• Marina Tabassum opens 2025 Serpentine Pavilion in Kensington Gardens

    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" ";
    The 2025 Serpentine Pavilion has opened to the public today, on 6 June, in London's Kensington Gardens. Named A Capsule in Time, the pavilion, designed by Bangladeshi architect and educator Marina Tabassum and her firm, Marina Tabassum Architects, the design discusses the permanent and ephemeral aspects of the commission. The Serpentine Pavilion will be on view in London's Kensington Gardens from June 6th to October 26th, 2025.The pavilion, which runs along the park's north-south axis, has a center court that lines up with Serpentine South's bell tower and an elongated capsule-like shape. The building, which consists of four wooden sculptures with a translucent façade that diffuses and dapples light as it enters the room, was inspired by summer park visitors and arched garden canopies that filter warm daylight through verdant greenery. A kinetic component that allows one of the capsule forms to move, link, and change the Pavilion into a new area is essential to Tabassum's design.Drawing inspiration from the history and architectural heritage of South Asian Shamiyana tents or awnings, Tabassum's design emphasizes the sensory and spiritual possibilities of architecture through scale and the interaction of light and shadow. Made of cloth and held up by bamboo poles, these structures serve a similar dynamic purpose and are frequently set up for outdoor events and festivities. The potential to bring people together through dialogue, networking, live events, and public gatherings is welcomed by Tabassum's Pavilion's openness.In keeping with Dame Zaha Hadid's philosophy of pushing the limits of architecture, Tabassum's Pavilion will commemorate the 25th anniversary of this groundbreaking project.Like many of Tabassum's earlier projects, the Pavilion is built around a semi-mature Ginkgo tree, a climate-resilient tree species that dates back to the early Jurassic Period. It takes into account the threshold between inside and outside, the tactility of material, lightness and darkness, height and volume. The leaves of the Gingko tree will gradually change from green to a brilliant gold-yellow color during the summer and into the fall. The choice of a gingko was motivated by the species' demonstrated climate change resistance and its contribution to Kensington Gardens' varied treescape. After the Pavilion closes in October, the species—which is immune to many modern pests and diseases—will be transplanted in the park.Tabassum elaborates on her idea for the Pavilion to serve as a multipurpose area where guests can congregate and bond via dialogue and information exchange in an age of growing censorship. The books that Tabassum and her colleagues at MTA have put together honor the diversity of Bangladesh, Bengali literature, poetry, ecology, and culture. It is housed on shelves that are integrated into the building and references the Pavilion's afterlife, which is a library that is accessible to everyone and is no longer located on Serpentine's lawn.“The Serpentine Pavilion celebrates the London summer—a time to be outdoors, connecting with friends and family in Kensington Gardens. We want to celebrate the tradition of park-going. "On a sunny day, the play of filtered daylight through the translucent facade draws on the memory of being under a Shamiyana at a Bengali wedding. Built from bamboo and decorated cloth, Shamiyanas convene hundreds of guests on any occasion," said Marina Tabassum, Architect, Marina Tabassum Architects. The Serpentine Pavilion offers a unique platform under the summer sun to unite as people rich in diversity. How can we transcend our differences and connect as humans?.""The Serpentine Pavilion offers a place where people of diverse backgrounds, ages and cultures can come together under one roof and call for action, facilitating dialogues that expand our boundaries of tolerance and respect," Tabassum added."We are thrilled to be working with Marina and her team on this year's Pavilion. The project, with its tight timescales and unique engineering challenges, is always particularly rewarding for our team of engineers and project managers," said Jon Leach, Director of AECOM. "Celebrating our thirteenth year on the Pavilion, it is fantastic to work with the Serpentine and the entire team once again to bring this year's design to life," Leach added.In 2024, architect, researcher and educator Marina Tabassum was named as the world's most influential architects in the 2024 TIME100 Next List by TIME Magazine. In 20216, Tabassum was awarded the Aga Khan Award for Architecture with Bait Ur Rouf Mosque, Dhaka, Bangladesh.Founded in 2005 after Tabassum's ten-year partnership with URBANA, Marina Tabassum Architects has created environmentally, politically, and socially concerned architectural designs. MTA carries out research on environmental deterioration in Bangladesh, a country particularly susceptible to the effects of climate change, in addition to buildings situated in Dhaka, the surrounding areas, and other regions of the country.All images © Iwan Baan, courtesy of Serpentine.> via Serpentine Galleries 
    #marina #tabassum #opens #serpentine #pavilion
    Marina Tabassum opens 2025 Serpentine Pavilion in Kensington Gardens
    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "; The 2025 Serpentine Pavilion has opened to the public today, on 6 June, in London's Kensington Gardens. Named A Capsule in Time, the pavilion, designed by Bangladeshi architect and educator Marina Tabassum and her firm, Marina Tabassum Architects, the design discusses the permanent and ephemeral aspects of the commission. The Serpentine Pavilion will be on view in London's Kensington Gardens from June 6th to October 26th, 2025.The pavilion, which runs along the park's north-south axis, has a center court that lines up with Serpentine South's bell tower and an elongated capsule-like shape. The building, which consists of four wooden sculptures with a translucent façade that diffuses and dapples light as it enters the room, was inspired by summer park visitors and arched garden canopies that filter warm daylight through verdant greenery. A kinetic component that allows one of the capsule forms to move, link, and change the Pavilion into a new area is essential to Tabassum's design.Drawing inspiration from the history and architectural heritage of South Asian Shamiyana tents or awnings, Tabassum's design emphasizes the sensory and spiritual possibilities of architecture through scale and the interaction of light and shadow. Made of cloth and held up by bamboo poles, these structures serve a similar dynamic purpose and are frequently set up for outdoor events and festivities. The potential to bring people together through dialogue, networking, live events, and public gatherings is welcomed by Tabassum's Pavilion's openness.In keeping with Dame Zaha Hadid's philosophy of pushing the limits of architecture, Tabassum's Pavilion will commemorate the 25th anniversary of this groundbreaking project.Like many of Tabassum's earlier projects, the Pavilion is built around a semi-mature Ginkgo tree, a climate-resilient tree species that dates back to the early Jurassic Period. It takes into account the threshold between inside and outside, the tactility of material, lightness and darkness, height and volume. The leaves of the Gingko tree will gradually change from green to a brilliant gold-yellow color during the summer and into the fall. The choice of a gingko was motivated by the species' demonstrated climate change resistance and its contribution to Kensington Gardens' varied treescape. After the Pavilion closes in October, the species—which is immune to many modern pests and diseases—will be transplanted in the park.Tabassum elaborates on her idea for the Pavilion to serve as a multipurpose area where guests can congregate and bond via dialogue and information exchange in an age of growing censorship. The books that Tabassum and her colleagues at MTA have put together honor the diversity of Bangladesh, Bengali literature, poetry, ecology, and culture. It is housed on shelves that are integrated into the building and references the Pavilion's afterlife, which is a library that is accessible to everyone and is no longer located on Serpentine's lawn.“The Serpentine Pavilion celebrates the London summer—a time to be outdoors, connecting with friends and family in Kensington Gardens. We want to celebrate the tradition of park-going. "On a sunny day, the play of filtered daylight through the translucent facade draws on the memory of being under a Shamiyana at a Bengali wedding. Built from bamboo and decorated cloth, Shamiyanas convene hundreds of guests on any occasion," said Marina Tabassum, Architect, Marina Tabassum Architects. The Serpentine Pavilion offers a unique platform under the summer sun to unite as people rich in diversity. How can we transcend our differences and connect as humans?.""The Serpentine Pavilion offers a place where people of diverse backgrounds, ages and cultures can come together under one roof and call for action, facilitating dialogues that expand our boundaries of tolerance and respect," Tabassum added."We are thrilled to be working with Marina and her team on this year's Pavilion. The project, with its tight timescales and unique engineering challenges, is always particularly rewarding for our team of engineers and project managers," said Jon Leach, Director of AECOM. "Celebrating our thirteenth year on the Pavilion, it is fantastic to work with the Serpentine and the entire team once again to bring this year's design to life," Leach added.In 2024, architect, researcher and educator Marina Tabassum was named as the world's most influential architects in the 2024 TIME100 Next List by TIME Magazine. In 20216, Tabassum was awarded the Aga Khan Award for Architecture with Bait Ur Rouf Mosque, Dhaka, Bangladesh.Founded in 2005 after Tabassum's ten-year partnership with URBANA, Marina Tabassum Architects has created environmentally, politically, and socially concerned architectural designs. MTA carries out research on environmental deterioration in Bangladesh, a country particularly susceptible to the effects of climate change, in addition to buildings situated in Dhaka, the surrounding areas, and other regions of the country.All images © Iwan Baan, courtesy of Serpentine.> via Serpentine Galleries  #marina #tabassum #opens #serpentine #pavilion
    WORLDARCHITECTURE.ORG
    Marina Tabassum opens 2025 Serpentine Pavilion in Kensington Gardens
    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "http://www.w3.org/TR/REC-html40/loose.dtd" The 2025 Serpentine Pavilion has opened to the public today, on 6 June, in London's Kensington Gardens. Named A Capsule in Time, the pavilion, designed by Bangladeshi architect and educator Marina Tabassum and her firm, Marina Tabassum Architects (MTA), the design discusses the permanent and ephemeral aspects of the commission. The Serpentine Pavilion will be on view in London's Kensington Gardens from June 6th to October 26th, 2025.The pavilion, which runs along the park's north-south axis, has a center court that lines up with Serpentine South's bell tower and an elongated capsule-like shape. The building, which consists of four wooden sculptures with a translucent façade that diffuses and dapples light as it enters the room, was inspired by summer park visitors and arched garden canopies that filter warm daylight through verdant greenery. A kinetic component that allows one of the capsule forms to move, link, and change the Pavilion into a new area is essential to Tabassum's design.Drawing inspiration from the history and architectural heritage of South Asian Shamiyana tents or awnings, Tabassum's design emphasizes the sensory and spiritual possibilities of architecture through scale and the interaction of light and shadow. Made of cloth and held up by bamboo poles, these structures serve a similar dynamic purpose and are frequently set up for outdoor events and festivities. The potential to bring people together through dialogue, networking, live events, and public gatherings is welcomed by Tabassum's Pavilion's openness.In keeping with Dame Zaha Hadid's philosophy of pushing the limits of architecture, Tabassum's Pavilion will commemorate the 25th anniversary of this groundbreaking project.Like many of Tabassum's earlier projects, the Pavilion is built around a semi-mature Ginkgo tree, a climate-resilient tree species that dates back to the early Jurassic Period. It takes into account the threshold between inside and outside, the tactility of material, lightness and darkness, height and volume. The leaves of the Gingko tree will gradually change from green to a brilliant gold-yellow color during the summer and into the fall. The choice of a gingko was motivated by the species' demonstrated climate change resistance and its contribution to Kensington Gardens' varied treescape. After the Pavilion closes in October, the species—which is immune to many modern pests and diseases—will be transplanted in the park.Tabassum elaborates on her idea for the Pavilion to serve as a multipurpose area where guests can congregate and bond via dialogue and information exchange in an age of growing censorship. The books that Tabassum and her colleagues at MTA have put together honor the diversity of Bangladesh, Bengali literature, poetry, ecology, and culture. It is housed on shelves that are integrated into the building and references the Pavilion's afterlife, which is a library that is accessible to everyone and is no longer located on Serpentine's lawn.“The Serpentine Pavilion celebrates the London summer—a time to be outdoors, connecting with friends and family in Kensington Gardens. We want to celebrate the tradition of park-going. "On a sunny day, the play of filtered daylight through the translucent facade draws on the memory of being under a Shamiyana at a Bengali wedding. Built from bamboo and decorated cloth, Shamiyanas convene hundreds of guests on any occasion," said Marina Tabassum, Architect, Marina Tabassum Architects (MTA). The Serpentine Pavilion offers a unique platform under the summer sun to unite as people rich in diversity. How can we transcend our differences and connect as humans?.""The Serpentine Pavilion offers a place where people of diverse backgrounds, ages and cultures can come together under one roof and call for action, facilitating dialogues that expand our boundaries of tolerance and respect," Tabassum added."We are thrilled to be working with Marina and her team on this year's Pavilion. The project, with its tight timescales and unique engineering challenges, is always particularly rewarding for our team of engineers and project managers," said Jon Leach, Director of AECOM. "Celebrating our thirteenth year on the Pavilion, it is fantastic to work with the Serpentine and the entire team once again to bring this year's design to life," Leach added.In 2024, architect, researcher and educator Marina Tabassum was named as the world's most influential architects in the 2024 TIME100 Next List by TIME Magazine. In 20216, Tabassum was awarded the Aga Khan Award for Architecture with Bait Ur Rouf Mosque, Dhaka, Bangladesh.Founded in 2005 after Tabassum's ten-year partnership with URBANA, Marina Tabassum Architects has created environmentally, politically, and socially concerned architectural designs. MTA carries out research on environmental deterioration in Bangladesh, a country particularly susceptible to the effects of climate change, in addition to buildings situated in Dhaka, the surrounding areas, and other regions of the country.All images © Iwan Baan, courtesy of Serpentine.> via Serpentine Galleries 
    Like
    Love
    Wow
    Angry
    Sad
    587
    0 Commentaires 0 Parts
  • The Orb on Google’s Campus Is a Living Algorithm in Architectural Form

    Installations on corporate campuses are often more than just eye candy. They’re a preview of the company’s ethos, a physical expression of how they think and create. So it’s no surprise that Google’s latest architectural addition doesn’t just stand out – it computes. The Orb designed by Marc Fornes, founder of art and architecture studio THEVERYMANY, is a jaw-dropping pavilion that lives on the tech giant’s Charleston East Campus. With its swirling, code-born structure and shimmering, spaceship-like exterior, The Orb looks like something generated by an algorithm, and that’s because it is.

    Set against a backdrop of tree-lined paths and native landscaping, The Orb rises like an artifact from another world – yet feels perfectly at home alongside Google’s modern campus. Measuring 10 meters tall and 26 meters wide, it makes a striking first impression. Despite being constructed from aluminum just 3mm thick, the structure is entirely self-supporting – a feat made possible through advanced computational design and Fornes’ longtime fascination with using algorithms and code to generate form.

    From afar, it resembles a futuristic seedpod or celestial vessel; up close, its perforated skin creates a shifting experience that changes with the weather. Part sculpture, part shelter, The Orb invites curious passersby to pause, step inside, and explore.

    On sunny days, daylight filters through the aluminum skin, casting dappled shadows across the ground while the canopy above evokes a starry night. Come evening, the installation glows with ground-level spotlights, turning its surface into a mesmerizing play of light and shadow that amplifies its sculptural presence.

    Though its fluid form suggests it was forged from a single sheet of metal, The Orb is actually composed of 6,441 individual aluminum pieces held together by more than 217,000 rivets – a fact that underscores the sculpture’s dual identity as both architecture and art. “For architects, we’re too much of an artist; for artists, too much of an architect,” says Fornes. That in-between sensibility is exactly what makes The Orb so compelling: it defies easy categorization, blending structure, sculpture, and spatial experience into something entirely new. It’s a fitting symbol of innovation – one that mirrors Google’s own ethos of pushing boundaries through design and technology.

    For more information on The Orb, visit theverymany.com.
    Photography by Younes Bounhar of Doublespace Photography.
    #orb #googles #campus #living #algorithm
    The Orb on Google’s Campus Is a Living Algorithm in Architectural Form
    Installations on corporate campuses are often more than just eye candy. They’re a preview of the company’s ethos, a physical expression of how they think and create. So it’s no surprise that Google’s latest architectural addition doesn’t just stand out – it computes. The Orb designed by Marc Fornes, founder of art and architecture studio THEVERYMANY, is a jaw-dropping pavilion that lives on the tech giant’s Charleston East Campus. With its swirling, code-born structure and shimmering, spaceship-like exterior, The Orb looks like something generated by an algorithm, and that’s because it is. Set against a backdrop of tree-lined paths and native landscaping, The Orb rises like an artifact from another world – yet feels perfectly at home alongside Google’s modern campus. Measuring 10 meters tall and 26 meters wide, it makes a striking first impression. Despite being constructed from aluminum just 3mm thick, the structure is entirely self-supporting – a feat made possible through advanced computational design and Fornes’ longtime fascination with using algorithms and code to generate form. From afar, it resembles a futuristic seedpod or celestial vessel; up close, its perforated skin creates a shifting experience that changes with the weather. Part sculpture, part shelter, The Orb invites curious passersby to pause, step inside, and explore. On sunny days, daylight filters through the aluminum skin, casting dappled shadows across the ground while the canopy above evokes a starry night. Come evening, the installation glows with ground-level spotlights, turning its surface into a mesmerizing play of light and shadow that amplifies its sculptural presence. Though its fluid form suggests it was forged from a single sheet of metal, The Orb is actually composed of 6,441 individual aluminum pieces held together by more than 217,000 rivets – a fact that underscores the sculpture’s dual identity as both architecture and art. “For architects, we’re too much of an artist; for artists, too much of an architect,” says Fornes. That in-between sensibility is exactly what makes The Orb so compelling: it defies easy categorization, blending structure, sculpture, and spatial experience into something entirely new. It’s a fitting symbol of innovation – one that mirrors Google’s own ethos of pushing boundaries through design and technology. For more information on The Orb, visit theverymany.com. Photography by Younes Bounhar of Doublespace Photography. #orb #googles #campus #living #algorithm
    DESIGN-MILK.COM
    The Orb on Google’s Campus Is a Living Algorithm in Architectural Form
    Installations on corporate campuses are often more than just eye candy. They’re a preview of the company’s ethos, a physical expression of how they think and create. So it’s no surprise that Google’s latest architectural addition doesn’t just stand out – it computes. The Orb designed by Marc Fornes, founder of art and architecture studio THEVERYMANY, is a jaw-dropping pavilion that lives on the tech giant’s Charleston East Campus. With its swirling, code-born structure and shimmering, spaceship-like exterior, The Orb looks like something generated by an algorithm, and that’s because it is. Set against a backdrop of tree-lined paths and native landscaping, The Orb rises like an artifact from another world – yet feels perfectly at home alongside Google’s modern campus. Measuring 10 meters tall and 26 meters wide, it makes a striking first impression. Despite being constructed from aluminum just 3mm thick, the structure is entirely self-supporting – a feat made possible through advanced computational design and Fornes’ longtime fascination with using algorithms and code to generate form. From afar, it resembles a futuristic seedpod or celestial vessel; up close, its perforated skin creates a shifting experience that changes with the weather. Part sculpture, part shelter, The Orb invites curious passersby to pause, step inside, and explore. On sunny days, daylight filters through the aluminum skin, casting dappled shadows across the ground while the canopy above evokes a starry night. Come evening, the installation glows with ground-level spotlights, turning its surface into a mesmerizing play of light and shadow that amplifies its sculptural presence. Though its fluid form suggests it was forged from a single sheet of metal, The Orb is actually composed of 6,441 individual aluminum pieces held together by more than 217,000 rivets – a fact that underscores the sculpture’s dual identity as both architecture and art. “For architects, we’re too much of an artist; for artists, too much of an architect,” says Fornes. That in-between sensibility is exactly what makes The Orb so compelling: it defies easy categorization, blending structure, sculpture, and spatial experience into something entirely new. It’s a fitting symbol of innovation – one that mirrors Google’s own ethos of pushing boundaries through design and technology. For more information on The Orb, visit theverymany.com. Photography by Younes Bounhar of Doublespace Photography.
    Like
    Love
    Wow
    Sad
    Angry
    677
    0 Commentaires 0 Parts
  • Medieval cold case is a salacious tale of sex, power, and mayhem

    The murder of John Forde was the culmination to years of political, social, and criminal intrigue.
     

