• Apartment Barjanska / Arhitekti Počivašek Petranovič

    Apartment Barjanska / Arhitekti Počivašek Petranovičthis picture!© Urban PetranovičApartments•Ljubljana, Slovenia

    Architects:
    Arhitekti Počivašek Petranovič
    Area
    Area of this architecture project

    Area: 
    68 m²

    Year
    Completion year of this architecture project

    Year: 

    2025

    Photographs

    Photographs:Urban Petranovič

    Manufacturers
    Brands with products used in this architecture project

    Manufacturers:  Bulthaup, HAY, LUMİNA, VitrA, VolaMore SpecsLess Specs
    this picture!
    Text description provided by the architects. We have renovated an apartment in one of the residential buildings typical for the 1960s, located in a very central neighbourhood of Ljubljana. The existing floor plan was fragmented into many small spaces, with the kitchen accessible only through the living room.this picture!The main idea of  the renovation was to combine all the living areas into an open, unified space that encircles a freestanding monolith, clad completely in Carrara marble. This stone core consists of a fireplace and a marble bathroom.this picture!this picture!this picture!The large window, now in an angular position, has slightly reduced the size of the loggia, but significantly enlarged the living area that now smoothly extends into the kitchen and dining area.this picture!The unity of the living area is emphasised by the choice of colours and materials. The light grey shade of the polyurethane flooring repeats itself in the wall plaster and the built-in furniture, as a neutral envelope of the whole dwelling.this picture!We have also designed the furniture - a dining table and two low storage elements from the same family and materiality – stainless steel legs with birch plywood surfaces. Leftover marble was use to create a small club table.this picture!

    Project gallerySee allShow less
    Project locationAddress:Ljubljana, SloveniaLocation to be used only as a reference. It could indicate city/country but not exact address.About this office
    MaterialStoneMaterials and TagsPublished on May 29, 2025Cite: "Apartment Barjanska / Arhitekti Počivašek Petranovič" 29 May 2025. ArchDaily. Accessed . < ISSN 0719-8884Save世界上最受欢迎的建筑网站现已推出你的母语版本!想浏览ArchDaily中国吗?是否
    You've started following your first account!Did you know?You'll now receive updates based on what you follow! Personalize your stream and start following your favorite authors, offices and users.Go to my stream
    #apartment #barjanska #arhitekti #počivašek #petranovič
    Apartment Barjanska / Arhitekti Počivašek Petranovič
    Apartment Barjanska / Arhitekti Počivašek Petranovičthis picture!© Urban PetranovičApartments•Ljubljana, Slovenia Architects: Arhitekti Počivašek Petranovič Area Area of this architecture project Area:  68 m² Year Completion year of this architecture project Year:  2025 Photographs Photographs:Urban Petranovič Manufacturers Brands with products used in this architecture project Manufacturers:  Bulthaup, HAY, LUMİNA, VitrA, VolaMore SpecsLess Specs this picture! Text description provided by the architects. We have renovated an apartment in one of the residential buildings typical for the 1960s, located in a very central neighbourhood of Ljubljana. The existing floor plan was fragmented into many small spaces, with the kitchen accessible only through the living room.this picture!The main idea of  the renovation was to combine all the living areas into an open, unified space that encircles a freestanding monolith, clad completely in Carrara marble. This stone core consists of a fireplace and a marble bathroom.this picture!this picture!this picture!The large window, now in an angular position, has slightly reduced the size of the loggia, but significantly enlarged the living area that now smoothly extends into the kitchen and dining area.this picture!The unity of the living area is emphasised by the choice of colours and materials. The light grey shade of the polyurethane flooring repeats itself in the wall plaster and the built-in furniture, as a neutral envelope of the whole dwelling.this picture!We have also designed the furniture - a dining table and two low storage elements from the same family and materiality – stainless steel legs with birch plywood surfaces. Leftover marble was use to create a small club table.this picture! Project gallerySee allShow less Project locationAddress:Ljubljana, SloveniaLocation to be used only as a reference. It could indicate city/country but not exact address.About this office MaterialStoneMaterials and TagsPublished on May 29, 2025Cite: "Apartment Barjanska / Arhitekti Počivašek Petranovič" 29 May 2025. ArchDaily. Accessed . < ISSN 0719-8884Save世界上最受欢迎的建筑网站现已推出你的母语版本!想浏览ArchDaily中国吗?是否 You've started following your first account!Did you know?You'll now receive updates based on what you follow! Personalize your stream and start following your favorite authors, offices and users.Go to my stream #apartment #barjanska #arhitekti #počivašek #petranovič
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    Apartment Barjanska / Arhitekti Počivašek Petranovič
    Apartment Barjanska / Arhitekti Počivašek PetranovičSave this picture!© Urban PetranovičApartments•Ljubljana, Slovenia Architects: Arhitekti Počivašek Petranovič Area Area of this architecture project Area:  68 m² Year Completion year of this architecture project Year:  2025 Photographs Photographs:Urban Petranovič Manufacturers Brands with products used in this architecture project Manufacturers:  Bulthaup, HAY, LUMİNA, VitrA, VolaMore SpecsLess Specs Save this picture! Text description provided by the architects. We have renovated an apartment in one of the residential buildings typical for the 1960s, located in a very central neighbourhood of Ljubljana. The existing floor plan was fragmented into many small spaces, with the kitchen accessible only through the living room.Save this picture!The main idea of  the renovation was to combine all the living areas into an open, unified space that encircles a freestanding monolith, clad completely in Carrara marble. This stone core consists of a fireplace and a marble bathroom.Save this picture!Save this picture!Save this picture!The large window, now in an angular position, has slightly reduced the size of the loggia, but significantly enlarged the living area that now smoothly extends into the kitchen and dining area.Save this picture!The unity of the living area is emphasised by the choice of colours and materials. The light grey shade of the polyurethane flooring repeats itself in the wall plaster and the built-in furniture, as a neutral envelope of the whole dwelling.Save this picture!We have also designed the furniture - a dining table and two low storage elements from the same family and materiality – stainless steel legs with birch plywood surfaces. Leftover marble was use to create a small club table.Save this picture! Project gallerySee allShow less Project locationAddress:Ljubljana, SloveniaLocation to be used only as a reference. It could indicate city/country but not exact address.About this office MaterialStoneMaterials and TagsPublished on May 29, 2025Cite: "Apartment Barjanska / Arhitekti Počivašek Petranovič" 29 May 2025. ArchDaily. Accessed . <https://www.archdaily.com/1030619/apartment-barjanska-arhitekti-pocivasek-petranovic&gt ISSN 0719-8884Save世界上最受欢迎的建筑网站现已推出你的母语版本!想浏览ArchDaily中国吗?是否 You've started following your first account!Did you know?You'll now receive updates based on what you follow! Personalize your stream and start following your favorite authors, offices and users.Go to my stream
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  • The big Clair Obscur: Expedition 33 interview: Sandfall and Kepler on team size, the return of AA games, and what's next

    The big Clair Obscur: Expedition 33 interview: Sandfall and Kepler on team size, the return of AA games, and what's next
    Plus: how Kepler plans to be the A24 for games, and why a follow-up to Clair Obscur won't involve a big studio expansion

    Image credit: Sandfall Interactive

    Feature

    by Lewis Packwood
    Contributor

    Published on May 27, 2025

    The success of Clair Obscur: Expedition 33 – which sold 2 million copies within 12 days of launch – has meant all eyes are now on its developer, Sandfall Interactive.
    As the games industry mulls how to move forward, faced with a saturated market, widespread layoffs and spiralling development costs, the fact that an original title made by a relatively small team could see such massive success gives hope to everyone.
    It's also an emphatic validation of the strategy of Clair Obscur's publisher, Kepler Interactive, which since its formation in 2021 has focused on original titles with eye-catching art styles and mould-breaking gameplay, including Sifu, Tchia, Scorn, Pacific Drive, Ultros, Bionic Bay, and the upcoming Rematch.
    "They respect creativity and innovation in games, they have a very high standard in choosing games to publish, and they are very fun people to work with," enthuses Shuhei Yoshida, former president of Sony Interactive Entertainment Worldwide Studios, and now a freelance consultant for Kepler. Yoshida has been helping to evaluate game pitches for the publisher since he left Sony in January, as well as helping to promote Bionic Bay and Clair Obscur.
    "They have a great balance in looking for innovation in games and investing in commercially viable projects," he says. "I think the way Kepler chooses games and supports developers is a great example of sustainable indie publishing. I expect many companies in the industry will look for inspiration from what Kepler is doing."
    Coop mode
    One thing that immediately marks out Kepler as different is its structure. "Kepler is co-owned by a group of studios, but they all operate autonomously," explains portfolio director Matthew Handrahan, who joined Kepler from PlayStation in 2022.
    "They make a lot of their own choices creatively and commercially in terms of the direction of their business. But there is a collaborative aspect that they can draw upon if they feel they need it. The thing that we definitely are very clear on is Kepler is not sitting here telling anyone what to do."
    The idea is that Kepler can provide support into each studio in terms of things like HR, legal teams, and IT. "And each one of them can draw on that to the degree that they want to, in the belief that if you give people that solid base, they can just focus more on being creative," says Handrahan.

