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MONUMENT CLE

Professor Ryan Scavnicky
Fall 2021

The boundaries that define architecture span over a vast spectrum of different styles, time periods, and possibilities. When video games were introduced to the world, a whole new genre of construction was born, limits were pushed even futher, and the possibilities and budget became somewhat endless. This project imagines the application of video game architecture into the real world. 

01 | SITE LOCATION

Context and Culture

Located in University Circle of Cleveland, the site is surrounded by busy rounds and even busier buildings.  With the Weatherhead School of Management located only about 100 feet down the road, this area has no fear of abstract design.  

Lined with sidewalks and decorated with cross walks, this area is meant to be traveled by foot. 

02 | FORM AND STRUCTURE

Video Game Architecture

To gain inspiration for the form of this structure, I studied a well loved video game called Monument Valley.This game is known for it's celebration of "sacred geometries".  It brings new questions to architectural boundaries and possibilities.    

AED 20101 - Monument Valley Photo.jpg

Assembly of Parts

Monument Valley uses hundreds of different forms, shapes, and geometries to define itself. As a visual summary, a few of the most important pieces have been collected and grouped together.  These can be classified as follies, objects, symbols and obstacles.

COMBINATION OF PIECES

The final form was created with an experimental process of combining the objects together in different methods. This process was iterated over 50 times to end up with this specific form. 

03 | INTERIOR

Applying the Outside In

With a structure as bold as this on the outside, one cannot allow for a simple or boring inside. This project demands creativity, meandering paths, similar to the game, and consistency from exterior to interior.

SECTION 1

Take note of the walls, varying wildly with their angles poshay. The uniqueness of the form shows openings that peak through in this section. 

SECTION 2

The doorways and threshholds in this section are none to be ignored. Homeage is paid to the game through these details which allow a genuine experience throughout the entire building. 

FLOOR PLANS

Level 5

Level 4

Level 3

Level 2

Level 1

Level -1

04 | KEY VIEWS

Creating the Experience

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