    Get the Popular Science daily newsletter
    Breakthroughs, discoveries, and DIY tips sent every weekday.

    Researchers have uncovered handwritten letters, court documents, and a coroner’s report related to the nearly 700-year-old cold case murder of a medieval priest. Published on June 5 in the journal Criminal Law Forum, the investigation draws on direct archival evidence from Cambridge University that is helping fill in the gaps to a high-profile true crime scandal that would make headlines even today. But despite a mountain of firsthand accounts, the murder’s masterminds never saw justice.
    The ‘planned and cold-blooded’ crime
    On Friday, May 3, 1337, Anglican priest John Forde began a walk along downtown London’s Cheapside street after vespersshortly before sunset. At one point, a clergyman familiar to Forde by the name of Hasculph Neville approached him to begin a “pleasant conversation.” As the pair neared St. Paul’s Cathedral, four men ambushed the priest. One of the attackers then proceeded to slit Forde’s throat using a 12-inch dagger as two other assailants stabbed him in the stomach in front of onlookers.
    The vicious crime wasn’t a brazen robbery or politically motivated attack. It was likely a premeditated murder orchestrated by Ela Fitzpayne, a noblewoman, London crime syndicate leader—and potentially Forde’s lover.
    “We are looking at a murder commissioned by a leading figure of the English aristocracy. It is planned and cold-blooded, with a family member and close associates carrying it out, all of which suggests a revenge motive,” Cambridge University criminology professor Manuel Eisner explained in a statement.
    The location of the murder of John Forde on May 3, 1337. Credit: Medieval Murder Maps / University of Cambridge’s Institute of Criminology / Historic Towns Trust.
    A longstanding feud
    To understand how such a brutal killing could take place in daylight on a busy London street, it’s necessary to backtrack at least five years. In January 1332, the Archbishop of Canterbury sent a letter to the Bishop of Winchester that included a number of reputation-ruining claims surrounding Fitzpayne. In particular, Archbishop Simon Mepham described sexual relationships involving “knights and others, single and married, and even with clerics in holy orders.”
    The wide-ranging punishments for such sinful behavior could include a prohibition on wearing gold and other precious jewelry, as well as large tithes to monastic orders and the poor. But the most humiliating atonement often came in the form of a public walk of shame. The act of contrition involved walking barefoot across Salisbury Cathedral—England’s longest nave—in order to deliver a handcarried, four-pound wax candle to the church altar. What’s more, Archbishop Mepham commanded that Fitzpayne must repeat this penance every autumn for seven years.
    Fitzpayne was having none of it. According to Mepham’s message, the noblewoman chose to continue listening to a “spirit of pride”, and refused to abide by the judgment. A second letter sent by the Archbishop that April also alleged that she had since absconded from her husband, Sir Robert Fitzpayne, and was hiding in London’s Rotherhithe district along the Thames River. Due to this, Archbishop Mepham reported that Ela Fitzpayne had been excommunicated from the church.
    Image of the Archbishop of Canterbury’s letters to the Bishop of Winchester on the subject of Ela Fitzpayne, from the register of John de Stratford. Credit: Hampshire Archives and Hampshire County Council.
    Raids and rats
    But who tipped the clergy off to her indiscretions? According to Eisner’s review of original documents as part of the Cambridge University Institute of Criminology’s Medieval Murder Maps project, it was almost certainly her ex-lover, the soon-to-be-murdered John Forde. He was the only alleged lover named in Archbishop Mepham’s letters, and served as a church rector in a village located on the Fitzpayne family’s estate at the time of the suspected affair. 
    “The archbishop imposed heavy, shameful public penance on Ela, which she seems not to have complied with, but may have sparked a thirst for vengeance,” Eisner said. “Not least as John Forde appears to have escaped punishment by the church.”
    But Forde’s relationship with the Fitzpaynes seems to have extended even more illicit activities. In another record reviewed by Eisner, both Ela Fitzpayne and John Forde had been indicted by a Royal Commission in 1322. The crime–assisting in the raid of a Benedictine priory alongside Sir Fitzpayne. They and others reportedly assaulted the priory a year earlier, making off with around 18 oxen, 30 pigs, and 200 sheep. The monastery coincidentally served as a French abbey’s outpost amid increasing tensions between France and England in the years leading up to the Hundred Years’ War.
    Archbishop Mepham was almost certainly displeased after hearing about the indictment of one of his own clergy. A strict administrator himself, Mepham “was keen to enforce moral discipline among the gentry and nobility,” added Eisner. He theorizes that Forde copped to the affair after getting leaned on by superiors, which subsequently led to the campaign to shame Ela Fitzpayne as a means to reassert the Church’s authority over English nobility. Forde, unfortunately, was caught between the two sides.
    “John Forde may have had split loyalties,” argued Eisner. “One to the Fitzpayne family, who were likely patrons of his church and granted him the position. And the other to the bishops who had authority over him as a clergy member.”
    Archbishop Mepham ultimately wouldn’t live to see the scandal’s full consequences. Fitzpayne never accepted her walk of shame, and the church elder died a year after sending the incriminating letters. Eisner believes the Fitzpaynes greenlit their hit job on Forde only after the dust had seemingly settled. It doesn’t help their case three bystanders said the man who slit the rector’s throat was none other than Ela Fitzpayne’s own brother, Hugh Lovell. They also named two family servants as Forde’s other assailants.
    Archbishop Mepham died four years before Forde’s murder. Credit: ampshire Archives and Hampshire County Council
    Turning a blind eye
    Anyone waiting for justice in this medieval saga will likely be disappointed.
    “Despite naming the killers and clear knowledge of the instigator, when it comes to pursuing the perpetrators, the jury turna blind eye,” Eisner said.
    Eisner explained the circumstances surrounding an initial lack of convictions were simply “implausible.” No one supposedly could locate the accused to bring to trial, despite the men belonging to one of England’s highest nobility houses. Meanwhile, the court claimed Hugh Lovell had no belongings available to confiscate.
    “This was typical of the class-based justice of the day,” said Eisner.
    In the end, the only charge that ever stuck in the murder case was an indictment against one of the family’s former servants. Five years after the first trial in 1342, Hugh Colne was convicted of being one of the men to stab Forde in the stomach and sentenced to the notorious Newgate Prison.
    As dark and sordid as the multiyear medieval drama was, it apparently didn’t change much between Ela Fitzpayne and her husband, Sir Robert. She and the baron remained married until his death in 1354—when she subsequently inherited all his property.
    “Where rule of law is weak, we see killings committed by the highest ranks in society, who will take power into their own hands, whether it’s today or seven centuries ago,” said Eisner.
    That said, the criminology professor couldn’t help but concede that Ela Fitzpayne was an “extraordinary” individual, regardless of the era.
    “A woman in 14th century England who raided priories, openly defied the Archbishop of Canterbury, and planned the assassination of a priest,” he said. “Ela Fitzpayne appears to have been many things.”
    #medieval #cold #case #salacious #tale
    Medieval cold case is a salacious tale of sex, power, and mayhem
    The murder of John Forde was the culmination to years of political, social, and criminal intrigue.   Get the Popular Science daily newsletter💡 Breakthroughs, discoveries, and DIY tips sent every weekday. Researchers have uncovered handwritten letters, court documents, and a coroner’s report related to the nearly 700-year-old cold case murder of a medieval priest. Published on June 5 in the journal Criminal Law Forum, the investigation draws on direct archival evidence from Cambridge University that is helping fill in the gaps to a high-profile true crime scandal that would make headlines even today. But despite a mountain of firsthand accounts, the murder’s masterminds never saw justice. The ‘planned and cold-blooded’ crime On Friday, May 3, 1337, Anglican priest John Forde began a walk along downtown London’s Cheapside street after vespersshortly before sunset. At one point, a clergyman familiar to Forde by the name of Hasculph Neville approached him to begin a “pleasant conversation.” As the pair neared St. Paul’s Cathedral, four men ambushed the priest. One of the attackers then proceeded to slit Forde’s throat using a 12-inch dagger as two other assailants stabbed him in the stomach in front of onlookers. The vicious crime wasn’t a brazen robbery or politically motivated attack. It was likely a premeditated murder orchestrated by Ela Fitzpayne, a noblewoman, London crime syndicate leader—and potentially Forde’s lover. “We are looking at a murder commissioned by a leading figure of the English aristocracy. It is planned and cold-blooded, with a family member and close associates carrying it out, all of which suggests a revenge motive,” Cambridge University criminology professor Manuel Eisner explained in a statement. The location of the murder of John Forde on May 3, 1337. Credit: Medieval Murder Maps / University of Cambridge’s Institute of Criminology / Historic Towns Trust. A longstanding feud To understand how such a brutal killing could take place in daylight on a busy London street, it’s necessary to backtrack at least five years. In January 1332, the Archbishop of Canterbury sent a letter to the Bishop of Winchester that included a number of reputation-ruining claims surrounding Fitzpayne. In particular, Archbishop Simon Mepham described sexual relationships involving “knights and others, single and married, and even with clerics in holy orders.” The wide-ranging punishments for such sinful behavior could include a prohibition on wearing gold and other precious jewelry, as well as large tithes to monastic orders and the poor. But the most humiliating atonement often came in the form of a public walk of shame. The act of contrition involved walking barefoot across Salisbury Cathedral—England’s longest nave—in order to deliver a handcarried, four-pound wax candle to the church altar. What’s more, Archbishop Mepham commanded that Fitzpayne must repeat this penance every autumn for seven years. Fitzpayne was having none of it. According to Mepham’s message, the noblewoman chose to continue listening to a “spirit of pride”, and refused to abide by the judgment. A second letter sent by the Archbishop that April also alleged that she had since absconded from her husband, Sir Robert Fitzpayne, and was hiding in London’s Rotherhithe district along the Thames River. Due to this, Archbishop Mepham reported that Ela Fitzpayne had been excommunicated from the church. Image of the Archbishop of Canterbury’s letters to the Bishop of Winchester on the subject of Ela Fitzpayne, from the register of John de Stratford. Credit: Hampshire Archives and Hampshire County Council. Raids and rats But who tipped the clergy off to her indiscretions? According to Eisner’s review of original documents as part of the Cambridge University Institute of Criminology’s Medieval Murder Maps project, it was almost certainly her ex-lover, the soon-to-be-murdered John Forde. He was the only alleged lover named in Archbishop Mepham’s letters, and served as a church rector in a village located on the Fitzpayne family’s estate at the time of the suspected affair.  “The archbishop imposed heavy, shameful public penance on Ela, which she seems not to have complied with, but may have sparked a thirst for vengeance,” Eisner said. “Not least as John Forde appears to have escaped punishment by the church.” But Forde’s relationship with the Fitzpaynes seems to have extended even more illicit activities. In another record reviewed by Eisner, both Ela Fitzpayne and John Forde had been indicted by a Royal Commission in 1322. The crime–assisting in the raid of a Benedictine priory alongside Sir Fitzpayne. They and others reportedly assaulted the priory a year earlier, making off with around 18 oxen, 30 pigs, and 200 sheep. The monastery coincidentally served as a French abbey’s outpost amid increasing tensions between France and England in the years leading up to the Hundred Years’ War. Archbishop Mepham was almost certainly displeased after hearing about the indictment of one of his own clergy. A strict administrator himself, Mepham “was keen to enforce moral discipline among the gentry and nobility,” added Eisner. He theorizes that Forde copped to the affair after getting leaned on by superiors, which subsequently led to the campaign to shame Ela Fitzpayne as a means to reassert the Church’s authority over English nobility. Forde, unfortunately, was caught between the two sides. “John Forde may have had split loyalties,” argued Eisner. “One to the Fitzpayne family, who were likely patrons of his church and granted him the position. And the other to the bishops who had authority over him as a clergy member.” Archbishop Mepham ultimately wouldn’t live to see the scandal’s full consequences. Fitzpayne never accepted her walk of shame, and the church elder died a year after sending the incriminating letters. Eisner believes the Fitzpaynes greenlit their hit job on Forde only after the dust had seemingly settled. It doesn’t help their case three bystanders said the man who slit the rector’s throat was none other than Ela Fitzpayne’s own brother, Hugh Lovell. They also named two family servants as Forde’s other assailants. Archbishop Mepham died four years before Forde’s murder. Credit: ampshire Archives and Hampshire County Council Turning a blind eye Anyone waiting for justice in this medieval saga will likely be disappointed. “Despite naming the killers and clear knowledge of the instigator, when it comes to pursuing the perpetrators, the jury turna blind eye,” Eisner said. Eisner explained the circumstances surrounding an initial lack of convictions were simply “implausible.” No one supposedly could locate the accused to bring to trial, despite the men belonging to one of England’s highest nobility houses. Meanwhile, the court claimed Hugh Lovell had no belongings available to confiscate. “This was typical of the class-based justice of the day,” said Eisner. In the end, the only charge that ever stuck in the murder case was an indictment against one of the family’s former servants. Five years after the first trial in 1342, Hugh Colne was convicted of being one of the men to stab Forde in the stomach and sentenced to the notorious Newgate Prison. As dark and sordid as the multiyear medieval drama was, it apparently didn’t change much between Ela Fitzpayne and her husband, Sir Robert. She and the baron remained married until his death in 1354—when she subsequently inherited all his property. “Where rule of law is weak, we see killings committed by the highest ranks in society, who will take power into their own hands, whether it’s today or seven centuries ago,” said Eisner. That said, the criminology professor couldn’t help but concede that Ela Fitzpayne was an “extraordinary” individual, regardless of the era. “A woman in 14th century England who raided priories, openly defied the Archbishop of Canterbury, and planned the assassination of a priest,” he said. “Ela Fitzpayne appears to have been many things.” #medieval #cold #case #salacious #tale
    WWW.POPSCI.COM
    Medieval cold case is a salacious tale of sex, power, and mayhem
    The murder of John Forde was the culmination to years of political, social, and criminal intrigue.   Get the Popular Science daily newsletter💡 Breakthroughs, discoveries, and DIY tips sent every weekday. Researchers have uncovered handwritten letters, court documents, and a coroner’s report related to the nearly 700-year-old cold case murder of a medieval priest. Published on June 5 in the journal Criminal Law Forum, the investigation draws on direct archival evidence from Cambridge University that is helping fill in the gaps to a high-profile true crime scandal that would make headlines even today. But despite a mountain of firsthand accounts, the murder’s masterminds never saw justice. The ‘planned and cold-blooded’ crime On Friday, May 3, 1337, Anglican priest John Forde began a walk along downtown London’s Cheapside street after vespers (evening prayers) shortly before sunset. At one point, a clergyman familiar to Forde by the name of Hasculph Neville approached him to begin a “pleasant conversation.” As the pair neared St. Paul’s Cathedral, four men ambushed the priest. One of the attackers then proceeded to slit Forde’s throat using a 12-inch dagger as two other assailants stabbed him in the stomach in front of onlookers. The vicious crime wasn’t a brazen robbery or politically motivated attack. It was likely a premeditated murder orchestrated by Ela Fitzpayne, a noblewoman, London crime syndicate leader—and potentially Forde’s lover. “We are looking at a murder commissioned by a leading figure of the English aristocracy. It is planned and cold-blooded, with a family member and close associates carrying it out, all of which suggests a revenge motive,” Cambridge University criminology professor Manuel Eisner explained in a statement. The location of the murder of John Forde on May 3, 1337. Credit: Medieval Murder Maps / University of Cambridge’s Institute of Criminology / Historic Towns Trust. A longstanding feud To understand how such a brutal killing could take place in daylight on a busy London street, it’s necessary to backtrack at least five years. In January 1332, the Archbishop of Canterbury sent a letter to the Bishop of Winchester that included a number of reputation-ruining claims surrounding Fitzpayne. In particular, Archbishop Simon Mepham described sexual relationships involving “knights and others, single and married, and even with clerics in holy orders.” The wide-ranging punishments for such sinful behavior could include a prohibition on wearing gold and other precious jewelry, as well as large tithes to monastic orders and the poor. But the most humiliating atonement often came in the form of a public walk of shame. The act of contrition involved walking barefoot across Salisbury Cathedral—England’s longest nave—in order to deliver a handcarried, four-pound wax candle to the church altar. What’s more, Archbishop Mepham commanded that Fitzpayne must repeat this penance every autumn for seven years. Fitzpayne was having none of it. According to Mepham’s message, the noblewoman chose to continue listening to a “spirit of pride” (and the devil), and refused to abide by the judgment. A second letter sent by the Archbishop that April also alleged that she had since absconded from her husband, Sir Robert Fitzpayne, and was hiding in London’s Rotherhithe district along the Thames River. Due to this, Archbishop Mepham reported that Ela Fitzpayne had been excommunicated from the church. Image of the Archbishop of Canterbury’s letters to the Bishop of Winchester on the subject of Ela Fitzpayne, from the register of John de Stratford. Credit: Hampshire Archives and Hampshire County Council. Raids and rats But who tipped the clergy off to her indiscretions? According to Eisner’s review of original documents as part of the Cambridge University Institute of Criminology’s Medieval Murder Maps project, it was almost certainly her ex-lover, the soon-to-be-murdered John Forde. He was the only alleged lover named in Archbishop Mepham’s letters, and served as a church rector in a village located on the Fitzpayne family’s estate at the time of the suspected affair.  “The archbishop imposed heavy, shameful public penance on Ela, which she seems not to have complied with, but may have sparked a thirst for vengeance,” Eisner said. “Not least as John Forde appears to have escaped punishment by the church.” But Forde’s relationship with the Fitzpaynes seems to have extended even more illicit activities. In another record reviewed by Eisner, both Ela Fitzpayne and John Forde had been indicted by a Royal Commission in 1322. The crime–assisting in the raid of a Benedictine priory alongside Sir Fitzpayne. They and others reportedly assaulted the priory a year earlier, making off with around 18 oxen, 30 pigs, and 200 sheep. The monastery coincidentally served as a French abbey’s outpost amid increasing tensions between France and England in the years leading up to the Hundred Years’ War. Archbishop Mepham was almost certainly displeased after hearing about the indictment of one of his own clergy. A strict administrator himself, Mepham “was keen to enforce moral discipline among the gentry and nobility,” added Eisner. He theorizes that Forde copped to the affair after getting leaned on by superiors, which subsequently led to the campaign to shame Ela Fitzpayne as a means to reassert the Church’s authority over English nobility. Forde, unfortunately, was caught between the two sides. “John Forde may have had split loyalties,” argued Eisner. “One to the Fitzpayne family, who were likely patrons of his church and granted him the position. And the other to the bishops who had authority over him as a clergy member.” Archbishop Mepham ultimately wouldn’t live to see the scandal’s full consequences. Fitzpayne never accepted her walk of shame, and the church elder died a year after sending the incriminating letters. Eisner believes the Fitzpaynes greenlit their hit job on Forde only after the dust had seemingly settled. It doesn’t help their case three bystanders said the man who slit the rector’s throat was none other than Ela Fitzpayne’s own brother, Hugh Lovell. They also named two family servants as Forde’s other assailants. Archbishop Mepham died four years before Forde’s murder. Credit: ampshire Archives and Hampshire County Council Turning a blind eye Anyone waiting for justice in this medieval saga will likely be disappointed. “Despite naming the killers and clear knowledge of the instigator, when it comes to pursuing the perpetrators, the jury turn[ed] a blind eye,” Eisner said. Eisner explained the circumstances surrounding an initial lack of convictions were simply “implausible.” No one supposedly could locate the accused to bring to trial, despite the men belonging to one of England’s highest nobility houses. Meanwhile, the court claimed Hugh Lovell had no belongings available to confiscate. “This was typical of the class-based justice of the day,” said Eisner. In the end, the only charge that ever stuck in the murder case was an indictment against one of the family’s former servants. Five years after the first trial in 1342, Hugh Colne was convicted of being one of the men to stab Forde in the stomach and sentenced to the notorious Newgate Prison. As dark and sordid as the multiyear medieval drama was, it apparently didn’t change much between Ela Fitzpayne and her husband, Sir Robert. She and the baron remained married until his death in 1354—when she subsequently inherited all his property. “Where rule of law is weak, we see killings committed by the highest ranks in society, who will take power into their own hands, whether it’s today or seven centuries ago,” said Eisner. That said, the criminology professor couldn’t help but concede that Ela Fitzpayne was an “extraordinary” individual, regardless of the era. “A woman in 14th century England who raided priories, openly defied the Archbishop of Canterbury, and planned the assassination of a priest,” he said. “Ela Fitzpayne appears to have been many things.”
    Like
    Love
    Wow
    Angry
    Sad
    378
    0 Commentaires 0 Parts
  • After the flood: Malecón de Villahermosa in Villahermosa, Mexico, by Taller Mauricio Rocha, TaAU and Alejandro Castro