    Image credit: Sandfall Interactive

    But the plan was always for Kepler to become a third party publisher, he continues. So in addition to publishing games from its own studios, since 2024 Kepler has started releasing games from outside developers, like Pacific Drive, Clair Obscur, and the newly signed PVKK from Bippinbits, the creators of Dome Keeper. "As we go forward, what we really hope is that people can spot a Kepler game," says Handrahan.
    So what marks out a Kepler title? CEO Alexis Garavaryan has previously emphasised the publisher champions games with "bold art direction and innovative game design" that avoid familiar influences like Star Wars and superheroes. Handrahan says this is essential in today's market. "I remember writing about Steam being overcrowded for GamesIndustry.biz 10 years ago, and saying, 'Oh, there's too many games'," he says. "Well there's five times more games being released now. So if you are coming to market with a game, it had better be doing something genuinely fresh."
    What Kepler definitely isn't doing is chasing trends, which Handrahan says is a dangerous strategy. He gives the example of Balatro imitators. "If you're making something hot on the heels of that, by the time you get to market, there'll probably be 150 other alternatives."
    One can't help thinking, too, of the expensive failure of Concord at PlayStation, which proved to be one hero shooter too many.
    The next expedition
    Sandfall's COO and producer François Meurisse says that the fact that studio head Guillaume Broche was deliberately avoiding chasing trends with Clair Obscur was what attracted him to join in the first place.
    "Some people predicted to us that it was a trickywhen we started development, and there could be kind of a curse on AA games"
    François Meurisse, Sandfall Interactive
    He was immediately on board with Broche's passion for revitalising the kind of flashy, 3D, turn-based JRPGs that had long gone out of fashion. That passion came first: the strategy came later. "A bit after, when we tried to rationalise that yearning he has for this kind of game, we realised that it wasn't addressed as much in the market, and maybe there was a place for it," says Meurisse.
    The end result went beyond their wildest dreams. "The game has had success to an extent that we didn't imagine," he says. "We smashed our forecasts pretty fast."
    Naturally, thoughts are already turning to a follow-up. "There will be another video game, for sure," says Meurisse, adding that it's a little early to say exactly what form it will take. "I can't wait to dig more into the ideas we already have for the next game," he says.
    "Plus the team has grown up, has acquired new skills throughout production," he says. "Many of them were junior when we started. We learned to work together. So I can't wait to get to the next project, because we'll start from a more efficient position than when we started the company five years ago. And thatwith higher expectations as well, so it will be challenging. But I can say that we have – and Guillaume in particular has – great ideas for the next game."
    AA comeback

    Image credit: Sandfall Interactive

    The success of Clair Obscur has led many to herald the comeback of AA games, a sector that has shrunk significantly over the past couple of console generations – even if it's a harder category to define in 2025 based on a lack of publicly available budget numbers. "Some people predicted to us that it was a trickywhen we started development, and there could be kind of a curse on AA games," remembers Meurisse.
    "But from our perspective, we didn't care too much about market considerations.In a sense, A Plague Tale or Mortal Shell or Hellblade, games like those were already proof for us that small teams of less than 50 people could have great games and great execution."
    Speaking of team size, much was made of the claim that Clair Obscur was created by a team of around 30, although many were quick to point out that the credits include dozens more people than that, working on things like QA, localization and voice production, as well as a ‘gameplay animation' team in Korea.
    "These kinds of games did exist in much greater numbers about 15 years ago, and I think there are some threads that the AAA industry lost as they grew and grew and grew"
    Matt Handrahan, Kepler Interactive
    So was the game mis-sold?
    "I don't think so," says Handrahan. "I think that the creative engine of the game was that group of 30.In terms of what the game is – the vision of it and the way in which it's executed –does come from that nucleus of staff that is at Sandfall."
    "In terms of main credits over the four years of production, we were on average about 30 people," clarifies Meurisse. "We started with less than 10 people, scaled up until 30, and close to 40, and then scaled a little bit down. You mentioned Korean animators, but it's important to mention that none of them were full time. They were doing some extras beside some other jobs of animation. So the core team was on average 30 people in the home studio, plus privileged contractors like the lead writer or the composer, for example: I include them in that core team."
    "But of course, we had a galaxy of partners revolving around the project. Kepler in the first place – and I want to really pinpoint that they were really key in the success of the game – plus some other creative people as well, like musician players, translators, QA testers also. And that definitely extends the team, and I'm super grateful we could work with all those superpassionate partners from all over the world."
    "I think people fixated on this number," adds Handrahan, "but actually the more useful thing that was being said was that this is not a AAA game, right? You can look at those credits, and it's still definitely not a AAA game."
    "These kinds of games did exist in much greater numbers about 15 years ago, and I think there are some threads that the AAA industry lost as they grew and grew and grew, and brought in different ways of monetising," he continues.
    "We have to remember there was a time when AAA companies were making games like Vanquish and Mirror's Edge and Kane & Lynch, and all of these really cool, interesting, not small games, but much smaller scale games. And you've seen the number of releases from AAA publishers dwindle and dwindle and dwindle. Now there's an opportunity for teams like Sandfall to come in and give players something that they really have not been given for quite a long time."
    Which leads us to ask, if Clair Obscur can't be classed as a AAA game, how much did it cost, exactly? Neither Handrahan nor Meurisse is willing to disclose the true figure. "I would say that I've seen a lot of budget estimations that are all higher than the real budget," muses Meurisse.
    Handrahan agrees. "Everybody's desperate to know what the budget is, and I won't tell them, but I would guarantee if you got 10 people to guess, I think all 10 wouldn't guess the actual figure," he says. "I'm sure Mirror's Edge and Vanquish cost more, put it that way."
    Keeping the team small

    Image credit: Sandfall Interactive

    With a success like Clair Obscur, the temptation might be to scale up the studio for a blockbuster sequel: a pattern we've seen with successful franchises many times before. But Meurisse says that's something Sandfall wants to avoid.
    "For now, our vision would be to stick to a close team working in the same city with less than 50 people on board, focusing on one project after another, and keeping this agility, and this creative strength, and smartness of a small group of passionate people wanting to do something big," he says.
    "That's how video games were made for years," he continues. "The team that made Ocarina of Time or Half-Life 2, I think those were max 60 or 70 people*, and that kind of size allows for good decisions and great creativity."
    He adds that the studio might recruit a few more members, but it won't start working on multiple projects simultaneously, and they will deliberately avoid growing too big and unwieldy. "We want to keep the organisation that made us successful," he says.
    Handrahan notes that because game making is an iterative process, maintaining only a small permanent team makes sense. "I think keeping a core team to hold the vision and to build out what the game is, and then expanding as you need to through things like outsourcing, is a very smart and sustainable way to manage game development," he says.
    "I think that there's been a lot of irresponsible practices in the industry," he continues, referring to the inherent risks involved in ballooning AAA budgets and team sizes. "Some games can make it work. Grand Theft Auto 6 is going to make it work, I think we can all say with great confidence. But there are plenty of games made with very large teams and for huge amounts of money that don't land, and there is a human cost to running things that way. People lose their jobs. God knows how many layoffs there's been in the industry over the last few years."
    He worries that the temptation to scale up is too great. "I do see a lot of developers who ship a game and then get some level of success – even very small levels of success or on very small budgets – and then almost instinctively feel like they need to double or triple the budget of the next game. And that is something I definitely question."
    No bloat
    He also questions the need to make games bigger. "One of the things that's great about Expedition 33 is it really respects the player's time. It gives them plenty to do, and it gives them plenty of satisfaction, but it isn't arbitrarily 500 hours of gameplay. It's impactful because it's scoped correctly.It doesn't have any sense of bloat or extraneous things that are put there just to make it larger and larger and larger."
    "Brevity should be more of a virtue in gaming," he adds. "Something can be better by being shorter – something that's being discussed in film at the moment. Every film seems to be two and a half hours long, and I think most people are like, 'Can they all be a bit shorter, please? Because we have other things to do with our lives'."
    Meurisse notes that the focus for Clair Obscur was always on quality over quantity. "From the beginning, we wanted to do an intense and short experience," he says. "The first length estimates of the game were closer to 20 hours for the main quest. I think we ended up closer to 30, even 40 hours if you take a bit of time. As a player, there are so many great games out there that I want to experience,what's important to me is the level of excitement and fun I get from a game, rather than how long it is."
    He also questions the link between game length and price. "The value that players get from games does not align systematically with the length of the game," he says. "For example, one of my favourite games of all time is Inside, which lasts about two hours, but it's one of the most polished, and intense– and even life changing for some people."
    What are games worth?
    Notably, Clair Obscur launched at a price point of /at a time when the standard price for big-budget games is creeping up to "I think as that AAA price goes up, I think it creates more of an opportunity to be launching games – more sensibly scoped games –pricing them at that –50 range," says Handrahan. "And I don't think anyone that played Expedition 33 would think they didn't get their money's worth out of that."
    "When we announced the pricing at we did actually have a little of a backlash online," adds Meurisse, "with people fearing it would be a 12-hour-long game with unfinished content, and that it was suspicious to have a game that was looking like this in the trailers. But in the end we stuck with the price, we doubled down on it,we provided some context about the fact that it wasn't a AAA."
    "In the end, it was a win-win situation, because it was a way to attract more players towards the game, to have good player satisfaction about their buying, and it could actually end up doing more sales. So maybe players' perception can change a bit about that kind of price."
    The Kepler brand

