Fundamentals of Architecture Design

Fundamentals of Architecture Design

  • Price: $699 | Pay with installments.
  • Pre-Reqs: Environment Sketching and good digital painting skills. Foundation & Design Program recommended
  • Materials: Photoshop/Wacom Tablet or Equivalent
    Recommended Texts:

    The Grammar of Architecture

Course Description:

This is a project based course where each week students will be given an assignment found typically in the entertainment industry. Each week focuses on using different architectural styles and building mini projects from them that utilize a different design principle. We will start out simple but by the end of the term students will have a thorough understanding of various architectures, core design principles, and many aspects of visual development such as production sketches, interior and exterior shots, environmental storytelling telling to prop design and layout. Students will come away not only as better designers, but have a stronger sense of world cultures and understand how the production pipeline works to how visual development plays a role crafting meaningful designs that are used to sell an idea or product.



  • Week 1: Designing Ancient Architecture through silhouettes
    Students will learn how to generate ideas in a quick and efficient manner and then push them farther by adding basic forms and depth. This first week will also cover tips for presenting your sketches, expectations, and some strategies for solving design decisions through sketching. Learning the primitive shapes and how to manipulate them will be core skills utilized throughout the entire course. The Demos will include: Sketching basic architectural forms, arranging them, and the importance of clarity of form.
  • Week 2:Identifying what makes form language through classical architecture
    Developing a strong form language is most of the design process. Students will learn how to break silhouettes down into micro shapes. We will look at Greek and Roman architecture for examples then cover more about what exactly makes up a set of rules for form language. In addition, we will be taking these shapes and forms and learning how to efficiently arrange them to create successful designs. Form will always follow function so we will discuss how to improve our designs through interesting motifs based of their function.
  • Week 3:Using value groups to pitch our Asian Architectural designs
    By now we are well versed in creating dynamic architectural environment sketches and next we will cover how to add a value layer to really pitch the concept. We will be covering different Asian styles, what purpose their buildings have and what we can take away from that to create authentic sketches to use in our value practice. These are complex forms that make up most shapes of architecture so in a quick a simple manner we will learn to turn these production sketches into mood and atmosphere sketches.
  • Week 4:Looking at medieval Architecture to Create modular tile sets
    Often as designers we are tasked to create vast cities and worlds. Social hierarchies, districts, and race tangibly vary these settings. There will be an overview of many different medieval architectural styles followed by a demonstration showcasing how to focus on materials and smaller details of larger shapes. These details will be based on the building’s function or owner and will distinguish buildings from one another. We will also introduce the idea of sketching over 3D primitives to speed up the workflow and see how modular buildings are used to create vast scenes.
  • Week 5:Idea Amalgamation with Indian Architecture
    Eventually we either want to or are required to put a spin on existing ideas, principles and designs etc. This week we look at how the entertainment industry does this. What strategies we can employ to create our own worlds? First we will do a bit of analyzing of Indian architecture, making note of their design motifs and shape language. We will then combine these identified design motives and shape language with either a distant time period, or a vastly different culture, to create a new original scene.
  • Week 6:Visual development for creating fantasy Cityscapes
    Renaissance Architecture is a revival of classical architecture that features several additional elements from the gothic style, as well as the use of semicircular arches, hemispherical domes, niches and aedicule’s replaced the more complex proportional systems and irregular profiles of medieval buildings. This week we look at examples and see how we can take design elements from them to build our own fantasy cityscape. In additional we will look at a few techniques to create a color pallet for our city and integrate that into the shape designs.
  • Week 7:Designing a modern scene with contextual importance
    In this week, students will be shown the importance of 3D in a concept art and visual development workflow and how it can be used in a modular way to quickly create architecture that is unified and repeatable. The demonstration itself consists of a variety of value sketches to nail down some ideas all the way to the courses first finished piece or production art. Along the way details are explained and reasoning is applied to having your idea transcend beyond design to world building.
  • Week 8:Futuristic architecture
    What type of future do you envision? This week we look at many examples of how the future can unfold and discuss strategies for creating new and exciting shapes to construct scenes with. This can be accomplished a number of ways like taking design cues from everyday objects, or designing through modular templates.

May. 1st, 2017 - July 3rd, 2017 + 2 weeks for content review

Tyler Edlin has been working professionally for 7 years bringing his passion to commercial products such Fall From Heaven and the Therion Saga as well as Tinkerbells Fairies Chivalry: Medieval Warefare. Tyler has worked with studios including Disney Interactive, Hitpoint Studios, Paizo Publishing, StarDock Industries, and more.

Instructor's gallery:

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