    With reclaimed land previously allocated to cars, the Grijalva River boardwalk offers generous public spaces and reconnects the Mexican city of Villahermosa to its river
    In Villahermosa, nature reigns supreme. Surrounded by rivers, lagoons, wild vegetation and the scorching heat of a humid tropical climate, the city’s identity is shaped by intense and unpredictable natural forces. The capital of the Mexican state of Tabasco was founded in 1564 on the banks of the Grijalva River, a vital trade route that has significantly shaped the city’s development. For locals, the river has long been both blessing and threat; major floods have been recorded since the 17th century. A devastating flood in 2007 submerged what officials estimated to be 80 per cent of the city, damaging or destroying more than 120,000 homes.
    In the aftermath of the inundation, high concrete retaining walls were built along both banks of the Grijalva River to prevent further flooding. While this was an understandable measure at first glance, it consequently caused residents to lose both their visual and physical connection with the river. As a result, people moved, particularly from the western bank where the historical centre is located, to new areas further away from the Grijalva River. The riverfront was left to deteriorate into a troubled zone. On the eastern bank, the neighbourhood of Gaviotas was already considered unsafe before the flood, yet it maintained more of its residential character.
    In 2022, 15 years after the dramatic flood, then‑president Andrés Manuel López Obrador, more commonly known as AMLO, announced the construction of a new 6km‑long riverfront promenade in Villahermosa, the capital of his home state. The idea was to enable the population to once again take pride in and live with their river, looking to Paris and Rome as examples. The monumental task, with its large urban scale and the population’s psychological trauma, was entrusted to the Ministry of Agricultural, Territorial and Urban Developmentas part of their Programa de Mejoramiento Urbano. This programme aimed to use architecture as an ‘instrument of social transformation’. High expectations were placed on these projects; architects were asked to create ‘places of national pride’ while improving everyday living conditions.
    The architectural trio of Alejandro Castro Jiménez Labora, Mauricio Rocha Iturbide, and Óscar Rodríguez Castañeda, along with their teams, were commissioned to design a linear park along both banks of the Grijalva. Each architect contributed their strength: Castro brought his expertise in poetic urban furniture; Rocha his sensitive and atmospheric architectural approach; and Rodríguez his thoughtful urban and traffic planning skills. The SEDATU team provided technical and participatory expertise, enabling contextual sensitivity by sharing essential information about the site’s topography, soil conditions and water flows.
    From the city’s existing observatory, the Torre del Caballero landmark, visitors enjoy an excellent view over the redesigned riverbanks. The historical centre and the Gaviotas neighbourhood now form a single ensemble, while the intervention carefully responds to the different conditions found along the length of the river. The project’s main objective is to reclaim some of the land previously allocated to cars and create a promenade for pedestrians and slower vehicles, punctuated with public spaces and facilities. On both sides of the river, cars are now limited to just one or two grey asphalt lanes. Running alongside are generous cycle paths and pedestrian walkways made of earth‑coloured concrete. Speed bumps in the same material and colour connect the pavements on either side of the road while helping to limit traffic speed to 30km/h, further enhancing pedestrian safety.
    Several design elements are found along almost the entire promenade. A ribbon of light‑grey benches delineates the edge of the elevated riverfront; stone walls, steps and ramps are used to negotiate the slight changes in level; planters and lush vegetation soften the transition to the walkways, creating a welcome buffer from street traffic. The most visually striking components are the tall, red‑pigmented concrete light poles on the elevated path, adorned with elegant L‑shaped steel light fixtures, which establish a strong and cohesive visual rhythm.
    Only upon closer inspection you notice the 2007 retaining walls peeking through the dense tropical vegetation. Removing these unattractive concrete barriers was never an option; they stand as a symbol of successful flood protection for the local population. The architectural team ingeniously built the elevated promenade atop the existing wall – an effective concealment from the street side while simultaneously inviting residents to reconnect with the Grijalva. 
    At the foot of the observatory, directly below the retaining wall, the earth‑toned concrete platforms of the Carlos A Madrazo Becerra Park stretch towards the river. Visitors can access the park via a ramp from the promenade on the western bank or by ferry from the opposite side. In the park, concrete furnishings invite visitors to linger among tropical vegetation set against tall natural stone walls. Importantly, it is a space that is durable and requires minimal maintenance – a survival formula for public parks in the Mexican context. Small traces on the concrete benches reveal that the park weathered its baptism of fire last year: the design accommodates the river’s natural dynamics, adapting to fluctuating water levels without compromising public safety. Beyond providing much‑needed shade, the extensive planting of native, low‑maintenance plants on both riverbanks has improved soil stability.
    Above the park, on a broad extension of the elevated pathway, stand three long, elegant buildings with large cantilevered roofs supported by hefty beams resting on distinctive double columns. The tall glass walls that enclose the interiors are set back, creating a visual flow between interior and exterior spaces. While the beams evoke timber construction, they – like the columns – are made of the same pigmented concrete used for the promenade paving. Despite their refined composition, these structures have remained largely unused since their completion over a year ago, neither serving their intended function as restaurants nor hosting alternative uses. Even the beautifully designed park sees only limited public engagement. The ambitious goal of SEDATU with the PMU projects to ‘counteract violence and strengthen the social fabric’ appears, for now, to have fallen short in this area. According to national statistics, Villahermosa ranks first in perceived insecurity among Mexican cities. This sense of insecurity is tangible on the promenade by the city centre, where buildings that look abandoned contribute to an atmosphere of neglect.
    The situation is markedly different on the opposite riverbank, in the Gaviotas neighbourhood. Construction of the 3.5km promenade on this side began in 2021 with three open pavilions housing several small kiosks, which quickly evolved into popular taco stands. The Plaza Solidaridad, revitalised by the architectural trio, draws people from the surrounding vibrant neighbourhood. Further south, the final section that was built is a large sports area and children’s playground, which were embraced by the local community even before their official inauguration in February 2024. Especially after sunset, when the air cools, the well‑lit Gaviotas riverfront comes to life. During daylight hours, however, air‑conditioned shopping centres remain the preferred gathering places for the residents of Villahermosa.
    Rocha describes the city’s new promenade as a ‘jazz composition’, a striking metaphor that speaks of rhythmic complexity and the freedom to improvise. With just a few designed elements and carefully selected colours, the architects have harmoniously layered the river’s urban spaces. The project is earning international recognition but, in Mexico, it faced sharp criticism and was overshadowed by accusations of nepotism. Castro is a friend of AMLO’s son, and the fact that the intervention took place in the home state of the then‑president, coupled with its substantial budget by local standards, drew considerable attention. According to residents, this undermined public acceptance. When asked about the negative press, Rocha speaks of the need to develop a ‘crisis muscle’; he says architects working on public projects in Mexico must ‘let go of perfectionism’ as much lies beyond their control. 
    During AMLO’s six‑year term, which ended in 2024, SEDATU implemented 1,300 PMU projects in 193 highly marginalised municipalities across the country. While many of these interventions undoubtedly improved people’s quality of life, the Villahermosa riverside project also reveals architecture’s limitations, exposing some of the programme’s weaknesses: architectural interventions often act as sticking plasters on an extensively damaged urban fabric. They are handed over from a national ministry with comprehensive expertise and funding to local governments lacking the means to sustain them. Although SEDATU conducted participatory consultations during the project’s implementation, this engagement was absent once the project was completed. Public acceptance and appropriation can take time; what this project does is send an invitation out.

    2025-06-05
    Reuben J Brown

    Share

    AR June 2025RoadsBuy Now
    #after #flood #malecón #villahermosa #mexico
    After the flood: Malecón de Villahermosa in Villahermosa, Mexico, by Taller Mauricio Rocha, TaAU and Alejandro Castro
    With reclaimed land previously allocated to cars, the Grijalva River boardwalk offers generous public spaces and reconnects the Mexican city of Villahermosa to its river In Villahermosa, nature reigns supreme. Surrounded by rivers, lagoons, wild vegetation and the scorching heat of a humid tropical climate, the city’s identity is shaped by intense and unpredictable natural forces. The capital of the Mexican state of Tabasco was founded in 1564 on the banks of the Grijalva River, a vital trade route that has significantly shaped the city’s development. For locals, the river has long been both blessing and threat; major floods have been recorded since the 17th century. A devastating flood in 2007 submerged what officials estimated to be 80 per cent of the city, damaging or destroying more than 120,000 homes. In the aftermath of the inundation, high concrete retaining walls were built along both banks of the Grijalva River to prevent further flooding. While this was an understandable measure at first glance, it consequently caused residents to lose both their visual and physical connection with the river. As a result, people moved, particularly from the western bank where the historical centre is located, to new areas further away from the Grijalva River. The riverfront was left to deteriorate into a troubled zone. On the eastern bank, the neighbourhood of Gaviotas was already considered unsafe before the flood, yet it maintained more of its residential character. In 2022, 15 years after the dramatic flood, then‑president Andrés Manuel López Obrador, more commonly known as AMLO, announced the construction of a new 6km‑long riverfront promenade in Villahermosa, the capital of his home state. The idea was to enable the population to once again take pride in and live with their river, looking to Paris and Rome as examples. The monumental task, with its large urban scale and the population’s psychological trauma, was entrusted to the Ministry of Agricultural, Territorial and Urban Developmentas part of their Programa de Mejoramiento Urbano. This programme aimed to use architecture as an ‘instrument of social transformation’. High expectations were placed on these projects; architects were asked to create ‘places of national pride’ while improving everyday living conditions. The architectural trio of Alejandro Castro Jiménez Labora, Mauricio Rocha Iturbide, and Óscar Rodríguez Castañeda, along with their teams, were commissioned to design a linear park along both banks of the Grijalva. Each architect contributed their strength: Castro brought his expertise in poetic urban furniture; Rocha his sensitive and atmospheric architectural approach; and Rodríguez his thoughtful urban and traffic planning skills. The SEDATU team provided technical and participatory expertise, enabling contextual sensitivity by sharing essential information about the site’s topography, soil conditions and water flows. From the city’s existing observatory, the Torre del Caballero landmark, visitors enjoy an excellent view over the redesigned riverbanks. The historical centre and the Gaviotas neighbourhood now form a single ensemble, while the intervention carefully responds to the different conditions found along the length of the river. The project’s main objective is to reclaim some of the land previously allocated to cars and create a promenade for pedestrians and slower vehicles, punctuated with public spaces and facilities. On both sides of the river, cars are now limited to just one or two grey asphalt lanes. Running alongside are generous cycle paths and pedestrian walkways made of earth‑coloured concrete. Speed bumps in the same material and colour connect the pavements on either side of the road while helping to limit traffic speed to 30km/h, further enhancing pedestrian safety. Several design elements are found along almost the entire promenade. A ribbon of light‑grey benches delineates the edge of the elevated riverfront; stone walls, steps and ramps are used to negotiate the slight changes in level; planters and lush vegetation soften the transition to the walkways, creating a welcome buffer from street traffic. The most visually striking components are the tall, red‑pigmented concrete light poles on the elevated path, adorned with elegant L‑shaped steel light fixtures, which establish a strong and cohesive visual rhythm. Only upon closer inspection you notice the 2007 retaining walls peeking through the dense tropical vegetation. Removing these unattractive concrete barriers was never an option; they stand as a symbol of successful flood protection for the local population. The architectural team ingeniously built the elevated promenade atop the existing wall – an effective concealment from the street side while simultaneously inviting residents to reconnect with the Grijalva.  At the foot of the observatory, directly below the retaining wall, the earth‑toned concrete platforms of the Carlos A Madrazo Becerra Park stretch towards the river. Visitors can access the park via a ramp from the promenade on the western bank or by ferry from the opposite side. In the park, concrete furnishings invite visitors to linger among tropical vegetation set against tall natural stone walls. Importantly, it is a space that is durable and requires minimal maintenance – a survival formula for public parks in the Mexican context. Small traces on the concrete benches reveal that the park weathered its baptism of fire last year: the design accommodates the river’s natural dynamics, adapting to fluctuating water levels without compromising public safety. Beyond providing much‑needed shade, the extensive planting of native, low‑maintenance plants on both riverbanks has improved soil stability. Above the park, on a broad extension of the elevated pathway, stand three long, elegant buildings with large cantilevered roofs supported by hefty beams resting on distinctive double columns. The tall glass walls that enclose the interiors are set back, creating a visual flow between interior and exterior spaces. While the beams evoke timber construction, they – like the columns – are made of the same pigmented concrete used for the promenade paving. Despite their refined composition, these structures have remained largely unused since their completion over a year ago, neither serving their intended function as restaurants nor hosting alternative uses. Even the beautifully designed park sees only limited public engagement. The ambitious goal of SEDATU with the PMU projects to ‘counteract violence and strengthen the social fabric’ appears, for now, to have fallen short in this area. According to national statistics, Villahermosa ranks first in perceived insecurity among Mexican cities. This sense of insecurity is tangible on the promenade by the city centre, where buildings that look abandoned contribute to an atmosphere of neglect. The situation is markedly different on the opposite riverbank, in the Gaviotas neighbourhood. Construction of the 3.5km promenade on this side began in 2021 with three open pavilions housing several small kiosks, which quickly evolved into popular taco stands. The Plaza Solidaridad, revitalised by the architectural trio, draws people from the surrounding vibrant neighbourhood. Further south, the final section that was built is a large sports area and children’s playground, which were embraced by the local community even before their official inauguration in February 2024. Especially after sunset, when the air cools, the well‑lit Gaviotas riverfront comes to life. During daylight hours, however, air‑conditioned shopping centres remain the preferred gathering places for the residents of Villahermosa. Rocha describes the city’s new promenade as a ‘jazz composition’, a striking metaphor that speaks of rhythmic complexity and the freedom to improvise. With just a few designed elements and carefully selected colours, the architects have harmoniously layered the river’s urban spaces. The project is earning international recognition but, in Mexico, it faced sharp criticism and was overshadowed by accusations of nepotism. Castro is a friend of AMLO’s son, and the fact that the intervention took place in the home state of the then‑president, coupled with its substantial budget by local standards, drew considerable attention. According to residents, this undermined public acceptance. When asked about the negative press, Rocha speaks of the need to develop a ‘crisis muscle’; he says architects working on public projects in Mexico must ‘let go of perfectionism’ as much lies beyond their control.  During AMLO’s six‑year term, which ended in 2024, SEDATU implemented 1,300 PMU projects in 193 highly marginalised municipalities across the country. While many of these interventions undoubtedly improved people’s quality of life, the Villahermosa riverside project also reveals architecture’s limitations, exposing some of the programme’s weaknesses: architectural interventions often act as sticking plasters on an extensively damaged urban fabric. They are handed over from a national ministry with comprehensive expertise and funding to local governments lacking the means to sustain them. Although SEDATU conducted participatory consultations during the project’s implementation, this engagement was absent once the project was completed. Public acceptance and appropriation can take time; what this project does is send an invitation out. 2025-06-05 Reuben J Brown Share AR June 2025RoadsBuy Now #after #flood #malecón #villahermosa #mexico
    WWW.ARCHITECTURAL-REVIEW.COM
    After the flood: Malecón de Villahermosa in Villahermosa, Mexico, by Taller Mauricio Rocha, TaAU and Alejandro Castro
    With reclaimed land previously allocated to cars, the Grijalva River boardwalk offers generous public spaces and reconnects the Mexican city of Villahermosa to its river In Villahermosa, nature reigns supreme. Surrounded by rivers, lagoons, wild vegetation and the scorching heat of a humid tropical climate, the city’s identity is shaped by intense and unpredictable natural forces. The capital of the Mexican state of Tabasco was founded in 1564 on the banks of the Grijalva River, a vital trade route that has significantly shaped the city’s development. For locals, the river has long been both blessing and threat; major floods have been recorded since the 17th century. A devastating flood in 2007 submerged what officials estimated to be 80 per cent of the city, damaging or destroying more than 120,000 homes. In the aftermath of the inundation, high concrete retaining walls were built along both banks of the Grijalva River to prevent further flooding. While this was an understandable measure at first glance, it consequently caused residents to lose both their visual and physical connection with the river. As a result, people moved, particularly from the western bank where the historical centre is located, to new areas further away from the Grijalva River. The riverfront was left to deteriorate into a troubled zone. On the eastern bank, the neighbourhood of Gaviotas was already considered unsafe before the flood, yet it maintained more of its residential character. In 2022, 15 years after the dramatic flood, then‑president Andrés Manuel López Obrador, more commonly known as AMLO, announced the construction of a new 6km‑long riverfront promenade in Villahermosa, the capital of his home state. The idea was to enable the population to once again take pride in and live with their river, looking to Paris and Rome as examples. The monumental task, with its large urban scale and the population’s psychological trauma, was entrusted to the Ministry of Agricultural, Territorial and Urban Development (SEDATU) as part of their Programa de Mejoramiento Urbano (Urban Improvement Programme, or PMU). This programme aimed to use architecture as an ‘instrument of social transformation’. High expectations were placed on these projects; architects were asked to create ‘places of national pride’ while improving everyday living conditions. The architectural trio of Alejandro Castro Jiménez Labora, Mauricio Rocha Iturbide, and Óscar Rodríguez Castañeda, along with their teams, were commissioned to design a linear park along both banks of the Grijalva. Each architect contributed their strength: Castro brought his expertise in poetic urban furniture; Rocha his sensitive and atmospheric architectural approach; and Rodríguez his thoughtful urban and traffic planning skills. The SEDATU team provided technical and participatory expertise, enabling contextual sensitivity by sharing essential information about the site’s topography, soil conditions and water flows. From the city’s existing observatory, the Torre del Caballero landmark, visitors enjoy an excellent view over the redesigned riverbanks. The historical centre and the Gaviotas neighbourhood now form a single ensemble, while the intervention carefully responds to the different conditions found along the length of the river. The project’s main objective is to reclaim some of the land previously allocated to cars and create a promenade for pedestrians and slower vehicles, punctuated with public spaces and facilities. On both sides of the river, cars are now limited to just one or two grey asphalt lanes. Running alongside are generous cycle paths and pedestrian walkways made of earth‑coloured concrete. Speed bumps in the same material and colour connect the pavements on either side of the road while helping to limit traffic speed to 30km/h, further enhancing pedestrian safety. Several design elements are found along almost the entire promenade. A ribbon of light‑grey benches delineates the edge of the elevated riverfront; stone walls, steps and ramps are used to negotiate the slight changes in level; planters and lush vegetation soften the transition to the walkways, creating a welcome buffer from street traffic. The most visually striking components are the tall, red‑pigmented concrete light poles on the elevated path, adorned with elegant L‑shaped steel light fixtures, which establish a strong and cohesive visual rhythm. Only upon closer inspection you notice the 2007 retaining walls peeking through the dense tropical vegetation. Removing these unattractive concrete barriers was never an option; they stand as a symbol of successful flood protection for the local population. The architectural team ingeniously built the elevated promenade atop the existing wall – an effective concealment from the street side while simultaneously inviting residents to reconnect with the Grijalva.  At the foot of the observatory, directly below the retaining wall, the earth‑toned concrete platforms of the Carlos A Madrazo Becerra Park stretch towards the river. Visitors can access the park via a ramp from the promenade on the western bank or by ferry from the opposite side. In the park, concrete furnishings invite visitors to linger among tropical vegetation set against tall natural stone walls. Importantly, it is a space that is durable and requires minimal maintenance – a survival formula for public parks in the Mexican context. Small traces on the concrete benches reveal that the park weathered its baptism of fire last year: the design accommodates the river’s natural dynamics, adapting to fluctuating water levels without compromising public safety. Beyond providing much‑needed shade, the extensive planting of native, low‑maintenance plants on both riverbanks has improved soil stability. Above the park, on a broad extension of the elevated pathway, stand three long, elegant buildings with large cantilevered roofs supported by hefty beams resting on distinctive double columns. The tall glass walls that enclose the interiors are set back, creating a visual flow between interior and exterior spaces. While the beams evoke timber construction, they – like the columns – are made of the same pigmented concrete used for the promenade paving. Despite their refined composition, these structures have remained largely unused since their completion over a year ago, neither serving their intended function as restaurants nor hosting alternative uses. Even the beautifully designed park sees only limited public engagement. The ambitious goal of SEDATU with the PMU projects to ‘counteract violence and strengthen the social fabric’ appears, for now, to have fallen short in this area. According to national statistics, Villahermosa ranks first in perceived insecurity among Mexican cities. This sense of insecurity is tangible on the promenade by the city centre, where buildings that look abandoned contribute to an atmosphere of neglect. The situation is markedly different on the opposite riverbank, in the Gaviotas neighbourhood. Construction of the 3.5km promenade on this side began in 2021 with three open pavilions housing several small kiosks, which quickly evolved into popular taco stands. The Plaza Solidaridad, revitalised by the architectural trio, draws people from the surrounding vibrant neighbourhood. Further south, the final section that was built is a large sports area and children’s playground, which were embraced by the local community even before their official inauguration in February 2024. Especially after sunset, when the air cools, the well‑lit Gaviotas riverfront comes to life. During daylight hours, however, air‑conditioned shopping centres remain the preferred gathering places for the residents of Villahermosa. Rocha describes the city’s new promenade as a ‘jazz composition’, a striking metaphor that speaks of rhythmic complexity and the freedom to improvise. With just a few designed elements and carefully selected colours, the architects have harmoniously layered the river’s urban spaces. The project is earning international recognition but, in Mexico, it faced sharp criticism and was overshadowed by accusations of nepotism. Castro is a friend of AMLO’s son, and the fact that the intervention took place in the home state of the then‑president, coupled with its substantial budget by local standards, drew considerable attention. According to residents, this undermined public acceptance. When asked about the negative press, Rocha speaks of the need to develop a ‘crisis muscle’; he says architects working on public projects in Mexico must ‘let go of perfectionism’ as much lies beyond their control.  During AMLO’s six‑year term, which ended in 2024, SEDATU implemented 1,300 PMU projects in 193 highly marginalised municipalities across the country. While many of these interventions undoubtedly improved people’s quality of life, the Villahermosa riverside project also reveals architecture’s limitations, exposing some of the programme’s weaknesses: architectural interventions often act as sticking plasters on an extensively damaged urban fabric. They are handed over from a national ministry with comprehensive expertise and funding to local governments lacking the means to sustain them. Although SEDATU conducted participatory consultations during the project’s implementation, this engagement was absent once the project was completed. Public acceptance and appropriation can take time; what this project does is send an invitation out. 2025-06-05 Reuben J Brown Share AR June 2025RoadsBuy Now
    Like
    Love
    Wow
    Sad
    Angry
    285
    0 Commentaires 0 Parts
  • YARA + DAVINA on hacking motherhood, job-sharing art, and making space for mothers in public culture