    Image credit: Sandfall Interactive

    Clair Obscur has obviously provided a huge boost for Kepler as a publisher, and Handrahan says the plan now is for Kepler to build a brand as the home for high-quality, mid-sized games with a unique vision.
    He gives the newly signed PVKK as an example. "The art direction is very high quality, it's very, very bold. It has a strong narrative component. It has innovative gameplay design. It speaks to wider culture, it's not an insular vision for a game. I think you get a lot of games that are kind of just about other games, and that is not something we're interested in necessarily."
    It's a model that he thinks others could follow. "We definitely want there to be strong associations with the games we do, so if that is something that other publishers could imitate or follow along from, then all the better," he says, adding that it makes little sense for publishers to cast a broad net of styles and genres in such a crowded market.
    But of course, there is a risk to championing unique, untested visions. So what does Kepler do to mitigate that risk? "We definitely do market research," says Handrahan – although he adds that ultimately the process is subjective.
    "I came to this company because I really trusted the taste of the people that I work for. I have always felt that if I'm really excited by a game, there will be other people out there who are excited by it. Yes, you can test that against market research, and that is definitely a function that we have in the company, and we use it. But our litmus test is a subjective level of excitement and belief in the vision and creativity that we see in the games that we sign."
    He points to companies in other media, like A24 or Warped Records, that have taken a similar approach with great success. "We want to be that in games."
    *Fact check note: Valve's core team was actually 84 for Half-Life 2, without including the many people involved in voice acting, QA, IT, legal, and so on. The team behind Legend of Zelda: Ocarina of Time numbered around 66, although the people involved in QA testing aren't listed individually in the credits.
    #big #clair #obscur #expedition #interview
    The big Clair Obscur: Expedition 33 interview: Sandfall and Kepler on team size, the return of AA games, and what's next
    The big Clair Obscur: Expedition 33 interview: Sandfall and Kepler on team size, the return of AA games, and what's next Plus: how Kepler plans to be the A24 for games, and why a follow-up to Clair Obscur won't involve a big studio expansion Image credit: Sandfall Interactive Feature by Lewis Packwood Contributor Published on May 27, 2025 The success of Clair Obscur: Expedition 33 – which sold 2 million copies within 12 days of launch – has meant all eyes are now on its developer, Sandfall Interactive. As the games industry mulls how to move forward, faced with a saturated market, widespread layoffs and spiralling development costs, the fact that an original title made by a relatively small team could see such massive success gives hope to everyone. It's also an emphatic validation of the strategy of Clair Obscur's publisher, Kepler Interactive, which since its formation in 2021 has focused on original titles with eye-catching art styles and mould-breaking gameplay, including Sifu, Tchia, Scorn, Pacific Drive, Ultros, Bionic Bay, and the upcoming Rematch. "They respect creativity and innovation in games, they have a very high standard in choosing games to publish, and they are very fun people to work with," enthuses Shuhei Yoshida, former president of Sony Interactive Entertainment Worldwide Studios, and now a freelance consultant for Kepler. Yoshida has been helping to evaluate game pitches for the publisher since he left Sony in January, as well as helping to promote Bionic Bay and Clair Obscur. "They have a great balance in looking for innovation in games and investing in commercially viable projects," he says. "I think the way Kepler chooses games and supports developers is a great example of sustainable indie publishing. I expect many companies in the industry will look for inspiration from what Kepler is doing." Coop mode One thing that immediately marks out Kepler as different is its structure. "Kepler is co-owned by a group of studios, but they all operate autonomously," explains portfolio director Matthew Handrahan, who joined Kepler from PlayStation in 2022. "They make a lot of their own choices creatively and commercially in terms of the direction of their business. But there is a collaborative aspect that they can draw upon if they feel they need it. The thing that we definitely are very clear on is Kepler is not sitting here telling anyone what to do." The idea is that Kepler can provide support into each studio in terms of things like HR, legal teams, and IT. "And each one of them can draw on that to the degree that they want to, in the belief that if you give people that solid base, they can just focus more on being creative," says Handrahan. Image credit: Sandfall Interactive But the plan was always for Kepler to become a third party publisher, he continues. So in addition to publishing games from its own studios, since 2024 Kepler has started releasing games from outside developers, like Pacific Drive, Clair Obscur, and the newly signed PVKK from Bippinbits, the creators of Dome Keeper. "As we go forward, what we really hope is that people can spot a Kepler game," says Handrahan. So what marks out a Kepler title? CEO Alexis Garavaryan has previously emphasised the publisher champions games with "bold art direction and innovative game design" that avoid familiar influences like Star Wars and superheroes. Handrahan says this is essential in today's market. "I remember writing about Steam being overcrowded for GamesIndustry.biz 10 years ago, and saying, 'Oh, there's too many games'," he says. "Well there's five times more games being released now. So if you are coming to market with a game, it had better be doing something genuinely fresh." What Kepler definitely isn't doing is chasing trends, which Handrahan says is a dangerous strategy. He gives the example of Balatro imitators. "If you're making something hot on the heels of that, by the time you get to market, there'll probably be 150 other alternatives." One can't help thinking, too, of the expensive failure of Concord at PlayStation, which proved to be one hero shooter too many. The next expedition Sandfall's COO and producer François Meurisse says that the fact that studio head Guillaume Broche was deliberately avoiding chasing trends with Clair Obscur was what attracted him to join in the first place. "Some people predicted to us that it was a trickywhen we started development, and there could be kind of a curse on AA games" François Meurisse, Sandfall Interactive He was immediately on board with Broche's passion for revitalising the kind of flashy, 3D, turn-based JRPGs that had long gone out of fashion. That passion came first: the strategy came later. "A bit after, when we tried to rationalise that yearning he has for this kind of game, we realised that it wasn't addressed as much in the market, and maybe there was a place for it," says Meurisse. The end result went beyond their wildest dreams. "The game has had success to an extent that we didn't imagine," he says. "We smashed our forecasts pretty fast." Naturally, thoughts are already turning to a follow-up. "There will be another video game, for sure," says Meurisse, adding that it's a little early to say exactly what form it will take. "I can't wait to dig more into the ideas we already have for the next game," he says. "Plus the team has grown up, has acquired new skills throughout production," he says. "Many of them were junior when we started. We learned to work together. So I can't wait to get to the next project, because we'll start from a more efficient position than when we started the company five years ago. And thatwith higher expectations as well, so it will be challenging. But I can say that we have – and Guillaume in particular has – great ideas for the next game." AA comeback Image credit: Sandfall Interactive The success of Clair Obscur has led many to herald the comeback of AA games, a sector that has shrunk significantly over the past couple of console generations – even if it's a harder category to define in 2025 based on a lack of publicly available budget numbers. "Some people predicted to us that it was a trickywhen we started development, and there could be kind of a curse on AA games," remembers Meurisse. "But from our perspective, we didn't care too much about market considerations.In a sense, A Plague Tale or Mortal Shell or Hellblade, games like those were already proof for us that small teams of less than 50 people could have great games and great execution." Speaking of team size, much was made of the claim that Clair Obscur was created by a team of around 30, although many were quick to point out that the credits include dozens more people than that, working on things like QA, localization and voice production, as well as a ‘gameplay animation' team in Korea. "These kinds of games did exist in much greater numbers about 15 years ago, and I think there are some threads that the AAA industry lost as they grew and grew and grew" Matt Handrahan, Kepler Interactive So was the game mis-sold? "I don't think so," says Handrahan. "I think that the creative engine of the game was that group of 30.In terms of what the game is – the vision of it and the way in which it's executed –does come from that nucleus of staff that is at Sandfall." "In terms of main credits over the four years of production, we were on average about 30 people," clarifies Meurisse. "We started with less than 10 people, scaled up until 30, and close to 40, and then scaled a little bit down. You mentioned Korean animators, but it's important to mention that none of them were full time. They were doing some extras beside some other jobs of animation. So the core team was on average 30 people in the home studio, plus privileged contractors like the lead writer or the composer, for example: I include them in that core team." "But of course, we had a galaxy of partners revolving around the project. Kepler in the first place – and I want to really pinpoint that they were really key in the success of the game – plus some other creative people as well, like musician players, translators, QA testers also. And that definitely extends the team, and I'm super grateful we could work with all those superpassionate partners from all over the world." "I think people fixated on this number," adds Handrahan, "but actually the more useful thing that was being said was that this is not a AAA game, right? You can look at those credits, and it's still definitely not a AAA game." "These kinds of games did exist in much greater numbers about 15 years ago, and I think there are some threads that the AAA industry lost as they grew and grew and grew, and brought in different ways of monetising," he continues. "We have to remember there was a time when AAA companies were making games like Vanquish and Mirror's Edge and Kane & Lynch, and all of these really cool, interesting, not small games, but much smaller scale games. And you've seen the number of releases from AAA publishers dwindle and dwindle and dwindle. Now there's an opportunity for teams like Sandfall to come in and give players something that they really have not been given for quite a long time." Which leads us to ask, if Clair Obscur can't be classed as a AAA game, how much did it cost, exactly? Neither Handrahan nor Meurisse is willing to disclose the true figure. "I would say that I've seen a lot of budget estimations that are all higher than the real budget," muses Meurisse. Handrahan agrees. "Everybody's desperate to know what the budget is, and I won't tell them, but I would guarantee if you got 10 people to guess, I think all 10 wouldn't guess the actual figure," he says. "I'm sure Mirror's Edge and Vanquish cost more, put it that way." Keeping the team small Image credit: Sandfall Interactive With a success like Clair Obscur, the temptation might be to scale up the studio for a blockbuster sequel: a