1. Introduction
2. Vocabulary: Zone
3. Background
4. Structure
5. Target audience
6. Development strategy
7. Game components
8. Software architecture
9. Hardware architecture
10. Hacks and bugs
11. Design considerations
12. Flexibility
13. Future entertainment
Site: Utrecht
Metamorphosis of Zone
Links and media
Total deZign

Zone Exploration

Design considerations and additional components of the complex

1. Total statement

The design of new construction for game event/industry area will be based on the principle of totality. It means that all components will derive from one conceptual source (in our case it comes from abandoned industrial site - zone as analysed data) and have certain design coherent language. Experimental architectural objects, interior interfaces, uniforms have to be combined in one complex, where connections between all elements will be visible on aesthetical design level and palpable on the interactive level.

If the transformation of ware houses-zones into "computer games in real time" will work as a sort of a "hook" for visitors, the design for game industry area as a place for events ought to expand zone game concept into the most sophisticated entertainment that can be described as multilayer experience of built environment. The components for game event area will derive from zone game conceptually and will support each other aesthetically. The principle of totality in design become crucial in order to create a place , where all elements will be connected in such way that visitor should experience an anticipating effect of the surrounding and himself as a reflective part of the complex.

The conditions of zone game such as: invisible labyrinthian spaces, uncanny effect of rusty details, random movement of erosion process; all those elements that makes abandoned ware houses -zones attractive in the eyes of visitors in terms of self identification with environment will be transformed into real design for zone game industry.

2. Kinetical component

Kinetical, manual devices become inevitable within the frame of game event that gives an opportunity to experience non static, movable environment from the "first hand". For instance, the movable vehicle should replace the static structures; machinery devices will change the character of previously unmoved objects and prospond a gaming interactive element into built environment. The machinery elements with its ornamentical industrial effect will built the aestetics of "zone game" area for events.

3. Uncanny component.

The uncanny component becomes important in terms of supporting the intellectual character of entertainment in "zone exploration" event that is able to change once perception of reality. The research laboratory that will work in the frame of game industry will adapt and develop different environmental devices as well as right combinations of materials, which will support the uncanny atmosphere of "zone exploration" in a very intelligent way. For example, the disturbing effect of functionless details - ready-mades from industrial site zone could be adapted and transformed into new structures while the uncanny effect should be preserved.

4. Labyrinth component.

The labyrinthian component as a derivative of zone site will be implemented in design of zone event to support the changeable character of the area. Hidden details, invisible corridors, changeable interfaces, layers will be set in order to encourage a visitor to "decode" the secrets that are concealed between the layers/ details and built up "zone game" area. A person can be trigerred to understand the invisible traces, layers, details to make his own conclusions. This situation will bring to the observer an illusion of conscious perception of environment and connection to the place.

The reference of such situation can be done on the example of interface for an interior that can be changed according to a function, while the connection with a previous function is maintained.

5. Uniform component.

A uniform component in "zone game" design will reinforce the desired connection between visitor and built object. The main goal of the uniform approach is to create interior and cloth as a complex that is reflecting the principles of changeable and variable surrounding. An example could be done on the uniform with a protecting layer that will react with "zone game" interface.

6. Boundary component.

The boundary aspect should be set in "zone game " as a desired trigger to provoke visitors' curiosity side. "Zone game" should remain hidden and protected from exposure. For example, a boundary can be implemented in design as a real wall or as a multifunctional complex for offices, showrooms, libraries etc. that will service the whole area of experimental entertainment.

7. Fragmentation.

The aspect of fragmentation in "zone game" will create a complex full of fragile details, nostalgical features and industrial ornaments. The fragile fragments ought to refine the machinery aesthetic of zone exploration in order to emphasise the naturalistic/ornamentical character of proclaimed by nature, decaying elements that built up the zone game reality. The fragments will create a diverse field for inspiration that points straight to somebody's memory associations.

All mentioned above aspects: mobility, changeability, protection, fragments will build "zone game" as a derivative of Zone situations providing material that can be transformed into interdisciplinary design of one integral complex. The conceptualised aspects of zone-game give an opportunity to visualise the future development for public building of a new type, where the entertainment has more sophisticated effect on visitors` perception. Public spaces and events on the base of "zone-game" design can serve visitors as experimental intellectual investigation into the world of unfixed, unexpected , multilayer environment.

Utrecht, Cereol site, tank detail.

Interior wall decoration for Zone Game - etched iron, metal parts. Nataly Gorodetsky-Engel, 2007.

Utrecht, Cereol site, electric engine.

Interactive game element, closeup. Sergey Engel, 2007.

Zone Exploration game - level 5, Nataly Gorodetsky-Engel, 2007.

Prague, Karlin. Building facade.

Uniform, Nataly Gorodetsky-Engel, 2006.

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