    When YARA + DAVINA became mothers within a month of each other, they didn't step back from their practice – they stepped forward together. The socially engaged artist duo began collaborating as a job share, determined to remain visible in an industry that too often sidelines mothers.
    Their work – which spans everything from poetry to bronze public sculptures – is rooted in play, accessibility and political intent, often exploring themes of care, identity, and who art is really for. In this candid Q&A, they reflect on making timewith imperfection, the pressures of doing it all, and why motherhood has only deepened their creative drive.

    How has motherhood influenced your creative process or career choices?
    Brian Sewel, the art critic, said in 2008 that "Female artists fade away in their late 20s or 30s. Maybe it's something to do with bearing children".
    Yes, motherhood has had a profound influence on our career choices. We became a duo after becoming mothers, and we had a deep wellspring of desire to nurture our babies and also nurture our art practice, not letting it fade away.
    Being a mum gave us a wider range of being and a deeper depth of what it means to be human. It filled us with more ideas, not less… we had more determination and more creative ideas than ever.
    In 2016, our hack on motherhood was to start collaborating as a duo as a 'job share'. We had been friends and admirers of each other's work for 11 years prior, and both of us became parents within a month of each other. We realised we both wanted to be present mothers but also visible artists. We literally started working together so we could work part-time but have a full-time practice between us.
    We are driven to make powerful, playful and fun contemporary art, alongside being mothers, to challenge ideas like Tracy Emin, who said, "There are good artists that have children. They are called men." We are good artists, and we are not only women; we are mothers!

    Photo credit: Alice Horsley

    What's been the biggest challenge in balancing creativity and caregiving?
    Time and some guilt! Quite literally, there is little time to parent and make art. But we were both determined to be part-time mums, part-time artists and full-time friends. This duo works because we both understand the limitations of our free time: we are always there to step up when the other needs a break, has sick children, or craves space for ourselves. It was almost like an intuitive dance, where we had become in tune with each other's outside demands and rhythm.
    As artists, we often have to travel extensively for work, which can put considerable pressure on our partners and be unsettling for our children. So guilt slips in every now and then. Luckily, we both support each other in those times and remind each other that to parent and care for others effectively, it is essential that we make time for our art practice and thus ourselves. With time, we hope our children will respect and understand the role art played in our lives and why we had to find a balance that worked for us as creative beings.
    We work together every weekday, and we always find ourselves talking and supporting each other with our parenting alongside making work. We both deeply feel that we were put on this planet to create great art, to push the boundaries of what art is and can be, and with whom it can be made and for whom it can be made. And we can do this while raising children.

    Photo credit: Alice Horsley

    Have you felt pressure to 'do it all,' and how do you navigate that?
    Yes, we feel it all the time, from ourselves as much as from society! One of our mottos that we tell ourselves is 'Good Enough'. We have talked about getting these as matching tattoos.
    Essentially, it is impossible to do everything really well. We need to prioritise what things need to be brilliant and what things can just be good enough. These priorities shift daily, creating an interplay between our personal and professional lives. Being a duo allows us to pick up each other's slack when needed.

    Photo credit: Nick Turpin

    What changes would you like to see in the creative industry to better support mothers?
    In 2016, we participated in a British Council residency at Portland State University titled 'Motherhood: A Social Practice'. We explored motherhood in the creative world, and our passion was to create more family-focused residencies and secure funding to support childcare. We wanted programmers to consider simple things, such as family-accessible residences, and work around term times. Things have dramatically changed since then, but we need to see more changes. People like Lizzie Humber and her daylight collective are doing amazing things, thinking about programming parent-accessible daytime culture.
    When we live in a time where Evening Standard art critic Brian Sewell says things like, "Only men are capable of aesthetic greatness.", women, in general, have a tough time, never mind mums! We are passionate not only about supporting artist mothers but also about working with and for mothers.
    Our public artwork, WOMAN - WHOLE, was created alongside, with, and for mothers on the Regents Park Estate, commissioned by ODAC, Camden. We subverted the idea of manholes, creating a series of bronze-cast covers embedded in the pavements of Camden. These permanent public artworks playfully remind us that, as women, we are whole.

    Photo credit: Hugo Glendinning
    #yara #davina #hacking #motherhood #jobsharing
    YARA + DAVINA on hacking motherhood, job-sharing art, and making space for mothers in public culture
    When YARA + DAVINA became mothers within a month of each other, they didn't step back from their practice – they stepped forward together. The socially engaged artist duo began collaborating as a job share, determined to remain visible in an industry that too often sidelines mothers. Their work – which spans everything from poetry to bronze public sculptures – is rooted in play, accessibility and political intent, often exploring themes of care, identity, and who art is really for. In this candid Q&A, they reflect on making timewith imperfection, the pressures of doing it all, and why motherhood has only deepened their creative drive. How has motherhood influenced your creative process or career choices? Brian Sewel, the art critic, said in 2008 that "Female artists fade away in their late 20s or 30s. Maybe it's something to do with bearing children". Yes, motherhood has had a profound influence on our career choices. We became a duo after becoming mothers, and we had a deep wellspring of desire to nurture our babies and also nurture our art practice, not letting it fade away. Being a mum gave us a wider range of being and a deeper depth of what it means to be human. It filled us with more ideas, not less… we had more determination and more creative ideas than ever. In 2016, our hack on motherhood was to start collaborating as a duo as a 'job share'. We had been friends and admirers of each other's work for 11 years prior, and both of us became parents within a month of each other. We realised we both wanted to be present mothers but also visible artists. We literally started working together so we could work part-time but have a full-time practice between us. We are driven to make powerful, playful and fun contemporary art, alongside being mothers, to challenge ideas like Tracy Emin, who said, "There are good artists that have children. They are called men." We are good artists, and we are not only women; we are mothers! Photo credit: Alice Horsley What's been the biggest challenge in balancing creativity and caregiving? Time and some guilt! Quite literally, there is little time to parent and make art. But we were both determined to be part-time mums, part-time artists and full-time friends. This duo works because we both understand the limitations of our free time: we are always there to step up when the other needs a break, has sick children, or craves space for ourselves. It was almost like an intuitive dance, where we had become in tune with each other's outside demands and rhythm. As artists, we often have to travel extensively for work, which can put considerable pressure on our partners and be unsettling for our children. So guilt slips in every now and then. Luckily, we both support each other in those times and remind each other that to parent and care for others effectively, it is essential that we make time for our art practice and thus ourselves. With time, we hope our children will respect and understand the role art played in our lives and why we had to find a balance that worked for us as creative beings. We work together every weekday, and we always find ourselves talking and supporting each other with our parenting alongside making work. We both deeply feel that we were put on this planet to create great art, to push the boundaries of what art is and can be, and with whom it can be made and for whom it can be made. And we can do this while raising children. Photo credit: Alice Horsley Have you felt pressure to 'do it all,' and how do you navigate that? Yes, we feel it all the time, from ourselves as much as from society! One of our mottos that we tell ourselves is 'Good Enough'. We have talked about getting these as matching tattoos. Essentially, it is impossible to do everything really well. We need to prioritise what things need to be brilliant and what things can just be good enough. These priorities shift daily, creating an interplay between our personal and professional lives. Being a duo allows us to pick up each other's slack when needed. Photo credit: Nick Turpin What changes would you like to see in the creative industry to better support mothers? In 2016, we participated in a British Council residency at Portland State University titled 'Motherhood: A Social Practice'. We explored motherhood in the creative world, and our passion was to create more family-focused residencies and secure funding to support childcare. We wanted programmers to consider simple things, such as family-accessible residences, and work around term times. Things have dramatically changed since then, but we need to see more changes. People like Lizzie Humber and her daylight collective are doing amazing things, thinking about programming parent-accessible daytime culture. When we live in a time where Evening Standard art critic Brian Sewell says things like, "Only men are capable of aesthetic greatness.", women, in general, have a tough time, never mind mums! We are passionate not only about supporting artist mothers but also about working with and for mothers. Our public artwork, WOMAN - WHOLE, was created alongside, with, and for mothers on the Regents Park Estate, commissioned by ODAC, Camden. We subverted the idea of manholes, creating a series of bronze-cast covers embedded in the pavements of Camden. These permanent public artworks playfully remind us that, as women, we are whole. Photo credit: Hugo Glendinning #yara #davina #hacking #motherhood #jobsharing
    WWW.CREATIVEBOOM.COM
    YARA + DAVINA on hacking motherhood, job-sharing art, and making space for mothers in public culture
    When YARA + DAVINA became mothers within a month of each other, they didn't step back from their practice – they stepped forward together. The socially engaged artist duo began collaborating as a job share, determined to remain visible in an industry that too often sidelines mothers. Their work – which spans everything from poetry to bronze public sculptures – is rooted in play, accessibility and political intent, often exploring themes of care, identity, and who art is really for. In this candid Q&A, they reflect on making time (and peace) with imperfection, the pressures of doing it all, and why motherhood has only deepened their creative drive. How has motherhood influenced your creative process or career choices? Brian Sewel, the art critic, said in 2008 that "Female artists fade away in their late 20s or 30s. Maybe it's something to do with bearing children". Yes, motherhood has had a profound influence on our career choices. We became a duo after becoming mothers, and we had a deep wellspring of desire to nurture our babies and also nurture our art practice, not letting it fade away. Being a mum gave us a wider range of being and a deeper depth of what it means to be human. It filled us with more ideas, not less… we had more determination and more creative ideas than ever. In 2016, our hack on motherhood was to start collaborating as a duo as a 'job share'. We had been friends and admirers of each other's work for 11 years prior, and both of us became parents within a month of each other. We realised we both wanted to be present mothers but also visible artists. We literally started working together so we could work part-time but have a full-time practice between us. We are driven to make powerful, playful and fun contemporary art, alongside being mothers, to challenge ideas like Tracy Emin, who said, "There are good artists that have children. They are called men." We are good artists, and we are not only women; we are mothers! Photo credit: Alice Horsley What's been the biggest challenge in balancing creativity and caregiving? Time and some guilt! Quite literally, there is little time to parent and make art. But we were both determined to be part-time mums, part-time artists and full-time friends. This duo works because we both understand the limitations of our free time: we are always there to step up when the other needs a break, has sick children, or craves space for ourselves. It was almost like an intuitive dance, where we had become in tune with each other's outside demands and rhythm. As artists, we often have to travel extensively for work, which can put considerable pressure on our partners and be unsettling for our children. So guilt slips in every now and then. Luckily, we both support each other in those times and remind each other that to parent and care for others effectively, it is essential that we make time for our art practice and thus ourselves. With time, we hope our children will respect and understand the role art played in our lives and why we had to find a balance that worked for us as creative beings. We work together every weekday, and we always find ourselves talking and supporting each other with our parenting alongside making work. We both deeply feel that we were put on this planet to create great art, to push the boundaries of what art is and can be, and with whom it can be made and for whom it can be made. And we can do this while raising children. Photo credit: Alice Horsley Have you felt pressure to 'do it all,' and how do you navigate that? Yes, we feel it all the time, from ourselves as much as from society! One of our mottos that we tell ourselves is 'Good Enough'. We have talked about getting these as matching tattoos ( we love to wear matching outfits). Essentially, it is impossible to do everything really well. We need to prioritise what things need to be brilliant and what things can just be good enough. These priorities shift daily, creating an interplay between our personal and professional lives. Being a duo allows us to pick up each other's slack when needed. Photo credit: Nick Turpin What changes would you like to see in the creative industry to better support mothers? In 2016, we participated in a British Council residency at Portland State University titled 'Motherhood: A Social Practice'. We explored motherhood in the creative world, and our passion was to create more family-focused residencies and secure funding to support childcare. We wanted programmers to consider simple things, such as family-accessible residences, and work around term times. Things have dramatically changed since then, but we need to see more changes. People like Lizzie Humber and her daylight collective are doing amazing things, thinking about programming parent-accessible daytime culture. When we live in a time where Evening Standard art critic Brian Sewell says things like, "Only men are capable of aesthetic greatness.", women, in general, have a tough time, never mind mums! We are passionate not only about supporting artist mothers but also about working with and for mothers. Our public artwork, WOMAN - WHOLE, was created alongside, with, and for mothers on the Regents Park Estate, commissioned by ODAC, Camden. We subverted the idea of manholes, creating a series of bronze-cast covers embedded in the pavements of Camden. These permanent public artworks playfully remind us that, as women, we are whole. Photo credit: Hugo Glendinning
    Like
    Love
    Wow
    Angry
    Sad
    334
    0 Commentaires 0 Parts
  • The Last of Us – Season 2: Alex Wang (Production VFX Supervisor) & Fiona Campbell Westgate (Production VFX Producer)