pattern we've seen with successful franchises many times before. But Meurisse says that's something Sandfall wants to avoid. "For now, our vision would be to stick to a close team working in the same city with less than 50 people on board, focusing on one project after another, and keeping this agility, and this creative strength, and smartness of a small group of passionate people wanting to do something big," he says. "That's how video games were made for years," he continues. "The team that made Ocarina of Time or Half-Life 2, I think those were max 60 or 70 people*, and that kind of size allows for good decisions and great creativity." He adds that the studio might recruit a few more members, but it won't start working on multiple projects simultaneously, and they will deliberately avoid growing too big and unwieldy. "We want to keep the organisation that made us successful," he says. Handrahan notes that because game making is an iterative process, maintaining only a small permanent team makes sense. "I think keeping a core team to hold the vision and to build out what the game is, and then expanding as you need to through things like outsourcing, is a very smart and sustainable way to manage game development," he says. "I think that there's been a lot of irresponsible practices in the industry," he continues, referring to the inherent risks involved in ballooning AAA budgets and team sizes. "Some games can make it work. Grand Theft Auto 6 is going to make it work, I think we can all say with great confidence. But there are plenty of games made with very large teams and for huge amounts of money that don't land, and there is a human cost to running things that way. People lose their jobs. God knows how many layoffs there's been in the industry over the last few years." He worries that the temptation to scale up is too great. "I do see a lot of developers who ship a game and then get some level of success – even very small levels of success or on very small budgets – and then almost instinctively feel like they need to double or triple the budget of the next game. And that is something I definitely question." No bloat He also questions the need to make games bigger. "One of the things that's great about Expedition 33 is it really respects the player's time. It gives them plenty to do, and it gives them plenty of satisfaction, but it isn't arbitrarily 500 hours of gameplay. It's impactful because it's scoped correctly.It doesn't have any sense of bloat or extraneous things that are put there just to make it larger and larger and larger." "Brevity should be more of a virtue in gaming," he adds. "Something can be better by being shorter – something that's being discussed in film at the moment. Every film seems to be two and a half hours long, and I think most people are like, 'Can they all be a bit shorter, please? Because we have other things to do with our lives'." Meurisse notes that the focus for Clair Obscur was always on quality over quantity. "From the beginning, we wanted to do an intense and short experience," he says. "The first length estimates of the game were closer to 20 hours for the main quest. I think we ended up closer to 30, even 40 hours if you take a bit of time. As a player, there are so many great games out there that I want to experience,what's important to me is the level of excitement and fun I get from a game, rather than how long it is." He also questions the link between game length and price. "The value that players get from games does not align systematically with the length of the game," he says. "For example, one of my favourite games of all time is Inside, which lasts about two hours, but it's one of the most polished, and intense– and even life changing for some people." What are games worth? Notably, Clair Obscur launched at a price point of /at a time when the standard price for big-budget games is creeping up to "I think as that AAA price goes up, I think it creates more of an opportunity to be launching games – more sensibly scoped games –pricing them at that –50 range," says Handrahan. "And I don't think anyone that played Expedition 33 would think they didn't get their money's worth out of that." "When we announced the pricing at we did actually have a little of a backlash online," adds Meurisse, "with people fearing it would be a 12-hour-long game with unfinished content, and that it was suspicious to have a game that was looking like this in the trailers. But in the end we stuck with the price, we doubled down on it,we provided some context about the fact that it wasn't a AAA." "In the end, it was a win-win situation, because it was a way to attract more players towards the game, to have good player satisfaction about their buying, and it could actually end up doing more sales. So maybe players' perception can change a bit about that kind of price." The Kepler brand Image credit: Sandfall Interactive Clair Obscur has obviously provided a huge boost for Kepler as a publisher, and Handrahan says the plan now is for Kepler to build a brand as the home for high-quality, mid-sized games with a unique vision. He gives the newly signed PVKK as an example. "The art direction is very high quality, it's very, very bold. It has a strong narrative component. It has innovative gameplay design. It speaks to wider culture, it's not an insular vision for a game. I think you get a lot of games that are kind of just about other games, and that is not something we're interested in necessarily." It's a model that he thinks others could follow. "We definitely want there to be strong associations with the games we do, so if that is something that other publishers could imitate or follow along from, then all the better," he says, adding that it makes little sense for publishers to cast a broad net of styles and genres in such a crowded market. But of course, there is a risk to championing unique, untested visions. So what does Kepler do to mitigate that risk? "We definitely do market research," says Handrahan – although he adds that ultimately the process is subjective. "I came to this company because I really trusted the taste of the people that I work for. I have always felt that if I'm really excited by a game, there will be other people out there who are excited by it. Yes, you can test that against market research, and that is definitely a function that we have in the company, and we use it. But our litmus test is a subjective level of excitement and belief in the vision and creativity that we see in the games that we sign." He points to companies in other media, like A24 or Warped Records, that have taken a similar approach with great success. "We want to be that in games." *Fact check note: Valve's core team was actually 84 for Half-Life 2, without including the many people involved in voice acting, QA, IT, legal, and so on. The team behind Legend of Zelda: Ocarina of Time numbered around 66, although the people involved in QA testing aren't listed individually in the credits. #big #clair #obscur #expedition #interview
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    The big Clair Obscur: Expedition 33 interview: Sandfall and Kepler on team size, the return of AA games, and what's next
    The big Clair Obscur: Expedition 33 interview: Sandfall and Kepler on team size, the return of AA games, and what's next Plus: how Kepler plans to be the A24 for games, and why a follow-up to Clair Obscur won't involve a big studio expansion Image credit: Sandfall Interactive Feature by Lewis Packwood Contributor Published on May 27, 2025 The success of Clair Obscur: Expedition 33 – which sold 2 million copies within 12 days of launch – has meant all eyes are now on its developer, Sandfall Interactive. As the games industry mulls how to move forward, faced with a saturated market, widespread layoffs and spiralling development costs, the fact that an original title made by a relatively small team could see such massive success gives hope to everyone. It's also an emphatic validation of the strategy of Clair Obscur's publisher, Kepler Interactive, which since its formation in 2021 has focused on original titles with eye-catching art styles and mould-breaking gameplay, including Sifu, Tchia, Scorn, Pacific Drive, Ultros, Bionic Bay, and the upcoming Rematch. "They respect creativity and innovation in games, they have a very high standard in choosing games to publish, and they are very fun people to work with," enthuses Shuhei Yoshida, former president of Sony Interactive Entertainment Worldwide Studios, and now a freelance consultant for Kepler. Yoshida has been helping to evaluate game pitches for the publisher since he left Sony in January, as well as helping to promote Bionic Bay and Clair Obscur. "They have a great balance in looking for innovation in games and investing in commercially viable projects," he says. "I think the way Kepler chooses games and supports developers is a great example of sustainable indie publishing. I expect many companies in the industry will look for inspiration from what Kepler is doing." Coop mode One thing that immediately marks out Kepler as different is its structure. "Kepler is co-owned by a group of studios, but they all operate autonomously," explains portfolio director Matthew Handrahan, who joined Kepler from PlayStation in 2022 (before that, he was editor-in-chief of this very site). "They make a lot of their own choices creatively and commercially in terms of the direction of their business. But there is a collaborative aspect that they can draw upon if they feel they need it. The thing that we definitely are very clear on is Kepler is not sitting here telling anyone what to do." The idea is that Kepler can provide support into each studio in terms of things like HR, legal teams, and IT. "And each one of them can draw on that to the degree that they want to, in the belief that if you give people that solid base, they can just focus more on being creative," says Handrahan. Image credit: Sandfall Interactive But the plan was always for Kepler to become a third party publisher, he continues. So in addition to publishing games from its own studios, since 2024 Kepler has started releasing games from outside developers, like Pacific Drive, Clair Obscur, and the newly signed PVKK from Bippinbits, the creators of Dome Keeper. "As we go forward, what we really hope is that people can spot a Kepler game," says Handrahan. So what marks out a Kepler title? CEO Alexis Garavaryan has previously emphasised the publisher champions games with "bold art direction and innovative game design" that avoid familiar influences like Star Wars and superheroes. Handrahan says this is essential in today's market. "I remember writing about Steam being overcrowded for GamesIndustry.biz 10 years ago, and saying, 'Oh, there's too many games'," he says. "Well there's five times more games being released now. So if you are coming to market with a game, it had better be doing something genuinely fresh." What Kepler definitely isn't doing is chasing trends, which Handrahan says is a dangerous strategy. He gives the example of Balatro imitators. "If you're making something hot on the heels of that, by the time you get to market, there'll probably be 150 other alternatives." One can't help thinking, too, of the expensive failure of Concord at PlayStation, which proved to be one hero shooter too many. The next expedition Sandfall's COO and producer François Meurisse says that the fact that studio head Guillaume Broche was deliberately avoiding chasing trends with Clair Obscur was what attracted him to join in the first place. "Some people predicted to us that it was a tricky [sector] when we started development, and there could be kind of a curse on AA games" François Meurisse, Sandfall Interactive He was immediately on board with Broche's passion for revitalising the kind of flashy, 3D, turn-based JRPGs that had long gone out of fashion. That passion came first: the strategy came later. "A bit after, when we tried to rationalise that yearning he has for this kind of game, we realised that it wasn't addressed as much in the market, and maybe there was a place for it," says Meurisse. The end result went beyond their wildest dreams. "The