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During this week I have had a 1 on 1 conversation with Luke about how I think my work is going so far overall it was a positive talk with a few pointers given such as:

I need to create a good Title for my work and discovered a few different variants, The poetics of digital space, Enigmatic design or Enigmatic Creations. (In the end I decided to go for Enigmatic creations as I fit that this best fit my work)

Another Pointer was about my work in general and how I need to experiment further with my work focusing on different designs and techniques alongside the use of artist research as inspiration.

I found this talk really helpful as it helped put me on the right tracks for success within my project.

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Nearing the end of the project I had one of my final 1 on 1's with Luke for a small final check up on how my work is going alongside the research sector of it all.

We talked about my ideas within my work and how interesting my ideas within the architecture realm are nearing the end.
we also talked about the use of research within my work talking about where I was inspired by different artist and when did this happen.
the final option we talked about was the final piece and wat my main outcome is going to be, where he gave me a few pointers within my final piece with the colours and layout of the piece and my past experimentation within my work and adding different textures to each one.

Overall I am very happy with how this went leading in to the final weeks easing my mind towards the last final push and giving me corrections.

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This was definitely the most helpful Crit of the project, this is set after i had initially changed my ideas from games design into the realm of architecture. I talked about my transition from  the game level design into the architecture realm using he 2 different software's named Unreal Engine and Blender which i have really enjoyed progressing in over the past ew months over the course of this year. I think given more time to work with the idea of architecture I wold have learned more basic ideas with the software's where I expressed all of these thoughts within my time talking in the Crit circle. I also talked about my initial designs and experiments which I had been takin leading up to the final weeks.
I fond this Crit really helpful again within my overall work with the feedback which I gained from other student sin the group giving me suggestions on how I can experiment with my work further through painting and drawing alongside the use of artist research within the work to help create foundation and inspiration going forward.

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For this weeks Crit breakdown, the talks and presentations were based upon the first few weeks of research within our final projects alongside what our ideas are and how we came up with them.
I started to talk about my initial ideas within my project and the parameters i am going t set for myself alongside my research leading up to my Final idea.
I found this initial Crit imperative towards my work, this is because it gives me a gage of where i should be at within my work at this sudden point, and hearing some of the comment within my work has helped me to progress my ideas deeper. One comment which first helped me to see where I was lacking and needed improvement was based on artist research an about how I needed more to link and inspire my work.

I also found this talk helpful to see what other people where thinking about at this current stage and what i could take from their work and put into mine

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For my favourite walk I have was day 2 where we went on a walk around Edinburgh town after visiting a gallery where we were walking up to Calton Hill, the main reason that this was my favourite walk was because of view of the whole city which is prevailed.

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This is another gallery which i had really enjoyed , as there was few artists which i took notice off and looked into, of which the names escape me. My favourite exhibition was where a person has recorded the sound of there insides working like the intestines to hear and monito what the body sound slice then, create a series of models, as it was so long ago I cant explain that it sounded like, but it felt like another planet with the landscape she created alongside it.

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During the trip I would rate this as my favourite gallery which we visited, this is because of how beautiful and detailed the inside of the buildings were, with the Norman designs on the banner and the gold star painted roof. I wouldn't say that tis gallery inspired me to work on p[portraits or paint in the same style as they did, but it was a fun experience too see some amazing paintings. As it was so big i think i would visit it again as there is chance i missed a lot of exhibitions.

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These are a few images that i have used for inspiration leading into my project within architectures and maze, I used the Inca maze picture to link my earlier work with the Incan people and their past. and also wither their broken down architecture from the Incan empire and how it looks like  maze or a close modern day ruins I found this helpful as it allowed metro keep a bit of relevance with my earlier work within the modern day architecture and mazes.