    After detailing the VFX work on The Last of Us Season 1 in 2023, Alex Wang returns to reflect on how the scope and complexity have evolved in Season 2.
    With close to 30 years of experience in the visual effects industry, Fiona Campbell Westgate has contributed to major productions such as Ghost in the Shell, Avatar: The Way of Water, Ant-Man and the Wasp: Quantumania, and Nyad. Her work on Nyad earned her a VES Award for Outstanding Supporting Visual Effects in a Photoreal Feature.
    Collaboration with Craig Mazin and Neil Druckmann is key to shaping the visual universe of The Last of Us. Can you share with us how you work with them and how they influence the visual direction of the series?
    Alex Wang // Craig visualizes the shot or scene before putting words on the page. His writing is always exceptionally detailed and descriptive, ultimately helping us to imagine the shot. Of course, no one understands The Last of Us better than Neil, who knows all aspects of the lore very well. He’s done much research and design work with the Naughty Dog team, so he gives us good guidance regarding creature and environment designs. I always try to begin with concept art to get the ball rolling with Craig and Neil’s ideas. This season, we collaborated with Chromatic Studios for concept art. They also contributed to the games, so I felt that continuity was beneficial for our show.
    Fiona Campbell Westgate // From the outset, it was clear that collaborating with Craig would be an exceptional experience. Early meetings revealed just how personable and invested Craig is. He works closely with every department to ensure that each episode is done to the highest level. Craig places unwavering trust in our VFX Supervisor, Alex Wang. They have an understanding between them that lends to an exceptional partnership. As the VFX Producer, I know how vital the dynamic between the Showrunner and VFX Supervisor is; working with these two has made for one of the best professional experiences of my career. 
    Photograph by Liane Hentscher/HBO
    How has your collaboration with Craig evolved between the first and second seasons? Were there any adjustments in the visual approach or narrative techniques you made this season?
    Alex Wang // Since everything was new in Season 1, we dedicated a lot of time and effort to exploring the show’s visual language, and we all learned a great deal about what worked and what didn’t for the show. In my initial conversations with Craig about Season 2, it was clear that he wanted to expand the show’s scope by utilizing what we established and learned in Season 1. He felt significantly more at ease fully committing to using VFX to help tell the story this season.
    The first season involved multiple VFX studios to handle the complexity of the effects. How did you divide the work among different studios for the second season?
    Alex Wang // Most of the vendors this season were also in Season 1, so we already had a shorthand. The VFX Producer, Fiona Campbell Westgate, and I work closely together to decide how to divide the work among our vendors. The type of work needs to be well-suited for the vendor and fit into our budget and schedule. We were extremely fortunate to have the vendors we did this season. I want to take this opportunity to thank Weta FX, DNEG, RISE, Distillery VFX, Storm Studios, Important Looking Pirates, Blackbird, Wylie Co., RVX, and VDK. We also had ILM for concept art and Digital Domain for previs.
    Fiona Campbell Westgate // Alex Wang and I were very aware of the tight delivery schedule, which added to the challenge of distributing the workload. We planned the work based on the individual studio’s capabilities, and tried not to burden them with back to back episodes wherever possible. Fortunately, there was shorthand with vendors from Season One, who were well-acquainted with the process and the quality of work the show required.

    The town of Jackson is a key location in The Last of Us. Could you explain how you approached creating and expanding this environment for the second season?
    Alex Wang // Since Season 1, this show has created incredible sets. However, the Jackson town set build is by far the most impressive in terms of scope. They constructed an 822 ft x 400 ft set in Minaty Bay that resembled a real town! I had early discussions with Production Designer Don MacAulay and his team about where they should concentrate their efforts and where VFX would make the most sense to take over. They focused on developing the town’s main street, where we believed most scenes would occur. There is a big reveal of Jackson in the first episode after Ellie comes out of the barn. Distillery VFX was responsible for the town’s extension, which appears seamless because the team took great pride in researching and ensuring the architecture aligned with the set while staying true to the tone of Jackson, Wyoming.
    Fiona Campbell Westgate // An impressive set was constructed in Minaty Bay, which served as the foundation for VFX to build upon. There is a beautiful establishing shot of Jackson in Episode 1 that was completed by Distillery, showing a safe and almost normal setting as Season Two starts. Across the episodes, Jackson set extensions were completed by our partners at RISE and Weta. Each had a different phase of Jackson to create, from almost idyllic to a town immersed in Battle. 
    What challenges did you face filming Jackson on both real and virtual sets? Was there a particular fusion between visual effects and live-action shots to make it feel realistic?
    Alex Wang // I always advocate for building exterior sets outdoors to take advantage of natural light. However, the drawback is that we cannot control the weather and lighting when filming over several days across two units. In Episode 2, there’s supposed to be a winter storm in Jackson, so maintaining consistency within the episode was essential. On sunny and rainy days, we used cranes to lift large 30x60ft screens to block the sun or rain. It was impossible to shield the entire set from the rain or sun, so we prioritized protecting the actors from sunlight or rain. Thus, you can imagine there was extensive weather cleanup for the episode to ensure consistency within the sequences.
    Fiona Campbell Westgate // We were fortunate that production built a large scale Jackson set. It provided a base for the full CG Jackson aerial shots and CG Set Extensions. The weather conditions at Minaty Bay presented a challenge during the filming of the end of the Battle sequence in Episode 2. While there were periods of bright sunshine, rainfall occurred during the filming of the end of the Battle sequence in Episode 2. In addition to the obvious visual effects work, it became necessary to replace the ground cover.
    Photograph by Liane Hentscher/HBO
    The attack on Jackson by the horde of infected in season 2 is a very intense moment. How did you approach the visual effects for this sequence? What techniques did you use to make the scale of the attack feel as impressive as it did?
    Alex Wang // We knew this would be a very complex sequence to shoot, and for it to be successful, we needed to start planning with the HODs from the very beginning. We began previs during prep with Weta FX and the episode’s director, Mark Mylod. The previs helped us understand Mark and the showrunner’s vision. This then served as a blueprint for all departments to follow, and in many instances, we filmed the previs.
    Fiona Campbell Westgate // The sheer size of the CG Infected Horde sets the tone for the scale of the Battle. It’s an intimidating moment when they are revealed through the blowing snow. The addition of CG explosions and atmospheric effects contributed in adding scale to the sequence. 

    Can you give us an insight into the technical challenges of capturing the infected horde? How much of the effect was done using CGI, and how much was achieved with practical effects?
    Alex Wang // Starting with a detailed previs that Mark and Craig approved was essential for planning the horde. We understood that we would never have enough stunt performers to fill a horde, nor could they carry out some stunts that would be too dangerous. I reviewed the previs with Stunt Coordinator Marny Eng numerous times to decide the best placements for her team’s stunt performers. We also collaborated with Barrie Gower from the Prosthetics team to determine the most effective allocation of his team’s efforts. Stunt performers positioned closest to the camera would receive the full prosthetic treatment, which can take hours.
    Weta FX was responsible for the incredible CG Infected horde work in the Jackson Battle. They have been a creative partner with HBO’s The Last of Us since Season 1, so they were brought on early for Season 2. I began discussions with Weta’s VFX supervisor, Nick Epstein, about how we could tackle these complex horde shots very early during the shoot.
    Typically, repetition in CG crowd scenes can be acceptable, such as armies with soldiers dressed in the same uniform or armour. However, for our Infected horde, Craig wanted to convey that the Infected didn’t come off an assembly line or all shop at the same clothing department store. Any repetition would feel artificial. These Infected were once civilians with families, or they were groups of raiders. We needed complex variations in height, body size, age, clothing, and hair. We built our base library of Infected, and then Nick and the Weta FX team developed a “mix and match” system, allowing the Infected to wear any costume and hair groom. A procedural texturing system was also developed for costumes, providing even greater variation.
    The most crucial aspect of the Infected horde was their motion. We had numerous shots cutting back-to-back with practical Infected, as well as shots where our CG Infected ran right alongside a stunt horde. It was incredibly unforgiving! Weta FX’s animation supervisor from Season 1, Dennis Yoo, returned for Season 2 to meet the challenge. Having been part of the first season, Dennis understood the expectations of Craig and Neil. Similar to issues of model repetition within a horde, it was relatively easy to perceive repetition, especially if they were running toward the same target. It was essential to enhance the details of their performances with nuances such as tripping and falling, getting back up, and trampling over each other. There also needed to be a difference in the Infected’s running speed. To ensure we had enough complexity within the horde, Dennis motion-captured almost 600 unique motion cycles.
    We had over a hundred shots in episode 2 that required CG Infected horde.
    Fiona Campbell Westgate // Nick Epstein, Weta VFX Supervisor, and Dennis Yoo, Weta Animation Supervisor, were faced with having to add hero, close-up Horde that had to integrate with practical Stunt performers. They achieved this through over 60 motion capture sessions and running it through a deformation system they developed. Every detail was applied to allow for a seamless blend with our practical Stunt performances. The Weta team created a custom costume and hair system that provided individual looks to the CG Infected Horde. We were able to avoid the repetitive look of a CG crowd due to these efforts.

    The movement of the infected horde is crucial for the intensity of the scene. How did you manage the animation and simulation of the infected to ensure smooth and realistic interaction with the environment?
    Fiona Campbell Westgate // We worked closely with the Stunt department to plan out positioning and where VFX would be adding the CG Horde. Craig Mazin wanted the Infected Horde to move in a way that humans cannot. The deformation system kept the body shape anatomically correct and allowed us to push the limits from how a human physically moves. 
    The Bloater makes a terrifying return this season. What were the key challenges in designing and animating this creature? How did you work on the Bloater’s interaction with the environment and other characters?
    Alex Wang // In Season 1, the Kansas City cul-de-sac sequence featured only a handful of Bloater shots. This season, however, nearly forty shots showcase the Bloater in broad daylight during the Battle of Jackson. We needed to redesign the Bloater asset to ensure it looked good in close-up shots from head to toe. Weta FX designed the Bloater for Season 1 and revamped the design for this season. Starting with the Bloater’s silhouette, it had to appear large, intimidating, and menacing. We explored enlarging the cordyceps head shape to make it feel almost like a crown, enhancing the Bloater’s impressive and strong presence.
    During filming, a stunt double stood in for the Bloater. This was mainly for scale reference and composition. It also helped the Infected stunt performers understand the Bloater’s spatial position, allowing them to avoid running through his space. Once we had an edit, Dennis mocapped the Bloater’s performances with his team. It is always challenging to get the motion right for a creature that weighs 600 pounds. We don’t want the mocap to be overly exaggerated, but it does break the character if the Bloater feels too “light.” The brilliant animation team at Weta FX brought the Bloater character to life and nailed it!
    When Tommy goes head-to-head with the Bloater, Craig was quite specific during the prep days about how the Bloater would bubble, melt, and burn as Tommy torches him with the flamethrower. Important Looking Pirates took on the “Burning Bloater” sequence, led by VFX Supervisor Philip Engstrom. They began with extensive R&D to ensure the Bloater’s skin would start to bubble and burn. ILP took the final Bloater asset from Weta FX and had to resculpt and texture the asset for the Bloater’s final burn state. Craig felt it was important for the Bloater to appear maimed at the end. The layers of FX were so complex that the R&D continued almost to the end of the delivery schedule.

    Fiona Campbell Westgate // This season the Bloater had to be bigger, more intimidating. The CG Asset was recreated to withstand the scrutiny of close ups and in daylight. Both Craig Mazin and Neil Druckmann worked closely with us during the process of the build. We referenced the game and applied elements of that version with ours. You’ll notice that his head is in the shape of crown, this is to convey he’s a powerful force. 
    During the Burning Bloater sequence in Episode 2, we brainstormed with Philip Engström, ILP VFX Supervisor, on how this creature would react to the flamethrower and how it would affect the ground as it burns. When the Bloater finally falls to the ground and dies, the extraordinary detail of the embers burning, fluid draining and melting the surrounding snow really sells that the CG creature was in the terrain. 

    Given the Bloater’s imposing size, how did you approach its integration into scenes with the actors? What techniques did you use to create such a realistic and menacing appearance?
    Fiona Campbell Westgate // For the Bloater, a stunt performer wearing a motion capture suit was filmed on set. This provided interaction with the actors and the environment. VFX enhanced the intensity of his movements, incorporating simulations to the CG Bloater’s skin and muscles that would reflect the weight and force as this terrifying creature moves. 

    Seattle in The Last of Us is a completely devastated city. Can you talk about how you recreated this destruction? What were the most difficult visual aspects to realize for this post-apocalyptic city?
    Fiona Campbell Westgate // We were meticulous in blending the CG destruction with the practical environment. The flora’s ability to overtake the environment had to be believable, and we adhered to the principle of form follows function. Due to the vastness of the CG devastation it was crucial to avoid repetitive effects. Consequently, our vendors were tasked with creating bespoke designs that evoked a sense of awe and beauty.
    Was Seattle’s architecture a key element in how you designed the visual effects? How did you adapt the city’s real-life urban landscape to meet the needs of the story while maintaining a coherent aesthetic?
    Alex Wang // It’s always important to Craig and Neil that we remain true to the cities our characters are in. DNEG was one of our primary vendors for Boston in Season 1, so it was natural for them to return for Season 2, this time focusing on Seattle. DNEG’s VFX Supervisor, Stephen James, who played a crucial role in developing the visual language of Boston for Season 1, also returns for this season. Stephen and Melaina Maceled a team to Seattle to shoot plates and perform lidar scans of parts of the city. We identified the buildings unique to Seattle that would have existed in 2003, so we ensured these buildings were always included in our establishing shots.
    Overgrowth and destruction have significantly influenced the environments in The Last of Us. The environment functions almost as a character in both Season 1 and Season 2. In the last season, the building destruction in Boston was primarily caused by military bombings. During this season, destruction mainly arises from dilapidation. Living in the Pacific Northwest, I understand how damp
    it can get for most of the year. I imagined that, over 20 years, the integrity of the buildings would be compromised by natural forces. This abundant moisture creates an exceptionally lush and vibrant landscape for much of the year. Therefore, when designing Seattle, we ensured that the destruction and overgrowth appeared intentional and aesthetically distinct from those of Boston.
    Fiona Campbell Westgate // Led by Stephen James, DNEG VFX Supervisor, and Melaina Mace, DNEG DFX Supervisor, the team captured photography, drone footage and the Clear Angle team captured LiDAR data over a three-day period in Seattle. It was crucial to include recognizable Seattle landmarks that would resonate with people familiar with the game. 