game has had success to an extent that we didn't imagine," he says. "We smashed our forecasts pretty fast." Naturally, thoughts are already turning to a follow-up. "There will be another video game, for sure," says Meurisse, adding that it's a little early to say exactly what form it will take. "I can't wait to dig more into the ideas we already have for the next game," he says. "Plus the team has grown up, has acquired new skills throughout production," he says. "Many of them were junior when we started. We learned to work together. So I can't wait to get to the next project, because we'll start from a more efficient position than when we started the company five years ago. And that [comes] with higher expectations as well, so it will be challenging. But I can say that we have – and Guillaume in particular has – great ideas for the next game." AA comeback Image credit: Sandfall Interactive The success of Clair Obscur has led many to herald the comeback of AA games, a sector that has shrunk significantly over the past couple of console generations – even if it's a harder category to define in 2025 based on a lack of publicly available budget numbers. "Some people predicted to us that it was a tricky [sector] when we started development, and there could be kind of a curse on AA games," remembers Meurisse. "But from our perspective, we didn't care too much about market considerations. […] In a sense, A Plague Tale or Mortal Shell or Hellblade, games like those were already proof for us that small teams of less than 50 people could have great games and great execution." Speaking of team size, much was made of the claim that Clair Obscur was created by a team of around 30, although many were quick to point out that the credits include dozens more people than that, working on things like QA, localization and voice production, as well as a ‘gameplay animation' team in Korea. "These kinds of games did exist in much greater numbers about 15 years ago, and I think there are some threads that the AAA industry lost as they grew and grew and grew" Matt Handrahan, Kepler Interactive So was the game mis-sold? "I don't think so," says Handrahan. "I think that the creative engine of the game was that group of 30. […] In terms of what the game is – the vision of it and the way in which it's executed – [that] does come from that nucleus of staff that is at Sandfall." "In terms of main credits over the four years of production, we were on average about 30 people," clarifies Meurisse. "We started with less than 10 people, scaled up until 30, and close to 40, and then scaled a little bit down. You mentioned Korean animators, but it's important to mention that none of them were full time. They were doing some extras beside some other jobs of animation. So the core team was on average 30 people in the home studio, plus privileged contractors like the lead writer or the composer, for example: I include them in that core team." "But of course, we had a galaxy of partners revolving around the project. Kepler in the first place – and I want to really pinpoint that they were really key in the success of the game – plus some other creative people as well, like musician players, translators, QA testers also. And that definitely extends the team, and I'm super grateful we could work with all those super […] passionate partners from all over the world." "I think people fixated on this number," adds Handrahan, "but actually the more useful thing that was being said was that this is not a AAA game, right? You can look at those credits, and it's still definitely not a AAA game." "These kinds of games did exist in much greater numbers about 15 years ago, and I think there are some threads that the AAA industry lost as they grew and grew and grew, and brought in different ways of monetising," he continues. "We have to remember there was a time when AAA companies were making games like Vanquish and Mirror's Edge and Kane & Lynch, and all of these really cool, interesting, not small games, but much smaller scale games. And you've seen the number of releases from AAA publishers dwindle and dwindle and dwindle. Now there's an opportunity for teams like Sandfall to come in and give players something that they really have not been given for quite a long time." Which leads us to ask, if Clair Obscur can't be classed as a AAA game, how much did it cost, exactly? Neither Handrahan nor Meurisse is willing to disclose the true figure. "I would say that I've seen a lot of budget estimations that are all higher than the real budget," muses Meurisse. Handrahan agrees. "Everybody's desperate to know what the budget is, and I won't tell them, but I would guarantee if you got 10 people to guess, I think all 10 wouldn't guess the actual figure," he says. "I'm sure Mirror's Edge and Vanquish cost more, put it that way." Keeping the team small Image credit: Sandfall Interactive With a success like Clair Obscur, the temptation might be to scale up the studio for a blockbuster sequel: a pattern we've seen with successful franchises many times before. But Meurisse says that's something Sandfall wants to avoid. "For now, our vision would be to stick to a close team working in the same city with less than 50 people on board, focusing on one project after another, and keeping this agility, and this creative strength, and smartness of a small group of passionate people wanting to do something big," he says. "That's how video games were made for years," he continues. "The team that made Ocarina of Time or Half-Life 2, I think those were max 60 or 70 people*, and that kind of size allows for good decisions and great creativity." He adds that the studio might recruit a few more members, but it won't start working on multiple projects simultaneously, and they will deliberately avoid growing too big and unwieldy. "We want to keep the organisation that made us successful," he says. Handrahan notes that because game making is an iterative process, maintaining only a small permanent team makes sense. "I think keeping a core team to hold the vision and to build out what the game is, and then expanding as you need to through things like outsourcing, is a very smart and sustainable way to manage game development," he says. "I think that there's been a lot of irresponsible practices in the industry," he continues, referring to the inherent risks involved in ballooning AAA budgets and team sizes. "Some games can make it work. Grand Theft Auto 6 is going to make it work, I think we can all say with great confidence. But there are plenty of games made with very large teams and for huge amounts of money that don't land, and there is a human cost to running things that way. People lose their jobs. God knows how many layoffs there's been in the industry over the last few years." He worries that the temptation to scale up is too great. "I do see a lot of developers who ship a game and then get some level of success – even very small levels of success or on very small budgets – and then almost instinctively feel like they need to double or triple the budget of the next game. And that is something I definitely question." No bloat He also questions the need to make games bigger. "One of the things that's great about Expedition 33 is it really respects the player's time. It gives them plenty to do, and it gives them plenty of satisfaction, but it isn't arbitrarily 500 hours of gameplay. It's impactful because it's scoped correctly. […] It doesn't have any sense of bloat or extraneous things that are put there just to make it larger and larger and larger." "Brevity should be more of a virtue in gaming," he adds. "Something can be better by being shorter – something that's being discussed in film at the moment. Every film seems to be two and a half hours long, and I think most people are like, 'Can they all be a bit shorter, please? Because we have other things to do with our lives'." Meurisse notes that the focus for Clair Obscur was always on quality over quantity. "From the beginning, we wanted to do an intense and short experience," he says. "The first length estimates of the game were closer to 20 hours for the main quest. I think we ended up closer to 30, even 40 hours if you take a bit of time. As a player, there are so many great games out there that I want to experience, [and] what's important to me is the level of excitement and fun I get from a game, rather than how long it is." He also questions the link between game length and price. "The value that players get from games does not align systematically with the length of the game," he says. "For example, one of my favourite games of all time is Inside, which lasts about two hours, but it's one of the most polished, and intense [experiences] – and even life changing for some people." What are games worth? Notably, Clair Obscur launched at a price point of $50/$45, at a time when the standard price for big-budget games is creeping up to $80. "I think as that AAA price goes up, I think it creates more of an opportunity to be launching games – more sensibly scoped games – [and] pricing them at that $40–50 range," says Handrahan. "And I don't think anyone that played Expedition 33 would think they didn't get their money's worth out of that." "When we announced the pricing at $50 we did actually have a little of a backlash online," adds Meurisse, "with people fearing it would be a 12-hour-long game with unfinished content, and that it was suspicious to have a $50 game that was looking like this in the trailers. But in the end we stuck with the price, we doubled down on it, [and] we provided some context about the fact that it wasn't a AAA." "In the end, it was a win-win situation, because it was a way to attract more players towards the game, to have good player satisfaction about their buying [decision], and it could actually end up doing more sales. So maybe players' perception can change a bit about that kind of price [point]." The Kepler brand Image credit: Sandfall Interactive Clair Obscur has obviously provided a huge boost for Kepler as a publisher, and Handrahan says the plan now is for Kepler to build a brand as the home for high-quality, mid-sized games with a unique vision. He gives the newly signed PVKK as an example. "The art direction is very high quality, it's very, very bold. It has a strong narrative component. It has innovative gameplay design. It speaks to wider culture, it's not an insular vision for a game. I think you get a lot of games that are kind of just about other games, and that is not something we're interested in necessarily." It's a model that he thinks others could follow. "We definitely want there to be strong associations with the games we do, so if that is something that other publishers could imitate or follow along from, then all the better," he says, adding that it makes little sense for publishers to cast a broad net of styles and genres in such a crowded market. But of course, there is a risk to championing unique, untested visions. So what does Kepler do to mitigate that risk? "We definitely do market research," says Handrahan – although he adds that ultimately the process is subjective. "I came to this company because I really trusted the taste of the people that I work for. I have always felt that if I'm really excited by a game, there will be other people out there who are excited by it. Yes, you can test that against market research, and that is definitely a function that we have in the company, and we use it. But our litmus test is a subjective level of excitement and belief in the vision and creativity that we see in the games that we sign." He points to companies in other media, like A24 or Warped Records, that have taken a similar approach with great success. "We want to be that in games." *Fact check note: Valve's core team was actually 84 for Half-Life 2, without including the many people involved in voice acting, QA, IT, legal, and so on. The team behind Legend of Zelda: Ocarina of Time numbered around 66, although the people involved in QA testing aren't listed individually in the credits.
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  • Revisit: Laurie Baker Centre for Habitat Studies in Thiruvananthapuram, India by Laurie Baker

