Cosmopoiesis: To Code the Drawing

Michael 'Mischa' Culhane

michaelculhane399@gmail.com
+64 20 411 2709
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New means of 2D architectural representation

How can architectural hand-drawing techniques find new representational expression through the act of coding?

The architectural thread of inquiry of this thesis is to speculate on new means of spatial representation through the synthesis of 2D drawing techniques and the act of coding. As I am already familiar with 3D vector and point-based drawing software such as Rhino and Revit, I have elected to use a 2D game creation engine called GameMaker: Studio because it allows me to interrogate the spatial capabilities of the 2D drawing through coding. The project will not use GameMaker: Studio to design a game, but to be used to help me with design and to think 2D. 

Cosmopoiesis - to Code the Drawing
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The avatar can collide and shift pencil lines and watercolour textures as if they were physical objects with their own density and mass

Through the native coding language of GameMaker, I can explore the drawings through a digital avatar that can navigate through and teleport between different drawings. The drawing is transformed into a reactive, psychosomatic landscape that animates and transforms in response to the avatar's movement, and have drawings that overlay and interface in a powerfully intriguing aesthetic.

The historical role of the drawing has always been affected by technological innovation. During the early 1900s with the development of the camera, the role of the drawing was put under scrutiny. Its historical function of representing the world was done much more efficiently by the technological innovation of the camera, and that allowed art movements such as Cubism to develop ways of drawing that spatially represented reality differently. Similarly, the recent development of CAD tools has superseded the functional role of the hand-drawing from the architectural practice. This has freed up the role of drawing in architectural practice as the drawing need not be as concerned with its role as a signifier of a realised architectural project.

From the rise of the computer and increasing computerization of the architectural discipline, digital tools and analogue tools have proven not to be enemies standing at different camps, but instead interesting companions to one another and this proposal proves that one can enhance the other.

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Simulating visual and spatial transparency through coding
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The floating city
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The distorted section
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Cubist representation of space with interpenetration of multiple spatial readings
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The manipulated plan