    The devastated city almost becomes a character in itself this season. What aspects of the visual effects did you have to enhance to increase the immersion of the viewer into this hostile and deteriorated environment?
    Fiona Campbell Westgate // It is indeed a character. Craig wanted it to be deteriorated but to have moments where it’s also beautiful in its devastation. For instance, in the Music Store in Episode 4 where Ellie is playing guitar for Dina, the deteriorated interior provides a beautiful backdrop to this intimate moment. The Set Decorating team dressed a specific section of the set, while VFX extended the destruction and overgrowth to encompass the entire environment, immersing the viewer in strange yet familiar surroundings.
    Photograph by Liane Hentscher/HBO
    The sequence where Ellie navigates a boat through a violent storm is stunning. What were the key challenges in creating this scene, especially with water simulation and the storm’s effects?
    Alex Wang // In the concluding episode of Season 2, Ellie is deep in Seattle, searching for Abby. The episode draws us closer to the Aquarium, where this area of Seattle is heavily flooded. Naturally, this brings challenges with CG water. In the scene where Ellie encounters Isaac and the W.L.F soldiers by the dock, we had a complex shoot involving multiple locations, including a water tank and a boat gimbal. There were also several full CG shots. For Isaac’s riverine boat, which was in a stormy ocean, I felt it was essential that the boat and the actors were given the appropriate motion. Weta FX assisted with tech-vis for all the boat gimbal work. We began with different ocean wave sizes caused by the storm, and once the filmmakers selected one, the boat’s motion in the tech-vis fed the special FX gimbal.
    When Ellie gets into the Jon boat, I didn’t want it on the same gimbal because I felt it would be too mechanical. Ellie’s weight needed to affect the boat as she got in, and that wouldn’t have happened with a mechanical gimbal. So, we opted to have her boat in a water tank for this scene. Special FX had wave makers that provided the boat with the appropriate movement.
    Instead of guessing what the ocean sim for the riverine boat should be, the tech- vis data enabled DNEG to get a head start on the water simulations in post-production. Craig wanted this sequence to appear convincingly dark, much like it looks out on the ocean at night. This allowed us to create dramatic visuals, using lightning strikes at moments to reveal depth.
    Were there any memorable moments or scenes from the series that you found particularly rewarding or challenging to work on from a visual effects standpoint?
    Alex Wang // The Last of Us tells the story of our characters’ journey. If you look at how season 2 begins in Jackson, it differs significantly from how we conclude the season in Seattle. We seldom return to the exact location in each episode, meaning every episode presents a unique challenge. The scope of work this season has been incredibly rewarding. We burned a Bloater, and we also introduced spores this season!
    Photograph by Liane Hentscher/HBO
    Looking back on the project, what aspects of the visual effects are you most proud of?
    Alex Wang // The Jackson Battle was incredibly complex, involving a grueling and lengthy shoot in quite challenging conditions, along with over 600 VFX shots in episode 2. It was truly inspiring to witness the determination of every department and vendor to give their all and create something remarkable.
    Fiona Campbell Westgate // I am immensely proud of the exceptional work accomplished by all of our vendors. During the VFX reviews, I found myself clapping with delight when the final shots were displayed; it was exciting to see remarkable results of the artists’ efforts come to light. 
    How long have you worked on this show?
    Alex Wang // I’ve been on this season for nearly two years.
    Fiona Campbell Westgate // A little over one year; I joined the show in April 2024.
    What’s the VFX shots count?
    Alex Wang // We had just over 2,500 shots this Season.
    Fiona Campbell Westgate // In Season 2, there were a total of 2656 visual effects shots.
    What is your next project?
    Fiona Campbell Westgate // Stay tuned…
    A big thanks for your time.
    WANT TO KNOW MORE?Blackbird: Dedicated page about The Last of Us – Season 2 website.DNEG: Dedicated page about The Last of Us – Season 2 on DNEG website.Important Looking Pirates: Dedicated page about The Last of Us – Season 2 website.RISE: Dedicated page about The Last of Us – Season 2 website.Weta FX: Dedicated page about The Last of Us – Season 2 website.
    © Vincent Frei – The Art of VFX – 2025
    #last #season #alex #wang #production
    The Last of Us – Season 2: Alex Wang (Production VFX Supervisor) & Fiona Campbell Westgate (Production VFX Producer)
    After detailing the VFX work on The Last of Us Season 1 in 2023, Alex Wang returns to reflect on how the scope and complexity have evolved in Season 2. With close to 30 years of experience in the visual effects industry, Fiona Campbell Westgate has contributed to major productions such as Ghost in the Shell, Avatar: The Way of Water, Ant-Man and the Wasp: Quantumania, and Nyad. Her work on Nyad earned her a VES Award for Outstanding Supporting Visual Effects in a Photoreal Feature. Collaboration with Craig Mazin and Neil Druckmann is key to shaping the visual universe of The Last of Us. Can you share with us how you work with them and how they influence the visual direction of the series? Alex Wang // Craig visualizes the shot or scene before putting words on the page. His writing is always exceptionally detailed and descriptive, ultimately helping us to imagine the shot. Of course, no one understands The Last of Us better than Neil, who knows all aspects of the lore very well. He’s done much research and design work with the Naughty Dog team, so he gives us good guidance regarding creature and environment designs. I always try to begin with concept art to get the ball rolling with Craig and Neil’s ideas. This season, we collaborated with Chromatic Studios for concept art. They also contributed to the games, so I felt that continuity was beneficial for our show. Fiona Campbell Westgate // From the outset, it was clear that collaborating with Craig would be an exceptional experience. Early meetings revealed just how personable and invested Craig is. He works closely with every department to ensure that each episode is done to the highest level. Craig places unwavering trust in our VFX Supervisor, Alex Wang. They have an understanding between them that lends to an exceptional partnership. As the VFX Producer, I know how vital the dynamic between the Showrunner and VFX Supervisor is; working with these two has made for one of the best professional experiences of my career.  Photograph by Liane Hentscher/HBO How has your collaboration with Craig evolved between the first and second seasons? Were there any adjustments in the visual approach or narrative techniques you made this season? Alex Wang // Since everything was new in Season 1, we dedicated a lot of time and effort to exploring the show’s visual language, and we all learned a great deal about what worked and what didn’t for the show. In my initial conversations with Craig about Season 2, it was clear that he wanted to expand the show’s scope by utilizing what we established and learned in Season 1. He felt significantly more at ease fully committing to using VFX to help tell the story this season. The first season involved multiple VFX studios to handle the complexity of the effects. How did you divide the work among different studios for the second season? Alex Wang // Most of the vendors this season were also in Season 1, so we already had a shorthand. The VFX Producer, Fiona Campbell Westgate, and I work closely together to decide how to divide the work among our vendors. The type of work needs to be well-suited for the vendor and fit into our budget and schedule. We were extremely fortunate to have the vendors we did this season. I want to take this opportunity to thank Weta FX, DNEG, RISE, Distillery VFX, Storm Studios, Important Looking Pirates, Blackbird, Wylie Co., RVX, and VDK. We also had ILM for concept art and Digital Domain for previs. Fiona Campbell Westgate // Alex Wang and I were very aware of the tight delivery schedule, which added to the challenge of distributing the workload. We planned the work based on the individual studio’s capabilities, and tried not to burden them with back to back episodes wherever possible. Fortunately, there was shorthand with vendors from Season One, who were well-acquainted with the process and the quality of work the show required. The town of Jackson is a key location in The Last of Us. Could you explain how you approached creating and expanding this environment for the second season? Alex Wang // Since Season 1, this show has created incredible sets. However, the Jackson town set build is by far the most impressive in terms of scope. They constructed an 822 ft x 400 ft set in Minaty Bay that resembled a real town! I had early discussions with Production Designer Don MacAulay and his team about where they should concentrate their efforts and where VFX would make the most sense to take over. They focused on developing the town’s main street, where we believed most scenes would occur. There is a big reveal of Jackson in the first episode after Ellie comes out of the barn. Distillery VFX was responsible for the town’s extension, which appears seamless because the team took great pride in researching and ensuring the architecture aligned with the set while staying true to the tone of Jackson, Wyoming. Fiona Campbell Westgate // An impressive set was constructed in Minaty Bay, which served as the foundation for VFX to build upon. There is a beautiful establishing shot of Jackson in Episode 1 that was completed by Distillery, showing a safe and almost normal setting as Season Two starts. Across the episodes, Jackson set extensions were completed by our partners at RISE and Weta. Each had a different phase of Jackson to create, from almost idyllic to a town immersed in Battle.  What challenges did you face filming Jackson on both real and virtual sets? Was there a particular fusion between visual effects and live-action shots to make it feel realistic? Alex Wang // I always advocate for building exterior sets outdoors to take advantage of natural light. However, the drawback is that we cannot control the weather and lighting when filming over several days across two units. In Episode 2, there’s supposed to be a winter storm in Jackson, so maintaining consistency within the episode was essential. On sunny and rainy days, we used cranes to lift large 30x60ft screens to block the sun or rain. It was impossible to shield the entire set from the rain or sun, so we prioritized protecting the actors from sunlight or rain. Thus, you can imagine there was extensive weather cleanup for the episode to ensure consistency within the sequences. Fiona Campbell Westgate // We were fortunate that production built a large scale Jackson set. It provided a base for the full CG Jackson aerial shots and CG Set Extensions. The weather conditions at Minaty Bay presented a challenge during the filming of the end of the Battle sequence in Episode 2. While there were periods of bright sunshine, rainfall occurred during the filming of the end of the Battle sequence in Episode 2. In addition to the obvious visual effects work, it became necessary to replace the ground cover. Photograph by Liane Hentscher/HBO The attack on Jackson by the horde of infected in season 2 is a very intense moment. How did you approach the visual effects for this sequence? What techniques did you use to make the scale of the attack feel as impressive as it did? Alex Wang // We knew this would be a very complex sequence to shoot, and for it to be successful, we needed to start planning with the HODs from the very beginning. We began previs during prep with Weta FX and the episode’s director, Mark Mylod. The previs helped us understand Mark and the showrunner’s vision. This then served as a blueprint for all departments to follow, and in many instances, we filmed the previs. Fiona Campbell Westgate // The sheer size of the CG Infected Horde sets the tone for the scale of the Battle. It’s an intimidating moment when they are revealed through the blowing snow. The addition of CG explosions and atmospheric effects contributed in adding scale to the sequence.  Can you give us an insight into the technical challenges of capturing the infected horde? How much of the effect was done using CGI, and how much was achieved with practical effects? Alex Wang // Starting with a detailed previs that Mark and Craig approved was essential for planning the horde. We understood that we would never have enough stunt performers to fill a horde, nor could they carry out some stunts that would be too dangerous. I reviewed the previs with Stunt Coordinator Marny Eng numerous times to decide the best placements for her team’s stunt performers. We also collaborated with Barrie Gower from the Prosthetics team to determine the most effective allocation of his team’s efforts. Stunt performers positioned closest to the camera would receive the full prosthetic treatment, which can take hours. Weta FX was responsible for the incredible CG Infected horde work in the Jackson Battle. They have been a creative partner with HBO’s The Last of Us since Season 1, so they were brought on early for Season 2. I began discussions with Weta’s VFX supervisor, Nick Epstein, about how we could tackle these complex horde shots very early during the shoot. Typically, repetition in CG crowd scenes can be acceptable, such as armies with soldiers dressed in the same uniform or armour. However, for our Infected horde, Craig wanted to convey that the Infected didn’t come off an assembly line or all shop at the same clothing department store. Any repetition would feel artificial. These Infected were once civilians with families, or they were groups of raiders. We needed complex variations in height, body size, age, clothing, and hair. We built our base library of Infected, and then Nick and the Weta FX team developed a “mix and match” system, allowing the Infected to wear any costume and hair groom. A procedural texturing system was also developed for costumes, providing even greater variation. The most crucial aspect of the Infected horde was their motion. We had numerous shots cutting back-to-back with practical Infected, as well as shots where our CG Infected ran right alongside a stunt horde. It was incredibly unforgiving! Weta FX’s animation supervisor from Season 1, Dennis Yoo, returned for Season 2 to meet the challenge. Having been part of the first season, Dennis understood the expectations of Craig and Neil. Similar to issues of model repetition within a horde, it was relatively easy to perceive repetition, especially if they were running toward the same target. It was essential to enhance the details of their performances with nuances such as tripping and falling, getting back up, and trampling over each other. There also needed to be a difference in the Infected’s running speed. To ensure we had enough complexity within the horde, Dennis motion-captured almost 600 unique motion cycles. We had over a hundred shots in episode 2 that required CG Infected horde. Fiona Campbell Westgate // Nick Epstein, Weta VFX Supervisor, and Dennis Yoo, Weta Animation Supervisor, were faced with having to add hero, close-up Horde that had to integrate with practical Stunt performers. They achieved this through over 60 motion capture sessions and running it through a deformation system they developed. Every detail was applied to allow for a seamless blend with our practical Stunt performances. The Weta team created a custom costume and hair system that provided individual looks to the CG Infected Horde. We were able to avoid the repetitive look of a CG crowd due to these efforts. The movement of the infected horde is crucial for the intensity of the scene. How did you manage the animation and simulation of the infected to ensure smooth and realistic interaction with the environment? Fiona Campbell Westgate // We worked closely with the Stunt department to plan out positioning and where VFX would be adding the CG Horde. Craig Mazin wanted the Infected Horde to move in a way that humans cannot. The deformation system kept the body shape anatomically correct and allowed us to push the limits from how a human physically moves.  The Bloater makes a terrifying return this season. What were the key challenges in designing and animating this creature? How did you work on the Bloater’s interaction with the environment and other characters? Alex Wang // In Season 1, the Kansas City cul-de-sac sequence featured only a handful of Bloater shots. This season, however, nearly forty shots showcase the Bloater in broad daylight during the Battle of Jackson. We needed to redesign the Bloater asset to ensure it looked good in close-up shots from head to toe. Weta FX designed the Bloater for Season 1 and revamped the design for this season. Starting with the Bloater’s silhouette, it had to appear large, intimidating, and menacing. We explored enlarging the cordyceps head shape to make it feel almost like a crown, enhancing the Bloater’s impressive and strong presence. During filming, a stunt double stood in for the Bloater. This was mainly for scale reference and composition. It also helped the Infected stunt performers understand the Bloater’s spatial position, allowing them to avoid running through his space. Once we had an edit, Dennis mocapped the Bloater’s performances with his team. It is always challenging to get the motion right for a creature that weighs 600 pounds. We don’t want the mocap to be overly exaggerated, but it does break the character if the Bloater feels too “light.” The brilliant animation team at Weta FX brought the Bloater character to life and nailed it! When Tommy goes head-to-head with the Bloater, Craig was quite specific during the prep days about how the Bloater would bubble, melt, and burn as Tommy torches him with the flamethrower. Important Looking Pirates took on the “Burning Bloater” sequence, led by VFX Supervisor Philip Engstrom. They began with extensive R&D to ensure the Bloater’s skin would start to bubble and burn. ILP took the final Bloater asset from Weta FX and had to resculpt and texture the asset for the Bloater’s final burn state. Craig felt it was important for the Bloater to appear maimed at the end. The layers of FX were so complex that the R&D continued almost to the end of the delivery schedule. Fiona Campbell Westgate // This season the Bloater had to be bigger, more intimidating. The CG Asset was recreated to withstand the scrutiny of close ups and in daylight. Both Craig Mazin and Neil Druckmann worked closely with us during the process of the build. We referenced the game and applied elements of that version with ours. You’ll notice that his head is in the shape of crown, this is to convey he’s a powerful force.  During the Burning Bloater sequence in Episode 2, we brainstormed with Philip Engström, ILP VFX Supervisor, on how this creature would react to the flamethrower and how it would affect the ground as it burns. When the Bloater finally falls to the ground and dies, the extraordinary detail of the embers burning, fluid draining and melting the surrounding snow really sells that the CG creature was in the terrain.  Given the Bloater’s imposing size, how did you approach its integration into scenes with the actors? What techniques did you use to create such a realistic and menacing appearance? Fiona Campbell Westgate // For the Bloater, a stunt performer wearing a motion capture suit was filmed on set. This provided interaction with the actors and the environment. VFX enhanced the intensity of his movements, incorporating simulations to the CG Bloater’s skin and muscles that would reflect the weight and force as this terrifying creature moves.  Seattle in The Last of Us is a completely devastated city. Can you talk about how you recreated this destruction? What were the most difficult visual aspects to realize for this post-apocalyptic city? Fiona Campbell Westgate // We were meticulous in blending the CG destruction with the practical environment. The flora’s ability to overtake the environment had to be believable, and we adhered to the principle of form follows function. Due to the vastness of the CG devastation it was crucial to avoid repetitive effects. Consequently, our vendors were tasked with creating bespoke designs that evoked a sense of awe and beauty. Was Seattle’s architecture a key element in how you designed the visual effects? How did you adapt the city’s real-life urban landscape to meet the needs of the story while maintaining a coherent aesthetic? Alex Wang // It’s always important to Craig and Neil that we remain true to the cities our characters are in. DNEG was one of our primary vendors for Boston in Season 1, so it was natural for them to return for Season 2, this time focusing on Seattle. DNEG’s VFX Supervisor, Stephen James, who played a crucial role in developing the visual language of Boston for Season 1, also returns for this season. Stephen and Melaina Maceled a team to Seattle to shoot plates and perform lidar scans of parts of the city. We identified the buildings unique to Seattle that would have existed in 2003, so we ensured these buildings were always included in our establishing shots. Overgrowth and destruction have significantly influenced the environments in The Last of Us. The environment functions almost as a character in both Season 1 and Season 2. In the last season, the building destruction in Boston was primarily caused by military bombings. During this season, destruction mainly arises from dilapidation. Living in the Pacific Northwest, I understand how damp it can get for most of the year. I imagined that, over 20 years, the integrity of the buildings would be compromised by natural forces. This abundant moisture creates an exceptionally lush and vibrant landscape for much of the year. Therefore, when designing Seattle, we ensured that the destruction and overgrowth appeared intentional and aesthetically distinct from those of Boston. Fiona Campbell Westgate // Led by Stephen James, DNEG VFX Supervisor, and Melaina Mace, DNEG DFX Supervisor, the team captured photography, drone footage and the Clear Angle team captured LiDAR data over a three-day period in Seattle. It was crucial to include recognizable Seattle landmarks that would resonate with people familiar with the game.  The devastated city almost becomes a character in itself this season. What aspects of the visual effects did you have to enhance to increase the immersion of the viewer into this hostile and deteriorated environment? Fiona Campbell Westgate // It is indeed a character. Craig wanted it to be deteriorated but to have moments where it’s also beautiful in its devastation. For instance, in the Music Store in Episode 4 where Ellie is playing guitar for Dina, the deteriorated interior provides a beautiful backdrop to this intimate moment. The Set Decorating team dressed a specific section of the set, while VFX extended the destruction and overgrowth to encompass the entire environment, immersing the viewer in strange yet familiar surroundings. Photograph by Liane Hentscher/HBO The sequence where Ellie navigates a boat through a violent storm is stunning. What were the key challenges in creating this scene, especially with water simulation and the storm’s effects? Alex Wang // In the concluding episode of Season 2, Ellie is deep in Seattle, searching for Abby. The episode draws us closer to the Aquarium, where this area of Seattle is heavily flooded. Naturally, this brings challenges with CG water. In the scene where Ellie encounters Isaac and the W.L.F soldiers by the dock, we had a complex shoot involving multiple locations, including a water tank and a boat gimbal. There were also several full CG shots. For Isaac’s riverine boat, which was in a stormy ocean, I felt it was essential that the boat and the actors were given the appropriate motion. Weta FX assisted with tech-vis for all the boat gimbal work. We began with different ocean wave sizes caused by the storm, and once the filmmakers selected one, the boat’s motion in the tech-vis fed the special FX gimbal. When Ellie gets into the Jon boat, I didn’t want it on the same gimbal because I felt it would be too mechanical. Ellie’s weight needed to affect the boat as she got in, and that wouldn’t have happened with a mechanical gimbal. So, we opted to have her boat in a water tank for this scene. Special FX had wave makers that provided the boat with the appropriate movement. Instead of guessing what the ocean sim for the riverine boat should be, the tech- vis data enabled DNEG to get a head start on the water simulations in post-production. Craig wanted this sequence to appear convincingly dark, much like it looks out on the ocean at night. This allowed us to create dramatic visuals, using lightning strikes at moments to reveal depth. Were there any memorable moments or scenes from the series that you found particularly rewarding or challenging to work on from a visual effects standpoint? Alex Wang // The Last of Us tells the story of our characters’ journey. If you look at how season 2 begins in Jackson, it differs significantly from how we conclude the season in Seattle. We seldom return to the exact location in each episode, meaning every episode presents a unique challenge. The scope of work this season has been incredibly rewarding. We burned a Bloater, and we also introduced spores this season! Photograph by Liane Hentscher/HBO Looking back on the project, what aspects of the visual effects are you most proud of? Alex Wang // The Jackson Battle was incredibly complex, involving a grueling and lengthy shoot in quite challenging conditions, along with over 600 VFX shots in episode 2. It was truly inspiring to witness the determination of every department and vendor to give their all and create something remarkable. Fiona Campbell Westgate // I am immensely proud of the exceptional work accomplished by all of our vendors. During the VFX reviews, I found myself clapping with delight when the final shots were displayed; it was exciting to see remarkable results of the artists’ efforts come to light.  How long have you worked on this show? Alex Wang // I’ve been on this season for nearly two years. Fiona Campbell Westgate // A little over one year; I joined the show in April 2024. What’s the VFX shots count? Alex Wang // We had just over 2,500 shots this Season. Fiona Campbell Westgate // In Season 2, there were a total of 2656 visual effects shots. What is your next project? Fiona Campbell Westgate // Stay tuned… A big thanks for your time. WANT TO KNOW MORE?Blackbird: Dedicated page about The Last of Us – Season 2 website.DNEG: Dedicated page about The Last of Us – Season 2 on DNEG website.Important Looking Pirates: Dedicated page about The Last of Us – Season 2 website.RISE: Dedicated page about The Last of Us – Season 2 website.Weta FX: Dedicated page about The Last of Us – Season 2 website. © Vincent Frei – The Art of VFX – 2025 #last #season #alex #wang #production