    Laurie Baker never advocated an imitation of his architecture. He instead intended that his design principles would generate a truly Indian architecture. ‘Be honest and truthful in design, material usage, construction, costs, and about your own mistakes,’ he wrote as one of 20 guiding principles, which he duly respected in his projects. His last major commission started as the Navayatra community living centre, and became the Laurie Baker Centre for Habitat Studies, a place where his design ethos and philosophy live on. 
    The project started in 1994, when Baker was 77 years old. Keith Saldanha, an economist based in Canada, decided to relocate to the southern Indian state of Kerala and build a community centre dedicated to fostering creative abilities for children with special education needs. Having purchased a three‑and‑a‑half‑acre site in Vilappilsala, outside the city of Thiruvananthapuram, Saldanha named his project Navayatra, or ‘a new journey’, and reached out to Baker. He had heard of the British‑born Indian architect, whose full original name was Lawrence Wilfred Baker, because his work in the region had been gaining traction.
    Baker was rigorous in applying his own design principlesThe small yet densely populated state of Kerala, created in 1956, had become known as a ‘model of development’ in the ’70s. An extended period of political stability under the able stewardship of successive communist governments led to significant improvement of human development parameters, including health, education and housing, despite low economic growth. Baker’s cost‑effective design philosophy and work resonated with the holistic welfare ideology of then chief minister Chelat Achutha Menon, who commissioned him to design several welfare projects, despite his ‘unconventional’ building methods. After he retired in 1985, Achutha Menon founded the Centre of Science and Technology for Rural Development, a non‑profit, with Baker as its chief architect. His innovative approach to sustainable and cost‑effective architecture emphasised the use of local resources, labour and harmony with the natural environment.
    ‘Always study your site: its soil, topography, water, climate and neighbours’ was another of Baker’s principles. In his sketch for Navayatra’s masterplan, Baker meticulously noted the natural features; his proposal made the most of the complex topography, preserving the prominent granite rock formations as well as the scattered coconut and mango trees. The abandoned quarry pit was turned into a rainwater harvesting tank, which catered to the water requirement of the new centre all through the year. Functional spaces were housed on the high rock outcrops so that the natural drainage would not be disturbed and to curtail foundation costs. 
    Construction began in 1996, with a meandering pedestrian path connecting the different buildings. Each one is unique, but they are held together by the consistent use of exposed brick and the verdant landscape. The canteen hugs the rocky edges of the large granite quarry pit, with steps descending from its kitchen to the water body. The circular array of bedrooms in the guest house preserves the existing trees, while the undulating roof of the dormitory mimics the adjacent rock formations. The curved, perforated brick walls, while appearing irregular, are meticulously designed to respond to the site’s visual context and prevailing breezes. Baker’s rejection of rigid geometries made his spaces fluid, dynamic and adaptable. Each space appears to flow seamlessly into the next, a quality particularly exemplified in the dormitory. 
    Read Laurie Baker’s Reputations essay
    Discarded materials such as cut bricks, glass bottles, stone chips, timber pieces and broken tiles, all sourced within a 5km radius of Vilappilsala, were repurposed throughout the site, and local labour was employed. Baker had an in‑depth understanding of brick, timber and stone, which he deployed in myriad ways. He himself facilitated training, in collaboration with his engineer and constant companion PB Sajan. ‘Laurie Baker firmly refused ostentation and decoration for its own sake,’ recalls Sajan, ‘yet his buildings were never dull. There would always be an element of surprise, either in the use of an ordinary material or the geometrical interpretation of space. He believed in the intrinsic beauty of all things, living and non‑living.’    
    The spaces designed by Baker must be appreciated in light of his design philosophy. The 20 principles of architecture that he advocated in his writing and talks are an amalgamation of his Quaker beliefs and the Gandhian ideal of commitment to social justice and non‑violence; he believed architecture should be a non‑violent insert into the land and local ecology. This new aesthetic was refreshingly non‑invasive, even if it alienated some contemporary modernists. Baker’s innovative adaptation of local craft techniques was both playful and resourceful. His designs, frugal and pragmatic, were driven by a desire to be cost‑effective – rather than the expression of purely stylistic choices. 
    The programmatic needs of Navayatra evolved and translated into the construction of new structures, including accommodation for invited artists and a residential space for the client. There was no electrical connection on the site; all activities took place in the daytime. The extensive use of perforated walls helped to keep the spaces cool and well ventilated. The dormitory, on the higher western edge of the site, is the last structure Baker designed for Navayatra. It was the primary learning and living quarters for the tutors who conducted classes. Its semi‑open terrace, nestled in the undulating roof, proved an ideal learning and interactive space. Its completion in 2002 marked Baker’s last site visit to Navayatra. 
    PB Sajan continued work on the site, designing, for example, the two small structures along the pathway at the entrance, for which Baker gave his approval. Both were experiments to test concrete roof slabs using bamboo reinforcement instead of steel rods. The centre continued to function as a vibrant community space for a couple of years, but once Saldanha moved out, due to deteriorating health, managing Navayatra became difficult. At the same time, COSTFORD, still under the guidance of Laurie Baker, required a dedicated space. The architect welcomed Saldanha’s offer to sell Navayatra, with a view to turning it into an independent centre for learning that would focus on innovation and research in alternative building technologies, but financial constraints, as well as Baker’s failing health, delayed the process.
    Two years after Baker’s death in 2007, Kerala’s finance minister sanctioned 8 million rupeesto purchase the land. The Laurie Baker Centre for Habitat Studies was inaugurated in October 2009; Sajan has since been the director of both COSTFORD and the LBC. The centre encourages the appropriate use of natural resources, disseminates non‑conventional and eco‑friendly design strategies, and provides hands‑on training in innovative construction methods. ‘The thrust is not to propagate a “Laurie Baker architecture” but to understand the sound principles behind his life’s work,’ explains KP Kannan, chairman of LBC and COSTFORD, ‘and apply them to questions of housing and inclusive development.’ 
    Due to the steep spike in construction over the decade, Kerala faces an acute shortage of sand, graniteas well as bricks. The LBC’s research on, and advocacy of, alternative and low‑energy construction materials has led them to turn to mud and bamboo, while continuing to explore the use and potential of recycled materials. Sajan and the COSTFORD team designed additional buildings for the LBC, including an office annexe and a four‑storey library used for research. They also added spaces for workshops and for treating bamboo to Baker’s original masterplan, and the entire centre has been availed of electrical and plumbing connections for a better work environment. 
    Built primarily with mud and bamboo, the new office annexe and library serve the functional purpose of the centre, but stand out from Laurie Baker’s original designs and fail to blend into his original masterplan, even though they do follow nearly all his design principles. Baker liked to advise to ‘use common sense and have fun designing’, but the playfulness feels absent, as these two new buildings are primarily concerned with showcasing construction techniques. As a result, they compromise on spatial quality. While all of Baker’s structures were strategically positioned in relation to one another, the library seems isolated; it is conspicuous instead of blending in with the older brick buildings and the landscape. The play of light and darkness, the fluidity of spaces and the meticulous attention to detail, which are the salient hallmarks of Laurie Baker’s designs, are also missing in these new additions. The temporary sheds used for training sessions and workshops could have been envisioned as thatched pavilions instead of pitched blue tarpaulins. 
    What makes LBC’s success, however, is the strength of its educational programmes: the sharing of knowledge about alternative building technologies with architecture students, and the willingness to build on existing research and their own archive, which is made accessible to all visitors. Students, professionals and construction workers all come here to learn about dry rubble stone masonry, building with mud, bamboo treating and joinery, brick arches and walls, including Baker’s much loved rat trap bond, as well as the preparation of lime plasters. The centre is interested in further researching water management and establishing a permanent material lab and research space for scholars and professionals.
    In his lecture ‘Truth in Architecture’ at Thiruvananthapuram’s College of Engineering in 1982, Baker critiqued the resource‑intensive architecture that was starting to mushroom in the city. The indiscriminate use of concrete, excessive ornamentation and overconsumption of resources were popularly understood as a marker of status. Baker foresaw the impending crisis that such excesses would trigger. What he anticipated has only accelerated. In the face of the climate emergency, Kerala confronts significant challenges, including diminishing natural resources and rising construction costs coupled with sluggish economic growth. Ahead of its time, Baker’s practice advocated a pragmatic and reasonable use of resources – ‘don’t rob national resources and do not use them extravagantly and unnecessarily,’ he wrote in his list of principles. To this day, Baker’s philosophy represents a vital rallying call to interrogate contemporary notions of modernity. 
    This article was featured in the May 2025 Circularity issue. Purchase your copy here
    #revisit #laurie #baker #centre #habitat
    Revisit: Laurie Baker Centre for Habitat Studies in Thiruvananthapuram, India by Laurie Baker
    Laurie Baker never advocated an imitation of his architecture. He instead intended that his design principles would generate a truly Indian architecture. ‘Be honest and truthful in design, material usage, construction, costs, and about your own mistakes,’ he wrote as one of 20 guiding principles, which he duly respected in his projects. His last major commission started as the Navayatra community living centre, and became the Laurie Baker Centre for Habitat Studies, a place where his design ethos and philosophy live on.  The project started in 1994, when Baker was 77 years old. Keith Saldanha, an economist based in Canada, decided to relocate to the southern Indian state of Kerala and build a community centre dedicated to fostering creative abilities for children with special education needs. Having purchased a three‑and‑a‑half‑acre site in Vilappilsala, outside the city of Thiruvananthapuram, Saldanha named his project Navayatra, or ‘a new journey’, and reached out to Baker. He had heard of the British‑born Indian architect, whose full original name was Lawrence Wilfred Baker, because his work in the region had been gaining traction. Baker was rigorous in applying his own design principlesThe small yet densely populated state of Kerala, created in 1956, had become known as a ‘model of development’ in the ’70s. An extended period of political stability under the able stewardship of successive communist governments led to significant improvement of human development parameters, including health, education and housing, despite low economic growth. Baker’s cost‑effective design philosophy and work resonated with the holistic welfare ideology of then chief minister Chelat Achutha Menon, who commissioned him to design several welfare projects, despite his ‘unconventional’ building methods. After he retired in 1985, Achutha Menon founded the Centre of Science and Technology for Rural Development, a non‑profit, with Baker as its chief architect. His innovative approach to sustainable and cost‑effective architecture emphasised the use of local resources, labour and harmony with the natural environment. ‘Always study your site: its soil, topography, water, climate and neighbours’ was another of Baker’s principles. In his sketch for Navayatra’s masterplan, Baker meticulously noted the natural features; his proposal made the most of the complex topography, preserving the prominent granite rock formations as well as the scattered coconut and mango trees. The abandoned quarry pit was turned into a rainwater harvesting tank, which catered to the water requirement of the new centre all through the year. Functional spaces were housed on the high rock outcrops so that the natural drainage would not be disturbed and to curtail foundation costs.  Construction began in 1996, with a meandering pedestrian path connecting the different buildings. Each one is unique, but they are held together by the consistent use of exposed brick and the verdant landscape. The canteen hugs the rocky edges of the large granite quarry pit, with steps descending from its kitchen to the water body. The circular array of bedrooms in the guest house preserves the existing trees, while the undulating roof of the dormitory mimics the adjacent rock formations. The curved, perforated brick walls, while appearing irregular, are meticulously designed to respond to the site’s visual context and prevailing breezes. Baker’s rejection of rigid geometries made his spaces fluid, dynamic and adaptable. Each space appears to flow seamlessly into the next, a quality particularly exemplified in the dormitory.  Read Laurie Baker’s Reputations essay Discarded materials such as cut bricks, glass bottles, stone chips, timber pieces and broken tiles, all sourced within a 5km radius of Vilappilsala, were repurposed throughout the site, and local labour was employed. Baker had an in‑depth understanding of brick, timber and stone, which he deployed in myriad ways. He himself facilitated training, in collaboration with his engineer and constant companion PB Sajan. ‘Laurie Baker firmly refused ostentation and decoration for its own sake,’ recalls Sajan, ‘yet his buildings were never dull. There would always be an element of surprise, either in the use of an ordinary material or the geometrical interpretation of space. He believed in the intrinsic beauty of all things, living and non‑living.’     The spaces designed by Baker must be appreciated in light of his design philosophy. The 20 principles of architecture that he advocated in his writing and talks are an amalgamation of his Quaker beliefs and the Gandhian ideal of commitment to social justice and non‑violence; he believed architecture should be a non‑violent insert into the land and local ecology. This new aesthetic was refreshingly non‑invasive, even if it alienated some contemporary modernists. Baker’s innovative adaptation of local craft techniques was both playful and resourceful. His designs, frugal and pragmatic, were driven by a desire to be cost‑effective – rather than the expression of purely stylistic choices.  The programmatic needs of Navayatra evolved and translated into the construction of new structures, including accommodation for invited artists and a residential space for the client. There was no electrical connection on the site; all activities took place in the daytime. The extensive use of perforated walls helped to keep the spaces cool and well ventilated. The dormitory, on the higher western edge of the site, is the last structure Baker designed for Navayatra. It was the primary learning and living quarters for the tutors who conducted classes. Its semi‑open terrace, nestled in the undulating roof, proved an ideal learning and interactive space. Its completion in 2002 marked Baker’s last site visit to Navayatra.  