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https://youtu.be/RRreTxw8Iko

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https://youtu.be/GKJorAjSGgo

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Hotel Rotation View   Unreal Editor 2022 05 21 13 52 09

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https://youtu.be/K_1tCBxVDzU

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Maze Ramp 1: https://youtu.be/oT_8wuuy9AQ

Maze Ramp 2: https://youtu.be/F2QRHLFonKA

Maze Ramp 3: https://youtu.be/gqdm7TBLCrI

Maze Ramp 4: https://youtu.be/f8-NyZe66Js

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Top Maze 1:  https://youtu.be/K53-88XQeMs

Top Maze 2: https://youtu.be/UxyJZ2TV-nw

Top Maze 3: https://youtu.be/TdX4ub2tHWc

Top Maze 4: https://youtu.be/HWhj-Rpw7_E

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From the twists and turns of the labyrinth in the Greek myth of Theseus and the Minotaur, to the treacherous network of hedges in Stanley Kubrick's The Shining, mazes have an unmistakable and mysterious allure.

But mazes-a complex network of passages through which one has to find a way-have a life beyond the plot lines of ancient myth. They exist in scientific laboratories and even, it can be said, in the form of our route home from work.

We asked James Olds, a neuroscientist and director of the Krasnow Institute for Advanced Study at George Mason University in Fairfax, Virginia, to shed some light on the science of solving mazes.

As a neuroscientist, how do you define a maze?

A maze is something that other humans have created that acts as a challenge to one of our most important skills: the ability to create an ecocentric cognitive map of our environment and to navigate through that cognitive map.

Both your parents were also neuroscientists. Did this shape your own interest in the brain?

It's "the family business." My father was very interested in learning and memory, and dinner table conversations were very important in shaping my own interests. I was especially struck at a very young age-four years old and looking through a microscope-at how beautiful the [brain's] hippocampus was. My parents had a high-end research microscope in the house, and there were always [brain] tissue slides around. It was only much later in life that I learned that the hippocampus is this structure that made it possible for us humans to navigate through mazes.

So you were fascinated by the hippocampus, which is critical to maze-solving. Tell us more. To begin with, where is it located?

The hippocampus is located on the medial surface [toward the midline] of the brain. It's a deep structure, so it's not on the crinkly surface that we're familiar with-the cerebral cortex. It's actually just inside the cerebral cortex. The hippocampus is an older part of the brain, that is, from an evolutionary standpoint. It plays this quite specific role in allowing us to make sense of our environment and to place different landmarks in their place.

Mazes have been used in scientific research for years, primarily in studies with rodents. How are they used, and what about their use in human research?

So, let's start with mice. The most famous kind of maze for mice these days, especially in dealing with the hippocampus, is called the Morris water maze. It's basically a round swimming pool filled with water, with a hidden platform that allows the animal to escape. When a rodent engages its hippocampus, it actually switches from a sort of random strategy of looking at the hidden platform to swimming directly to the hidden platform no matter where it was put into the swimming pool.

But what about the human maze? These days, we like to [study brains] in brain scanners. So we have to use virtual-reality goggles and we can create an entire town, like the city of London, for example, using [these] goggles. The human subject is in a functional MRI scanner, and they can navigate themselves around the city of London. [The subject] is being asked to [figure] out where "I" am in an ambiguous spatial environment, which represents the formalization of a kind of learning that we humans use every day.

What kind of mazes exist outside of the laboratory, in everyday life?

If you think about the environment we find ourselves in every day, the work environment or home environment, and the environment between those two places, unless they are the same, that represents a maze that's changing every single day. It's quite a complicated maze, if you think about it.

I'm 15 miles from my house right now, and I've got a very busy urban area that I have to navigate home. It's potentially different every day. If you're not trained on that maze, it's very difficult for you-even if you have signs saying "This way to Washington, D.C." and "That way to Alexandria [Virginia]"-to actually make those driving decisions required in order to get to your destination. On the other hand, if you've lived in Washington for 25 years, you don't even have to think about it.

What strategies do humans use to solve mazes?

Humans can solve a maze using a number of strategies. One such strategy is to take note of environmental cues [such as the position of the stars at night]. Another strategy is to use a salient cue [like a big red ball hanging directly over a goal box] or, for certain mazes, a very simple strategy such as only taking right-hand turns works.

This interview has been edited and condensed.

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Amazing Maze: What Science Says About Solving Labyrinths

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From the twists and turns of the labyrinth in the Greek myth of Theseus and the Minotaur, to the treacherous network of hedges in Stanley Kubrick's The Shining, mazes have an unmistakable and mysterious allure. But mazes-a complex network of passages through which one has to find a way-have a life beyond the plot lines of ancient myth.