    WWW.ARTOFVFX.COM
    The Last of Us – Season 2: Alex Wang (Production VFX Supervisor) & Fiona Campbell Westgate (Production VFX Producer)
    After detailing the VFX work on The Last of Us Season 1 in 2023, Alex Wang returns to reflect on how the scope and complexity have evolved in Season 2. With close to 30 years of experience in the visual effects industry, Fiona Campbell Westgate has contributed to major productions such as Ghost in the Shell, Avatar: The Way of Water, Ant-Man and the Wasp: Quantumania, and Nyad. Her work on Nyad earned her a VES Award for Outstanding Supporting Visual Effects in a Photoreal Feature. Collaboration with Craig Mazin and Neil Druckmann is key to shaping the visual universe of The Last of Us. Can you share with us how you work with them and how they influence the visual direction of the series? Alex Wang // Craig visualizes the shot or scene before putting words on the page. His writing is always exceptionally detailed and descriptive, ultimately helping us to imagine the shot. Of course, no one understands The Last of Us better than Neil, who knows all aspects of the lore very well. He’s done much research and design work with the Naughty Dog team, so he gives us good guidance regarding creature and environment designs. I always try to begin with concept art to get the ball rolling with Craig and Neil’s ideas. This season, we collaborated with Chromatic Studios for concept art. They also contributed to the games, so I felt that continuity was beneficial for our show. Fiona Campbell Westgate // From the outset, it was clear that collaborating with Craig would be an exceptional experience. Early meetings revealed just how personable and invested Craig is. He works closely with every department to ensure that each episode is done to the highest level. Craig places unwavering trust in our VFX Supervisor, Alex Wang. They have an understanding between them that lends to an exceptional partnership. As the VFX Producer, I know how vital the dynamic between the Showrunner and VFX Supervisor is; working with these two has made for one of the best professional experiences of my career.  Photograph by Liane Hentscher/HBO How has your collaboration with Craig evolved between the first and second seasons? Were there any adjustments in the visual approach or narrative techniques you made this season? Alex Wang // Since everything was new in Season 1, we dedicated a lot of time and effort to exploring the show’s visual language, and we all learned a great deal about what worked and what didn’t for the show. In my initial conversations with Craig about Season 2, it was clear that he wanted to expand the show’s scope by utilizing what we established and learned in Season 1. He felt significantly more at ease fully committing to using VFX to help tell the story this season. The first season involved multiple VFX studios to handle the complexity of the effects. How did you divide the work among different studios for the second season? Alex Wang // Most of the vendors this season were also in Season 1, so we already had a shorthand. The VFX Producer, Fiona Campbell Westgate, and I work closely together to decide how to divide the work among our vendors. The type of work needs to be well-suited for the vendor and fit into our budget and schedule. We were extremely fortunate to have the vendors we did this season. I want to take this opportunity to thank Weta FX, DNEG, RISE, Distillery VFX, Storm Studios, Important Looking Pirates, Blackbird, Wylie Co., RVX, and VDK. We also had ILM for concept art and Digital Domain for previs. Fiona Campbell Westgate // Alex Wang and I were very aware of the tight delivery schedule, which added to the challenge of distributing the workload. We planned the work based on the individual studio’s capabilities, and tried not to burden them with back to back episodes wherever possible. Fortunately, there was shorthand with vendors from Season One, who were well-acquainted with the process and the quality of work the show required. The town of Jackson is a key location in The Last of Us. Could you explain how you approached creating and expanding this environment for the second season? Alex Wang // Since Season 1, this show has created incredible sets. However, the Jackson town set build is by far the most impressive in terms of scope. They constructed an 822 ft x 400 ft set in Minaty Bay that resembled a real town! I had early discussions with Production Designer Don MacAulay and his team about where they should concentrate their efforts and where VFX would make the most sense to take over. They focused on developing the town’s main street, where we believed most scenes would occur. There is a big reveal of Jackson in the first episode after Ellie comes out of the barn. Distillery VFX was responsible for the town’s extension, which appears seamless because the team took great pride in researching and ensuring the architecture aligned with the set while staying true to the tone of Jackson, Wyoming. Fiona Campbell Westgate // An impressive set was constructed in Minaty Bay, which served as the foundation for VFX to build upon. There is a beautiful establishing shot of Jackson in Episode 1 that was completed by Distillery, showing a safe and almost normal setting as Season Two starts. Across the episodes, Jackson set extensions were completed by our partners at RISE and Weta. Each had a different phase of Jackson to create, from almost idyllic to a town immersed in Battle.  What challenges did you face filming Jackson on both real and virtual sets? Was there a particular fusion between visual effects and live-action shots to make it feel realistic? Alex Wang // I always advocate for building exterior sets outdoors to take advantage of natural light. However, the drawback is that we cannot control the weather and lighting when filming over several days across two units. In Episode 2, there’s supposed to be a winter storm in Jackson, so maintaining consistency within the episode was essential. On sunny and rainy days, we used cranes to lift large 30x60ft screens to block the sun or rain. It was impossible to shield the entire set from the rain or sun, so we prioritized protecting the actors from sunlight or rain. Thus, you can imagine there was extensive weather cleanup for the episode to ensure consistency within the sequences. Fiona Campbell Westgate // We were fortunate that production built a large scale Jackson set. It provided a base for the full CG Jackson aerial shots and CG Set Extensions. The weather conditions at Minaty Bay presented a challenge during the filming of the end of the Battle sequence in Episode 2. While there were periods of bright sunshine, rainfall occurred during the filming of the end of the Battle sequence in Episode 2. In addition to the obvious visual effects work, it became necessary to replace the ground cover. Photograph by Liane Hentscher/HBO The attack on Jackson by the horde of infected in season 2 is a very intense moment. How did you approach the visual effects for this sequence? What techniques did you use to make the scale of the attack feel as impressive as it did? Alex Wang // We knew this would be a very complex sequence to shoot, and for it to be successful, we needed to start planning with the HODs from the very beginning. We began previs during prep with Weta FX and the episode’s director, Mark Mylod. The previs helped us understand Mark and the showrunner’s vision. This then served as a blueprint for all departments to follow, and in many instances, we filmed the previs. Fiona Campbell Westgate // The sheer size of the CG Infected Horde sets the tone for the scale of the Battle. It’s an intimidating moment when they are revealed through the blowing snow. The addition of CG explosions and atmospheric effects contributed in adding scale to the sequence.  Can you give us an insight into the technical challenges of capturing the infected horde? How much of the effect was done using CGI, and how much was achieved with practical effects? Alex Wang // Starting with a detailed previs that Mark and Craig approved was essential for planning the horde. We understood that we would never have enough stunt performers to fill a horde, nor could they carry out some stunts that would be too dangerous. I reviewed the previs with Stunt Coordinator Marny Eng numerous times to decide the best placements for her team’s stunt performers. We also collaborated with Barrie Gower from the Prosthetics team to determine the most effective allocation of his team’s efforts. Stunt performers positioned closest to the camera would receive the full prosthetic treatment, which can take hours. Weta FX was responsible for the incredible CG Infected horde work in the Jackson Battle. They have been a creative partner with HBO’s The Last of Us since Season 1, so they were brought on early for Season 2. I began discussions with Weta’s VFX supervisor, Nick Epstein, about how we could tackle these complex horde shots very early during the shoot. Typically, repetition in CG crowd scenes can be acceptable, such as armies with soldiers dressed in the same uniform or armour. However, for our Infected horde, Craig wanted to convey that the Infected didn’t come off an assembly line or all shop at the same clothing department store. Any repetition would feel artificial. These Infected were once civilians with families, or they were groups of raiders. We needed complex variations in height, body size, age, clothing, and hair. We built our base library of Infected, and then Nick and the Weta FX team developed a “mix and match” system, allowing the Infected to wear any costume and hair groom. A procedural texturing system was also developed for costumes, providing even greater variation. The most crucial aspect of the Infected horde was their motion. We had numerous shots cutting back-to-back with practical Infected, as well as shots where our CG Infected ran right alongside a stunt horde. It was incredibly unforgiving! Weta FX’s animation supervisor from Season 1, Dennis Yoo, returned for Season 2 to meet the challenge. Having been part of the first season, Dennis understood the expectations of Craig and Neil. Similar to issues of model repetition within a horde, it was relatively easy to perceive repetition, especially if they were running toward the same target. It was essential to enhance the details of their performances with nuances such as tripping and falling, getting back up, and trampling over each other. There also needed to be a difference in the Infected’s running speed. To ensure we had enough complexity within the horde, Dennis motion-captured almost 600 unique motion cycles. We had over a hundred shots in episode 2 that required CG Infected horde. Fiona Campbell Westgate // Nick Epstein, Weta VFX Supervisor, and Dennis Yoo, Weta Animation Supervisor, were faced with having to add hero, close-up Horde that had to integrate with practical Stunt performers. They achieved this through over 60 motion capture sessions and running it through a deformation system they developed. Every detail was applied to allow for a seamless blend with our practical Stunt performances. The Weta team created a custom costume and hair system that provided individual looks to the CG Infected Horde. We were able to avoid the repetitive look of a CG crowd due to these efforts. The movement of the infected horde is crucial for the intensity of the scene. How did you manage the animation and simulation of the infected to ensure smooth and realistic interaction with the environment? Fiona Campbell Westgate // We worked closely with the Stunt department to plan out positioning and where VFX would be adding the CG Horde. Craig Mazin wanted the Infected Horde to move in a way that humans cannot. The deformation system kept the body shape anatomically correct and allowed us to push the limits from how a human physically moves.  The Bloater makes a terrifying return this season. What were the key challenges in designing and animating this creature? How did you work on the Bloater’s interaction with the environment and other characters? Alex Wang // In Season 1, the Kansas City cul-de-sac sequence featured only a handful of Bloater shots. This season, however, nearly forty shots showcase the Bloater in broad daylight during the Battle of Jackson. We needed to redesign the Bloater asset to ensure it looked good in close-up shots from head to toe. Weta FX designed the Bloater for Season 1 and revamped the design for this season. Starting with the Bloater’s silhouette, it had to appear large, intimidating, and menacing. We explored enlarging the cordyceps head shape to make it feel almost like a crown, enhancing the Bloater’s impressive and strong presence. During filming, a stunt double stood in for the Bloater. This was mainly for scale reference and composition. It also helped the Infected stunt performers understand the Bloater’s spatial position, allowing them to avoid running through his space. Once we had an edit, Dennis mocapped the Bloater’s performances with his team. It is always challenging to get the motion right for a creature that weighs 600 pounds. We don’t want the mocap to be overly exaggerated, but it does break the character if the Bloater feels too “light.” The brilliant animation team at Weta FX brought the Bloater character to life and nailed it! When Tommy goes head-to-head with the Bloater, Craig was quite specific during the prep days about how the Bloater would bubble, melt, and burn as Tommy torches him with the flamethrower. Important Looking Pirates took on the “Burning Bloater” sequence, led by VFX Supervisor Philip Engstrom. They began with extensive R&D to ensure the Bloater’s skin would start to bubble and burn. ILP took the final Bloater asset from Weta FX and had to resculpt and texture the asset for the Bloater’s final burn state. Craig felt it was important for the Bloater to appear maimed at the end. The layers of FX were so complex that the R&D continued almost to the end of the delivery schedule. Fiona Campbell Westgate // This season the Bloater had to be bigger, more intimidating. The CG Asset was recreated to withstand the scrutiny of close ups and in daylight. Both Craig Mazin and Neil Druckmann worked closely with us during the process of the build. We referenced the game and applied elements of that version with ours. You’ll notice that his head is in the shape of crown, this is to convey he’s a powerful force.  During the Burning Bloater sequence in Episode 2, we brainstormed with Philip Engström, ILP VFX Supervisor, on how this creature would react to the flamethrower and how it would affect the ground as it burns. When the Bloater finally falls to the ground and dies, the extraordinary detail of the embers burning, fluid draining and melting the surrounding snow really sells that the CG creature was in the terrain.  Given the Bloater’s imposing size, how did you approach its integration into scenes with the actors? What techniques did you use to create such a realistic and menacing appearance? Fiona Campbell Westgate // For the Bloater, a stunt performer wearing a motion capture suit was filmed on set. This provided interaction with the actors and the environment. VFX enhanced the intensity of his movements, incorporating simulations to the CG Bloater’s skin and muscles that would reflect the weight and force as this terrifying creature moves.  Seattle in The Last of Us is a completely devastated city. Can you talk about how you recreated this destruction? What were the most difficult visual aspects to realize for this post-apocalyptic city? Fiona Campbell Westgate // We were meticulous in blending the CG destruction with the practical environment. The flora’s ability to overtake the environment had to be believable, and we adhered to the principle of form follows function. Due to the vastness of the CG devastation it was crucial to avoid repetitive effects. Consequently, our vendors were tasked with creating bespoke designs that evoked a sense of awe and beauty. Was Seattle’s architecture a key element in how you designed the visual effects? How did you adapt the city’s real-life urban landscape to meet the needs of the story while maintaining a coherent aesthetic? Alex Wang // It’s always important to Craig and Neil that we remain true to the cities our characters are in. DNEG was one of our primary vendors for Boston in Season 1, so it was natural for them to return for Season 2, this time focusing on Seattle. DNEG’s VFX Supervisor, Stephen James, who played a crucial role in developing the visual language of Boston for Season 1, also returns for this season. Stephen and Melaina Mace (DFX Supervisor) led a team to Seattle to shoot plates and perform lidar scans of parts of the city. We identified the buildings unique to Seattle that would have existed in 2003, so we ensured these buildings were always included in our establishing shots. Overgrowth and destruction have significantly influenced the environments in The Last of Us. The environment functions almost as a character in both Season 1 and Season 2. In the last season, the building destruction in Boston was primarily caused by military bombings. During this season, destruction mainly arises from dilapidation. Living in the Pacific Northwest, I understand how damp it can get for most of the year. I imagined that, over 20 years, the integrity of the buildings would be compromised by natural forces. This abundant moisture creates an exceptionally lush and vibrant landscape for much of the year. Therefore, when designing Seattle, we ensured that the destruction and overgrowth appeared intentional and aesthetically distinct from those of Boston. Fiona Campbell Westgate // Led by Stephen James, DNEG VFX Supervisor, and Melaina Mace, DNEG DFX Supervisor, the team captured photography, drone footage and the Clear Angle team captured LiDAR data over a three-day period in Seattle. It was crucial to include recognizable Seattle landmarks that would resonate with people familiar with the game.  The devastated city almost becomes a character in itself this season. What aspects of the visual effects did you have to enhance to increase the immersion of the viewer into this hostile and deteriorated environment? Fiona Campbell Westgate // It is indeed a character. Craig wanted it to be deteriorated but to have moments where it’s also beautiful in its devastation. For instance, in the Music Store in Episode 4 where Ellie is playing guitar for Dina, the deteriorated interior provides a beautiful backdrop to this intimate moment. The Set Decorating team dressed a specific section of the set, while VFX extended the destruction and overgrowth to encompass the entire environment, immersing the viewer in strange yet familiar surroundings. Photograph by Liane Hentscher/HBO The sequence where Ellie navigates a boat through a violent storm is stunning. What were the key challenges in creating this scene, especially with water simulation and the storm’s effects? Alex Wang // In the concluding episode of Season 2, Ellie is deep in Seattle, searching for Abby. The episode draws us closer to the Aquarium, where this area of Seattle is heavily flooded. Naturally, this brings challenges with CG water. In the scene where Ellie encounters Isaac and the W.L.F soldiers by the dock, we had a complex shoot involving multiple locations, including a water tank and a boat gimbal. There were also several full CG shots. For Isaac’s riverine boat, which was in a stormy ocean, I felt it was essential that the boat and the actors were given the appropriate motion. Weta FX assisted with tech-vis for all the boat gimbal work. We began with different ocean wave sizes caused by the storm, and once the filmmakers selected one, the boat’s motion in the tech-vis fed the special FX gimbal. When Ellie gets into the Jon boat, I didn’t want it on the same gimbal because I felt it would be too mechanical. Ellie’s weight needed to affect the boat as she got in, and that wouldn’t have happened with a mechanical gimbal. So, we opted to have her boat in a water tank for this scene. Special FX had wave makers that provided the boat with the appropriate movement. Instead of guessing what the ocean sim for the riverine boat should be, the tech- vis data enabled DNEG to get a head start on the water simulations in post-production. Craig wanted this sequence to appear convincingly dark, much like it looks out on the ocean at night. This allowed us to create dramatic visuals, using lightning strikes at moments to reveal depth. Were there any memorable moments or scenes from the series that you found particularly rewarding or challenging to work on from a visual effects standpoint? Alex Wang // The Last of Us tells the story of our characters’ journey. If you look at how season 2 begins in Jackson, it differs significantly from how we conclude the season in Seattle. We seldom return to the exact location in each episode, meaning every episode presents a unique challenge. The scope of work this season has been incredibly rewarding. We burned a Bloater, and we also introduced spores this season! Photograph by Liane Hentscher/HBO Looking back on the project, what aspects of the visual effects are you most proud of? Alex Wang // The Jackson Battle was incredibly complex, involving a grueling and lengthy shoot in quite challenging conditions, along with over 600 VFX shots in episode 2. It was truly inspiring to witness the determination of every department and vendor to give their all and create something remarkable. Fiona Campbell Westgate // I am immensely proud of the exceptional work accomplished by all of our vendors. During the VFX reviews, I found myself clapping with delight when the final shots were displayed; it was exciting to see remarkable results of the artists’ efforts come to light.  How long have you worked on this show? Alex Wang // I’ve been on this season for nearly two years. Fiona Campbell Westgate // A little over one year; I joined the show in April 2024. What’s the VFX shots count? Alex Wang // We had just over 2,500 shots this Season. Fiona Campbell Westgate // In Season 2, there were a total of 2656 visual effects shots. What is your next project? Fiona Campbell Westgate // Stay tuned… A big thanks for your time. WANT TO KNOW MORE?Blackbird: Dedicated page about The Last of Us – Season 2 website.DNEG: Dedicated page about The Last of Us – Season 2 on DNEG website.Important Looking Pirates: Dedicated page about The Last of Us – Season 2 website.RISE: Dedicated page about The Last of Us – Season 2 website.Weta FX: Dedicated page about The Last of Us – Season 2 website. © Vincent Frei – The Art of VFX – 2025
    Like
    Love
    Wow
    Sad
    Angry
    192
    0 Commentaires 0 Parts
  • Self-Portrait in Plan: 8 Architecture Studios Designed By Their Owners

