interior layouts
Arrangement of plans
Safety matters, spatial requirements
Architectural needs related to style and functionality of
the building
Case study