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Overall I am really happy with my outcome this is because I created the right aesthetic which I have been looking for with the grass roofs and the wooden walls.  Whilst I am happy with my overall work, I feel as if I started along this section of work earlier I would have creation a more pristine and clean outlook,

Flaws:
missing windows and flats and houses
(Reasoning): I ran out of time during the final stages and had to focus on paper work for the last few days leaving me no time o add all the windows I added windows on about 1/4 of the overall buildings. Although don't really count this as a flaw, it only counts as a error on my part and doesn't effect the overall.

No Green Trees
I have many tree assets which I created for this project in blender to go with the main build but whenever I tried to import the blender assets it turned out that they were to powerful for my computer to handle as every time i tried to import the models my computer crashed.
Resolve Slightly
To resolve this issue I only used the trunk of the tree without importing the bushes at the same time although was not able to create the bushes in unreal engine, therefore there is a few empty trees in the centre of the city complex, but these are to symbolise what could have been and to symbolise green nature in a city.

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I have created this building because I would like to inspire new projects and ideas, taking risks in modern architecture,  as this structure has not been used anywhere before, I have only seen this style being used within the construction on bridges with the pillars riding up through the middle. alongside the innovation in architecture I also want to inspire a 100% green buildings throughout the world, something we need more than ever currently.

Another reason is for helping he people who need it the most by giving them cheaper housing in a safer community, giving more opportunities to the younger generation and to try and tackle violence and crime within the city. Another factor of this could be that it can create more communities within the estates within the city complex with join gardening and close neighbouring.

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Over the past 2 years i have picked up a new range of skills leaning from sketching and tonal design which was my go to technique when i started out to learning, acrylic painting skills, 3D modelling, water colour and 3D work within wood, paper and metal.

Throughout my time here i found that diving into different genres of art has helped me grow with my own style and has shaped various different projects. mid way through year 2 I realised that I should work in 3D going forward as that was where I felt most creative and confident with my work. I intend to carry on with my 3d work going forward into university.

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These are some shots of the underground maze which I created in blender and transported over into unreal engine. this fit the style of my build perfectly, as the maze look's like a silhouette of a city landscape it the rust metal textures to create a darker tone. I wanted a darker tone to create silhouette for this exact reason.
Around the maze there are 4 ramps leading up and a small pocket of space just outside the maze, this will be a garden area for families and anyone to come and relax under the build and in the sun.

improvements:
I think that I should have included more foliage within this sector of the map, this is because I feel like the grass areas feel a bit empty. Instead of leaving it empty I implemented the pillars underneath to hold up the structure and help fill some of the excess space.  Although this empty space could be seen as a positive and create a open piece of land for families and friends to come and chill in the sun or the rain.

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These are the four ramps which lead to the centre of the maze build, I am happy with how these turned out creating the exact image I had in my head and on paper into the engine, I think these have been my most successful part of this project because I feel like I built up the hotel too much which turned out just to become  obstacle in the centre as I don't have tie to add stairs too it. i put the majority of my tie into the ramps as these are one of the main attractions with the complex maze styles running through the middle, with inspiration from Adrian fisher and his work.
If I was to go back and add more to the ramps i would create bushes and tress running randomly throughout the maze to create a natural feel.

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For this project I have been mainly looking at the sensory feel of the mazes. I built this city complex to make people feel confused but not too confused so they still having a good idea of where they ill are but within the aesthetic of the maze realm. if you go to a city, you know where you are going because you have signs and landmarks to know your bearings, I have tried t contrast this idea of knowing by taking away the landmarks and the signs so everywhere looks the same with a landmark in the centre which you cannot see from the base or midway up the ramp because of the surrounding so this takes away you sensory view so you have to guess work your way to the middle confusing the person of their bearings.

Overall I think that I have achieved this feeling as when I was taking a test run within my game/ build I felt that at some point s the paths misloaded me in certain directions and made me feel lost during the middle section where most of the turns are taken. Although I have succeeded in most areas of this I feel as if I could have made the ramps longer to increase the path size due to the run being quiet short with more ramp room I could have made a more complex maze.