    Architects: Want to have your project featured? Showcase your work by uploading projects to Architizer and sign up for our inspirational newsletters.  
    Is an architecture firm designing its own studio the equivalent of an artist painting a self-portrait?Perhaps this isn’t a perfect analogy, but it certainly contains parallels that are productive to parse…
    Studio spaces are distinct from offices in that they not only shape daily rituals and structure relationships between colleagues but also act as an expression of the values at the core of the firm’s design philosophies. Freed from the usual constraints of client briefs, for many firms, designing their own workspace offers a unique opportunity for experimentation and self-expression. The studios featured in this collection span diverse geographies and contexts — from a vaulted school library repurposed as an “anti-office,” to a carbon-neutral warehouse conversion in Sydney, to a minimalist tiled atelier in Casablanca. Despite their differences, each workspace shares a commitment to thoughtful design that blurs the line between functions and offers a vision for cultivating creativity.
    More than places of production, these studios are active expressions of architectural identity; spaces that support not only what architects make, but how they make it. They also challenge outdated typologies and embrace the hybrid realities of contemporary practice.

    Skylab HQ
    By Skylab, Portland, Oregon
    After spending years in a historic structure in downtown Portland, the Skylab team decided the time had come to create a space that reflected the dynamic nature of their practice. They asked themselves: “How can our studio evolve from a dedicated workspace to a playground for the art and design community? Where can we find a space to integrate gardens, an event venue, and a fabrication shop, as well as our studio?”
    Leaving the downtown core, they opted to transform a pair of WWII-era prefabricated steel warehouses into a hybrid studio, fabrication lab and cultural venue supporting both architectural production and artistic exchange. Strategic insertions — like a 60-foot-longridge skylight, 10-footoperable window walls and CLT-framed meeting rooms — maximize daylight and material contrast, balancing industrial grit with biophilic warmth. The adaptive reuse reflects the firm’s ethos of experimentation, extending their design process into the very architecture that houses it.

    Alexander House
    By Alexander &CO., Sydney, Australia
    Jury Winner, Architecture +Workspace, 10th Annual A+Awards
    Alexander House functions as both studio and experimental prototype, integrating low-carbon construction with hybrid live/work spatial typologies tailored to an evolving architectural practice. While functioning as an architectural residential showcase, the team also works from this home, and their clients meet with them there; the project challenges preconceptions of home, land, family and work.
    From a voluminous material library in the basement to a concrete mezzanine bench designed for quiet focus, the layout supports varied modes of design work while challenging conventional boundaries between domestic and professional space. Crafted in collaboration with local makers, the building also pioneers sustainability through reclaimed timber linings, carbon-neutral bricks, and a solar system supplying up to 80% of daily energy demand.

    say architects Community Office
    By say architects, Hangzhou, China
    Say Architects’ office reimagines workplace architecture as a life-oriented, materially expressive environment, where exposed I-beams structure both the building and the studio’s daily rhythms. Cantilevered volumes, rope-grown greenery, and integrated misting systems animate the exterior, while steel-framed shelving and model rooms of rich timber textures create a tactile, inspiration-driven interior.
    Prioritizing adaptability and sensory comfort, the space dissolves traditional partitions in favor of spatial arrangements that align with design habits, offering a studio that is both tool and manifesto.

    Bohlin Cywinski Jackson, Philadelphia Studio
    By Bohlin Cywinski Jackson, Philadelphia, Pennsylvania
    Bohlin Cywinski Jackson’s Philadelphia studio transforms a historic social clubinto a contemporary workspace through adaptive reuse, prioritizing flexibility, daylight and material economy. The goal was to create a highly flexible work environment that would allow designers to move quickly between individual work, impromptu discussions and group meetings throughout the day.
    Restored terrazzo floors and ornamental detailing anchor a modern layout featuring hoteling desks, collaborative mezzanine zones and panoramic views of the city center.  The design supports agile workflows and hybrid collaboration while integrating repurposed custom furnishings to extend the life cycle of past projects.

    ADND OFFICE
    By Atelier Design N Domain, Mumbai, India
    ADND’s new Bombay headquarters is a richly layered adaptive reuse of a century-old industrial warehouse, reimagined as an expressive design laboratory charged with material experimentation and symbolic nuance. The studio’s soaring central bay reaches 26 feetin height, punctuated by 7-footpivoting porthole windows that flood the workspace with southern light, evoking a cathedral-like ambiance.
    Throughout, bespoke interventions — from terrazzo-cast floors and mirrored reception desks to hand-sketched upholstery and looped oak chairs — translate the founders’ personal design dialects into architectural form, creating a space where industrial memory and contemporary authorship converge.

    Studio Cays X Studio BO
    By Studio CAYS, Casablanca, Morocco
    In this Casablanca-based studio, minimalist rigor meets material clarity through tiled walls and seamless epoxy flooring, crafting a luminous, low-maintenance workspace. At its core, a central bench anchors the open-plan layout, fostering daily collaboration and reinforcing the studio’s emphasis on shared ideation within a purified architectural envelope.

    Smart Design Studio
    By smart design studio, Alexandria, Australia
    Jury Winner, Office Interiors; Jury Winner, Office Building Low Rise, 10th Annual A+Awards
    Smart Design Studio’s headquarters fuses industrial heritage with cutting-edge sustainability, transforming a conserved warehouse into a carbon-neutral workspace powered by on-site energy and water collection systems. The studio’s open-plan interior is crowned by a mezzanine framed by original steel trusses, while a striking vaulted residence above features self-supporting brick catenary arches — an elegant synthesis of structural economy and sculptural ambition. Designed to reflect the material restraint and innovation of early industrial architecture, the building is a working manifesto for the studio’s interdisciplinary ethos.

    Architect’s Office at Kim Yam Road
    By Park + Associates, Singapore
    Popular Choice Winner, Office Interiors, 10th Annual A+Awards

    Photos by Edward Hendricks
    Occupying a former library hall atop a repurposed 1960s school, this studio embraces the latent grandeur of its barrel-vaulted, column-free volume to craft a boundary-less, anti-office environment. Full-height louvered windows invite daylight and breeze through the arching space, while the design resists conventional programming in favor of layered, informal settings that foster creativity and fluid collaboration.
    Rather than overwrite its past, the intervention amplifies the building’s inherent spatial expression; through adaptive reuse, the architects position atmosphere as architecture.
    Architects: Want to have your project featured? Showcase your work by uploading projects to Architizer and sign up for our inspirational newsletters.  
    The post Self-Portrait in Plan: 8 Architecture Studios Designed By Their Owners appeared first on Journal.
    #selfportrait #plan #architecture #studios #designed
    Self-Portrait in Plan: 8 Architecture Studios Designed By Their Owners
    Architects: Want to have your project featured? Showcase your work by uploading projects to Architizer and sign up for our inspirational newsletters.   Is an architecture firm designing its own studio the equivalent of an artist painting a self-portrait?Perhaps this isn’t a perfect analogy, but it certainly contains parallels that are productive to parse… Studio spaces are distinct from offices in that they not only shape daily rituals and structure relationships between colleagues but also act as an expression of the values at the core of the firm’s design philosophies. Freed from the usual constraints of client briefs, for many firms, designing their own workspace offers a unique opportunity for experimentation and self-expression. The studios featured in this collection span diverse geographies and contexts — from a vaulted school library repurposed as an “anti-office,” to a carbon-neutral warehouse conversion in Sydney, to a minimalist tiled atelier in Casablanca. Despite their differences, each workspace shares a commitment to thoughtful design that blurs the line between functions and offers a vision for cultivating creativity. More than places of production, these studios are active expressions of architectural identity; spaces that support not only what architects make, but how they make it. They also challenge outdated typologies and embrace the hybrid realities of contemporary practice. Skylab HQ By Skylab, Portland, Oregon After spending years in a historic structure in downtown Portland, the Skylab team decided the time had come to create a space that reflected the dynamic nature of their practice. They asked themselves: “How can our studio evolve from a dedicated workspace to a playground for the art and design community? Where can we find a space to integrate gardens, an event venue, and a fabrication shop, as well as our studio?” Leaving the downtown core, they opted to transform a pair of WWII-era prefabricated steel warehouses into a hybrid studio, fabrication lab and cultural venue supporting both architectural production and artistic exchange. Strategic insertions — like a 60-foot-longridge skylight, 10-footoperable window walls and CLT-framed meeting rooms — maximize daylight and material contrast, balancing industrial grit with biophilic warmth. The adaptive reuse reflects the firm’s ethos of experimentation, extending their design process into the very architecture that houses it. Alexander House By Alexander &CO., Sydney, Australia Jury Winner, Architecture +Workspace, 10th Annual A+Awards Alexander House functions as both studio and experimental prototype, integrating low-carbon construction with hybrid live/work spatial typologies tailored to an evolving architectural practice. While functioning as an architectural residential showcase, the team also works from this home, and their clients meet with them there; the project challenges preconceptions of home, land, family and work. From a voluminous material library in the basement to a concrete mezzanine bench designed for quiet focus, the layout supports varied modes of design work while challenging conventional boundaries between domestic and professional space. Crafted in collaboration with local makers, the building also pioneers sustainability through reclaimed timber linings, carbon-neutral bricks, and a solar system supplying up to 80% of daily energy demand. say architects Community Office By say architects, Hangzhou, China Say Architects’ office reimagines workplace architecture as a life-oriented, materially expressive environment, where exposed I-beams structure both the building and the studio’s daily rhythms. Cantilevered volumes, rope-grown greenery, and integrated misting systems animate the exterior, while steel-framed shelving and model rooms of rich timber textures create a tactile, inspiration-driven interior. Prioritizing adaptability and sensory comfort, the space dissolves traditional partitions in favor of spatial arrangements that align with design habits, offering a studio that is both tool and manifesto. Bohlin Cywinski Jackson, Philadelphia Studio By Bohlin Cywinski Jackson, Philadelphia, Pennsylvania Bohlin Cywinski Jackson’s Philadelphia studio transforms a historic social clubinto a contemporary workspace through adaptive reuse, prioritizing flexibility, daylight and material economy. The goal was to create a highly flexible work environment that would allow designers to move quickly between individual work, impromptu discussions and group meetings throughout the day. Restored terrazzo floors and ornamental detailing anchor a modern layout featuring hoteling desks, collaborative mezzanine zones and panoramic views of the city center.  The design supports agile workflows and hybrid collaboration while integrating repurposed custom furnishings to extend the life cycle of past projects. ADND OFFICE By Atelier Design N Domain, Mumbai, India ADND’s new Bombay headquarters is a richly layered adaptive reuse of a century-old industrial warehouse, reimagined as an expressive design laboratory charged with material experimentation and symbolic nuance. The studio’s soaring central bay reaches 26 feetin height, punctuated by 7-footpivoting porthole windows that flood the workspace with southern light, evoking a cathedral-like ambiance. Throughout, bespoke interventions — from terrazzo-cast floors and mirrored reception desks to hand-sketched upholstery and looped oak chairs — translate the founders’ personal design dialects into architectural form, creating a space where industrial memory and contemporary authorship converge. Studio Cays X Studio BO By Studio CAYS, Casablanca, Morocco In this Casablanca-based studio, minimalist rigor meets material clarity through tiled walls and seamless epoxy flooring, crafting a luminous, low-maintenance workspace. At its core, a central bench anchors the open-plan layout, fostering daily collaboration and reinforcing the studio’s emphasis on shared ideation within a purified architectural envelope. Smart Design Studio By smart design studio, Alexandria, Australia Jury Winner, Office Interiors; Jury Winner, Office Building Low Rise, 10th Annual A+Awards Smart Design Studio’s headquarters fuses industrial heritage with cutting-edge sustainability, transforming a conserved warehouse into a carbon-neutral workspace powered by on-site energy and water collection systems. The studio’s open-plan interior is crowned by a mezzanine framed by original steel trusses, while a striking vaulted residence above features self-supporting brick catenary arches — an elegant synthesis of structural economy and sculptural ambition. Designed to reflect the material restraint and innovation of early industrial architecture, the building is a working manifesto for the studio’s interdisciplinary ethos. Architect’s Office at Kim Yam Road By Park + Associates, Singapore Popular Choice Winner, Office Interiors, 10th Annual A+Awards Photos by Edward Hendricks Occupying a former library hall atop a repurposed 1960s school, this studio embraces the latent grandeur of its barrel-vaulted, column-free volume to craft a boundary-less, anti-office environment. Full-height louvered windows invite daylight and breeze through the arching space, while the design resists conventional programming in favor of layered, informal settings that foster creativity and fluid collaboration. Rather than overwrite its past, the intervention amplifies the building’s inherent spatial expression; through adaptive reuse, the architects position atmosphere as architecture. Architects: Want to have your project featured? Showcase your work by uploading projects to Architizer and sign up for our inspirational newsletters.   The post Self-Portrait in Plan: 8 Architecture Studios Designed By Their Owners appeared first on Journal. #selfportrait #plan #architecture #studios #designed
    ARCHITIZER.COM
    Self-Portrait in Plan: 8 Architecture Studios Designed By Their Owners
    Architects: Want to have your project featured? Showcase your work by uploading projects to Architizer and sign up for our inspirational newsletters.   Is an architecture firm designing its own studio the equivalent of an artist painting a self-portrait? (Should we coin the term “auto-architecture?”) Perhaps this isn’t a perfect analogy, but it certainly contains parallels that are productive to parse… Studio spaces are distinct from offices in that they not only shape daily rituals and structure relationships between colleagues but also act as an expression of the values at the core of the firm’s design philosophies. Freed from the usual constraints of client briefs, for many firms, designing their own workspace offers a unique opportunity for experimentation and self-expression. The studios featured in this collection span diverse geographies and contexts — from a vaulted school library repurposed as an “anti-office,” to a carbon-neutral warehouse conversion in Sydney, to a minimalist tiled atelier in Casablanca. Despite their differences, each workspace shares a commitment to thoughtful design that blurs the line between functions and offers a vision for cultivating creativity. More than places of production, these studios are active expressions of architectural identity; spaces that support not only what architects make, but how they make it. They also challenge outdated typologies and embrace the hybrid realities of contemporary practice. Skylab HQ By Skylab, Portland, Oregon After spending years in a historic structure in downtown Portland, the Skylab team decided the time had come to create a space that reflected the dynamic nature of their practice. They asked themselves: “How can our studio evolve from a dedicated workspace to a playground for the art and design community? Where can we find a space to integrate gardens, an event venue, and a fabrication shop, as well as our studio?” Leaving the downtown core, they opted to transform a pair of WWII-era prefabricated steel warehouses into a hybrid studio, fabrication lab and cultural venue supporting both architectural production and artistic exchange. Strategic insertions — like a 60-foot-long (18-meter) ridge skylight, 10-foot (3-meter) operable window walls and CLT-framed meeting rooms — maximize daylight and material contrast, balancing industrial grit with biophilic warmth. The adaptive reuse reflects the firm’s ethos of experimentation, extending their design process into the very architecture that houses it. Alexander House By Alexander &CO., Sydney, Australia Jury Winner, Architecture +Workspace, 10th Annual A+Awards Alexander House functions as both studio and experimental prototype, integrating low-carbon construction with hybrid live/work spatial typologies tailored to an evolving architectural practice. While functioning as an architectural residential showcase, the team also works from this home, and their clients meet with them there; the project challenges preconceptions of home, land, family and work. From a voluminous material library in the basement to a concrete mezzanine bench designed for quiet focus, the layout supports varied modes of design work while challenging conventional boundaries between domestic and professional space. Crafted in collaboration with local makers, the building also pioneers sustainability through reclaimed timber linings, carbon-neutral bricks, and a solar system supplying up to 80% of daily energy demand. say architects Community Office By say architects, Hangzhou, China Say Architects’ office reimagines workplace architecture as a life-oriented, materially expressive environment, where exposed I-beams structure both the building and the studio’s daily rhythms. Cantilevered volumes, rope-grown greenery, and integrated misting systems animate the exterior, while steel-framed shelving and model rooms of rich timber textures create a tactile, inspiration-driven interior. Prioritizing adaptability and sensory comfort, the space dissolves traditional partitions in favor of spatial arrangements that align with design habits, offering a studio that is both tool and manifesto. Bohlin Cywinski Jackson, Philadelphia Studio By Bohlin Cywinski Jackson, Philadelphia, Pennsylvania Bohlin Cywinski Jackson’s Philadelphia studio transforms a historic social club (founded in 1923) into a contemporary workspace through adaptive reuse, prioritizing flexibility, daylight and material economy. The goal was to create a highly flexible work environment that would allow designers to move quickly between individual work, impromptu discussions and group meetings throughout the day. Restored terrazzo floors and ornamental detailing anchor a modern layout featuring hoteling desks, collaborative mezzanine zones and panoramic views of the city center.  The design supports agile workflows and hybrid collaboration while integrating repurposed custom furnishings to extend the life cycle of past projects. ADND OFFICE By Atelier Design N Domain, Mumbai, India ADND’s new Bombay headquarters is a richly layered adaptive reuse of a century-old industrial warehouse, reimagined as an expressive design laboratory charged with material experimentation and symbolic nuance. The studio’s soaring central bay reaches 26 feet (8 meters) in height, punctuated by 7-foot (2-meter) pivoting porthole windows that flood the workspace with southern light, evoking a cathedral-like ambiance. Throughout, bespoke interventions — from terrazzo-cast floors and mirrored reception desks to hand-sketched upholstery and looped oak chairs — translate the founders’ personal design dialects into architectural form, creating a space where industrial memory and contemporary authorship converge. Studio Cays X Studio BO By Studio CAYS, Casablanca, Morocco In this Casablanca-based studio, minimalist rigor meets material clarity through tiled walls and seamless epoxy flooring, crafting a luminous, low-maintenance workspace. At its core, a central bench anchors the open-plan layout, fostering daily collaboration and reinforcing the studio’s emphasis on shared ideation within a purified architectural envelope. Smart Design Studio By smart design studio, Alexandria, Australia Jury Winner, Office Interiors (<25,000 sq ft); Jury Winner, Office Building Low Rise, 10th Annual A+Awards Smart Design Studio’s headquarters fuses industrial heritage with cutting-edge sustainability, transforming a conserved warehouse into a carbon-neutral workspace powered by on-site energy and water collection systems. The studio’s open-plan interior is crowned by a mezzanine framed by original steel trusses, while a striking vaulted residence above features self-supporting brick catenary arches — an elegant synthesis of structural economy and sculptural ambition. Designed to reflect the material restraint and innovation of early industrial architecture, the building is a working manifesto for the studio’s interdisciplinary ethos. Architect’s Office at Kim Yam Road By Park + Associates, Singapore Popular Choice Winner, Office Interiors, 10th Annual A+Awards Photos by Edward Hendricks Occupying a former library hall atop a repurposed 1960s school, this studio embraces the latent grandeur of its barrel-vaulted, column-free volume to craft a boundary-less, anti-office environment. Full-height louvered windows invite daylight and breeze through the arching space, while the design resists conventional programming in favor of layered, informal settings that foster creativity and fluid collaboration. Rather than overwrite its past, the intervention amplifies the building’s inherent spatial expression; through adaptive reuse, the architects position atmosphere as architecture. Architects: Want to have your project featured? Showcase your work by uploading projects to Architizer and sign up for our inspirational newsletters.   The post Self-Portrait in Plan: 8 Architecture Studios Designed By Their Owners appeared first on Journal.
    Like
    Love
    Wow
    Sad
    Angry
    284
    0 Commentaires 0 Parts