PB Sajan continued work on the site, designing, for example, the two small structures along the pathway at the entrance, for which Baker gave his approval. Both were experiments to test concrete roof slabs using bamboo reinforcement instead of steel rods. The centre continued to function as a vibrant community space for a couple of years, but once Saldanha moved out, due to deteriorating health, managing Navayatra became difficult. At the same time, COSTFORD, still under the guidance of Laurie Baker, required a dedicated space. The architect welcomed Saldanha’s offer to sell Navayatra, with a view to turning it into an independent centre for learning that would focus on innovation and research in alternative building technologies, but financial constraints, as well as Baker’s failing health, delayed the process. Two years after Baker’s death in 2007, Kerala’s finance minister sanctioned 8 million rupeesto purchase the land. The Laurie Baker Centre for Habitat Studies was inaugurated in October 2009; Sajan has since been the director of both COSTFORD and the LBC. The centre encourages the appropriate use of natural resources, disseminates non‑conventional and eco‑friendly design strategies, and provides hands‑on training in innovative construction methods. ‘The thrust is not to propagate a “Laurie Baker architecture” but to understand the sound principles behind his life’s work,’ explains KP Kannan, chairman of LBC and COSTFORD, ‘and apply them to questions of housing and inclusive development.’  Due to the steep spike in construction over the decade, Kerala faces an acute shortage of sand, graniteas well as bricks. The LBC’s research on, and advocacy of, alternative and low‑energy construction materials has led them to turn to mud and bamboo, while continuing to explore the use and potential of recycled materials. Sajan and the COSTFORD team designed additional buildings for the LBC, including an office annexe and a four‑storey library used for research. They also added spaces for workshops and for treating bamboo to Baker’s original masterplan, and the entire centre has been availed of electrical and plumbing connections for a better work environment.  Built primarily with mud and bamboo, the new office annexe and library serve the functional purpose of the centre, but stand out from Laurie Baker’s original designs and fail to blend into his original masterplan, even though they do follow nearly all his design principles. Baker liked to advise to ‘use common sense and have fun designing’, but the playfulness feels absent, as these two new buildings are primarily concerned with showcasing construction techniques. As a result, they compromise on spatial quality. While all of Baker’s structures were strategically positioned in relation to one another, the library seems isolated; it is conspicuous instead of blending in with the older brick buildings and the landscape. The play of light and darkness, the fluidity of spaces and the meticulous attention to detail, which are the salient hallmarks of Laurie Baker’s designs, are also missing in these new additions. The temporary sheds used for training sessions and workshops could have been envisioned as thatched pavilions instead of pitched blue tarpaulins.  What makes LBC’s success, however, is the strength of its educational programmes: the sharing of knowledge about alternative building technologies with architecture students, and the willingness to build on existing research and their own archive, which is made accessible to all visitors. Students, professionals and construction workers all come here to learn about dry rubble stone masonry, building with mud, bamboo treating and joinery, brick arches and walls, including Baker’s much loved rat trap bond, as well as the preparation of lime plasters. The centre is interested in further researching water management and establishing a permanent material lab and research space for scholars and professionals. In his lecture ‘Truth in Architecture’ at Thiruvananthapuram’s College of Engineering in 1982, Baker critiqued the resource‑intensive architecture that was starting to mushroom in the city. The indiscriminate use of concrete, excessive ornamentation and overconsumption of resources were popularly understood as a marker of status. Baker foresaw the impending crisis that such excesses would trigger. What he anticipated has only accelerated. In the face of the climate emergency, Kerala confronts significant challenges, including diminishing natural resources and rising construction costs coupled with sluggish economic growth. Ahead of its time, Baker’s practice advocated a pragmatic and reasonable use of resources – ‘don’t rob national resources and do not use them extravagantly and unnecessarily,’ he wrote in his list of principles. To this day, Baker’s philosophy represents a vital rallying call to interrogate contemporary notions of modernity.  This article was featured in the May 2025 Circularity issue. Purchase your copy here #revisit #laurie #baker #centre #habitat
    WWW.ARCHITECTURAL-REVIEW.COM
    Revisit: Laurie Baker Centre for Habitat Studies in Thiruvananthapuram, India by Laurie Baker
    Laurie Baker never advocated an imitation of his architecture. He instead intended that his design principles would generate a truly Indian architecture. ‘Be honest and truthful in design, material usage, construction, costs, and about your own mistakes,’ he wrote as one of 20 guiding principles, which he duly respected in his projects. His last major commission started as the Navayatra community living centre, and became the Laurie Baker Centre for Habitat Studies (LBC), a place where his design ethos and philosophy live on.  The project started in 1994, when Baker was 77 years old. Keith Saldanha, an economist based in Canada, decided to relocate to the southern Indian state of Kerala and build a community centre dedicated to fostering creative abilities for children with special education needs. Having purchased a three‑and‑a‑half‑acre site in Vilappilsala, outside the city of Thiruvananthapuram, Saldanha named his project Navayatra, or ‘a new journey’, and reached out to Baker. He had heard of the British‑born Indian architect, whose full original name was Lawrence Wilfred Baker, because his work in the region had been gaining traction. Baker was rigorous in applying his own design principles (Laurie Baker Centre) The small yet densely populated state of Kerala, created in 1956, had become known as a ‘model of development’ in the ’70s. An extended period of political stability under the able stewardship of successive communist governments led to significant improvement of human development parameters, including health, education and housing, despite low economic growth. Baker’s cost‑effective design philosophy and work resonated with the holistic welfare ideology of then chief minister Chelat Achutha Menon, who commissioned him to design several welfare projects, despite his ‘unconventional’ building methods. After he retired in 1985, Achutha Menon founded the Centre of Science and Technology for Rural Development (COSTFORD), a non‑profit, with Baker as its chief architect. His innovative approach to sustainable and cost‑effective architecture emphasised the use of local resources, labour and harmony with the natural environment. ‘Always study your site: its soil, topography, water, climate and neighbours (noisy temples, smelly factories, etc)’ was another of Baker’s principles. In his sketch for Navayatra’s masterplan, Baker meticulously noted the natural features; his proposal made the most of the complex topography, preserving the prominent granite rock formations as well as the scattered coconut and mango trees. The abandoned quarry pit was turned into a rainwater harvesting tank, which catered to the water requirement of the new centre all through the year. Functional spaces were housed on the high rock outcrops so that the natural drainage would not be disturbed and to curtail foundation costs.  Construction began in 1996, with a meandering pedestrian path connecting the different buildings. Each one is unique, but they are held together by the consistent use of exposed brick and the verdant landscape. The canteen hugs the rocky edges of the large granite quarry pit, with steps descending from its kitchen to the water body. The circular array of bedrooms in the guest house preserves the existing trees, while the undulating roof of the dormitory mimics the adjacent rock formations. The curved, perforated brick walls, while appearing irregular, are meticulously designed to respond to the site’s visual context and prevailing breezes. Baker’s rejection of rigid geometries made his spaces fluid, dynamic and adaptable. Each space appears to flow seamlessly into the next, a quality particularly exemplified in the dormitory.  Read Laurie Baker’s Reputations essay Discarded materials such as cut bricks, glass bottles, stone chips, timber pieces and broken tiles, all sourced within a 5km radius of Vilappilsala, were repurposed throughout the site, and local labour was employed. Baker had an in‑depth understanding of brick, timber and stone, which he deployed in myriad ways. He himself facilitated training, in collaboration with his engineer and constant companion PB Sajan. ‘Laurie Baker firmly refused ostentation and decoration for its own sake,’ recalls Sajan, ‘yet his buildings were never dull. There would always be an element of surprise, either in the use of an ordinary material or the geometrical interpretation of space. He believed in the intrinsic beauty of all things, living and non‑living.’     The spaces designed by Baker must be appreciated in light of his design philosophy. The 20 principles of architecture that he advocated in his writing and talks are an amalgamation of his Quaker beliefs and the Gandhian ideal of commitment to social justice and non‑violence; he believed architecture should be a non‑violent insert into the land and local ecology. This new aesthetic was refreshingly non‑invasive, even if it alienated some contemporary modernists. Baker’s innovative adaptation of local craft techniques was both playful and resourceful. His designs, frugal and pragmatic, were driven by a desire to be cost‑effective – rather than the expression of purely stylistic choices.  The programmatic needs of Navayatra evolved and translated into the construction of new structures, including accommodation for invited artists and a residential space for the client. There was no electrical connection on the site; all activities took place in the daytime. The extensive use of perforated walls helped to keep the spaces cool and well ventilated. The dormitory, on the higher western edge of the site, is the last structure Baker designed for Navayatra. It was the primary learning and living quarters for the tutors who conducted classes. Its semi‑open terrace, nestled in the undulating roof, proved an ideal learning and interactive space. Its completion in 2002 marked Baker’s last site visit to Navayatra.  PB Sajan continued work on the site, designing, for example, the two small structures along the pathway at the entrance, for which Baker gave his approval. Both were experiments to test concrete roof slabs using bamboo reinforcement instead of steel rods. The centre continued to function as a vibrant community space for a couple of years, but once Saldanha moved out, due to deteriorating health, managing Navayatra became difficult. At the same time, COSTFORD, still under the guidance of Laurie Baker, required a dedicated space. The architect welcomed Saldanha’s offer to sell Navayatra, with a view to turning it into an independent centre for learning that would focus on innovation and research in alternative building technologies, but financial constraints, as well as Baker’s failing health, delayed the process. Two years after Baker’s death in 2007, Kerala’s finance minister sanctioned 8 million rupees (£70,000) to purchase the land. The Laurie Baker Centre for Habitat Studies was inaugurated in October 2009; Sajan has since been the director of both COSTFORD and the LBC. The centre encourages the appropriate use of natural resources, disseminates non‑conventional and eco‑friendly design strategies, and provides hands‑on training in innovative construction methods. ‘The thrust is not to propagate a “Laurie Baker architecture” but to understand the sound principles behind his life’s work,’ explains KP Kannan, chairman of LBC and COSTFORD, ‘and apply them to questions of housing and inclusive development.’  Due to the steep spike in construction over the decade, Kerala faces an acute shortage of sand (because of uncontrolled sand mining), granite (quarrying of hills is rampant) as well as bricks (as suitable clay is becoming scarce). The LBC’s research on, and advocacy of, alternative and low‑energy construction materials has led them to turn to mud and bamboo, while continuing to explore the use and potential of recycled materials. Sajan and the COSTFORD team designed additional buildings for the LBC, including an office annexe and a four‑storey library used for research. They also added spaces for workshops and for treating bamboo to Baker’s original masterplan, and the entire centre has been availed of electrical and plumbing connections for a better work environment.  Built primarily with mud and bamboo, the new office annexe and library serve the functional purpose of the centre, but stand out from Laurie Baker’s original designs and fail to blend into his original masterplan, even though they do follow nearly all his design principles. Baker liked to advise to ‘use common sense and have fun designing’, but the playfulness feels absent, as these two new buildings are primarily concerned with showcasing construction techniques. As a result, they compromise on spatial quality. While all of Baker’s structures were strategically positioned in relation to one another, the library seems isolated; it is conspicuous instead of blending in with the older brick buildings and the landscape. The play of light and darkness, the fluidity of spaces and the meticulous attention to detail, which are the salient hallmarks of Laurie Baker’s designs, are also missing in these new additions. The temporary sheds used for training sessions and workshops could have been envisioned as thatched pavilions instead of pitched blue tarpaulins.  What makes LBC’s success, however, is the strength of its educational programmes: the sharing of knowledge about alternative building technologies with architecture students, and the willingness to build on existing research and their own archive, which is made accessible to all visitors. Students, professionals and construction workers all come here to learn about dry rubble stone masonry, building with mud, bamboo treating and joinery, brick arches and walls, including Baker’s much loved rat trap bond, as well as the preparation of lime plasters. The centre is interested in further researching water management and establishing a permanent material lab and research space for scholars and professionals. In his lecture ‘Truth in Architecture’ at Thiruvananthapuram’s College of Engineering in 1982, Baker critiqued the resource‑intensive architecture that was starting to mushroom in the city. The indiscriminate use of concrete, excessive ornamentation and overconsumption of resources were popularly understood as a marker of status. Baker foresaw the impending crisis that such excesses would trigger. What he anticipated has only accelerated. In the face of the climate emergency, Kerala confronts significant challenges, including diminishing natural resources and rising construction costs coupled with sluggish economic growth. Ahead of its time, Baker’s practice advocated a pragmatic and reasonable use of resources – ‘don’t rob national resources and do not use them extravagantly and unnecessarily,’ he wrote in his list of principles. To this day, Baker’s philosophy represents a vital rallying call to interrogate contemporary notions of modernity.  This article was featured in the May 2025 Circularity issue. Purchase your copy here
    0 Kommentare 0 Anteile
  • Building Safety Regulator considering taking ‘firmer approach’ to bad gateway 2 submissions