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For this section of the build I have used completely 100% sustainable material, due to the fact that I am trying to keep this as sustainable as possible, the materials I used are, oak wood walling, grass coated oak ceiling with polished oak wood panelling. I have used copper pillars to hold up the buildings sue to its sustainability and strength whilst being highly expensive.

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This is a shot of the hotel build from up close within unreal engine, i chose to screenshot this angle because I think it works perfectly with the light shining through the middle illuminating the area. This hot offers the viewer to see the actual height of the hotel being the big tower in the centre of it all at a height of 20 metres tall.

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This is the high view image of the city build which I have enjoyed creating its a shame I ran out of time but I think that i have got it to the best that I am going to get it. The materials have blended together well as nothing look like it is out of place or doesn't need to be there as all the piece fit together perfectly alongside the colour again nothing feels out of place as it ll has a colour uniform of wood and grass, with as few stones and tiles within which help to create a better blend as if ti was just wood and grass the build would look boring and have the opposite effect of what I wanted.

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FINAL PIECE PROCESS (Midway Development)

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FINAL PIECE PROCESS (Midway Development)

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I think that the Birdseye view for my final piece offer a good idea and concept for the idea i was trying to portray within the use of inspiration from favelas and maze design, through the design of this I have been using pictures from Adrian fishers work as inspiration fro the maze design to se how he does it to make the person feel lost. Alongside Adrian Fisher i have alos taken  a large amount of inpsiration from favellas nto using the layout as inspiratin but the closeness of the buildig sna dthe feeling of being so ckose to others, i have tried to introduce community gardens instead of person al ogardens as a experiment so the oweners of the houses can use each toherd gardnes at will.

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Throughout the weekend I have started to create a large scale city complex, consisting of 4 housing estates and hotel in the centre. I started off by using a stone and concrete basing to be the base of the hotel and the housing estates, I chose these materials because they are the strongest option for the job although they are not sustainable for the environment compromises had to be made to ensure safety for residents. For the large pillars keeping the complex above ground has been made using a cylinder compound with a copper texture, I chose copper because it is a strong metal alongside its use of being 100% sustainable for the environment, although this is a very expensive alternative to steel and other cheap alternative such as aluminium this holds the best option as this is the most environmentally successful.

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For this week I think I could improve upon the remodelling of the blender model because you can see the separate edges on the ramps and the houses which takes away a slight bit of realism but overall; this is only a concept piece for my final design so I just need the basic shapes and hotel designs. I could also potentially try and texture my model with simple textures from nodes and stock photos of the internet so I could have a slight idea of what I want the colour to look like in the main build.

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This is a large piece from my blender work, I decided to screenshot this because i thought that the piece looked really abstract in this fashion as it looked like the image was being teared apart and falling off the sides within the view port. I also have a few issues with this piece, one being the fact that there is too much open space on the side of the ramp which takes away the effect of the maze which is supposed to be insinuated when you are walking up or down, of course there will be a easy path for those who are struggling.

I will need to fix this by minimizing there space on the edges of the ramp, either by adding foliage to fill ion the space for a greener environment or by adding more eco houses onto the sides and minimize the path to create a disabled route which doesnt include to many twist or turns.

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Early engine designs (Too much light saturation)

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Early engine designs (Too much light saturation)

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This is a carry on from the previous study into the pipe line works beneath the city, but I have decided to add a simple wooden texture to cover the base of the surface, I think that this helps create a sense of reality as the render trust the image from a simple form of pipes into a model which you could see almost becoming reality. iu plan to introduce this texture into the main form of my work in thee city maze as the will help add a extra layer on top of the city and create a more complex look which I think is necessary with a piece as big as mine.

problems I had faced whilst creating this texture was the scaling, as the scaling was too big due to the small form factor of the pipeline works. to fix this issue I had to darken the colours o the texture in certain areas so you are able to catch the details within the piece more than you could before and scaled down the texture which crated more women creases in the model adding authenticity.

Overall I am happy with this piece as it adds reality and also innovation with sustainability within architecture.

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This was probably my favourite photo of the week because of the way that the sunlight catches the tops and left sides of the image, which created a amazing photo and captured the maze perfectly.