    The Building Safety Regulatoris looking at taking a “firmer approach” by rejecting more gateway 2 applications outright as it seeks to decrease delays in building control approval, the organisation’s chief has said.
    Since taking over the building control for higher-risk buildings, the regulator has been subject to a stream of criticism from the housing development sector over delays of up to 11 months to approval at the ‘gateway 2’ pre-construction stage.

    Source: Shutterstock
    In a statement published on the government’s website, Philip White, chief inspector of buildings at BSR, he stressed that “industry needs to step up and comply with the process” in providing good quality applications.
    White indicated that the regulator could begin taking a different approach in how it handles poor quality applications in order to ensure more complete submissions are not delayed. 
    > Also read: Homes England boss calls on government to fix ‘unacceptably slow’ gateway 2 approvals
    He said that the regulator’s attempts to engage with applicants rather than simply rejecting submissions had meant that applications “take longer and appear to be delayed”.
    “Of course, the time we spend on those incomplete applications is time we can’t spend on others, some of which would be perfectly good to go,” he said.
    He said a shift in method could mean the regulator takes a “firmer approach to rejecting those applications that aren’t making the bar straight away”.
    He explained that a backlog of cases which built up last summer was “almost cleared”, but the regulator was still struggling with poor quality applications.
    White explained that application volumes had been “steady” when it first took on building control for higher-risk buildings, but that things changed in Spring 2024 when transitional arrangements from the pre-Building Safety Act regime came to an end and private building control suffered a collapse.
    He said the “temporary backlog of cases” that subsequently built up before July 2024 had nearly been dealt with by the regulator.
    While White said there were “a small set of applications from the pre-July backlog that have been in the system for a long time”, approval times had otherwise come down. He said that for other applications, the average Gateway 2 handling time was now around 16 to 18 weeks.
    However, he stressed that “industry needs to step up and comply with the process” in providing good quality applications.
    The most recent data showed 44% of applications were still being rejected at the validation stage, which is a simple administration check that all the required documents have been supplied.
    He emphasised that the process was not “red tape for the sake of it”, but that it was “preventing risks and problems from being designed into the built environment”.
    “It’s about making sure residents have safe and quality homes and avoiding costly works at a later date. Or homeowners not being able to secure lending and insurance,” he said.
    He also outlined some of the most common and serious failures in applications. These included missing details on how key structural components connect, inadequate information on fire resistance of cladding, walls or barriers, corridors that don’t meet evacuation width requirements and poorly designed or unproven smoke extraction systems. 
    “These aren’t minor omissions – they present significant safety risks and lead to delays in the approval process,” he said.
    #building #safety #regulator #considering #taking
    Building Safety Regulator considering taking ‘firmer approach’ to bad gateway 2 submissions
    The Building Safety Regulatoris looking at taking a “firmer approach” by rejecting more gateway 2 applications outright as it seeks to decrease delays in building control approval, the organisation’s chief has said. Since taking over the building control for higher-risk buildings, the regulator has been subject to a stream of criticism from the housing development sector over delays of up to 11 months to approval at the ‘gateway 2’ pre-construction stage. Source: Shutterstock In a statement published on the government’s website, Philip White, chief inspector of buildings at BSR, he stressed that “industry needs to step up and comply with the process” in providing good quality applications. White indicated that the regulator could begin taking a different approach in how it handles poor quality applications in order to ensure more complete submissions are not delayed.  > Also read: Homes England boss calls on government to fix ‘unacceptably slow’ gateway 2 approvals He said that the regulator’s attempts to engage with applicants rather than simply rejecting submissions had meant that applications “take longer and appear to be delayed”. “Of course, the time we spend on those incomplete applications is time we can’t spend on others, some of which would be perfectly good to go,” he said. He said a shift in method could mean the regulator takes a “firmer approach to rejecting those applications that aren’t making the bar straight away”. He explained that a backlog of cases which built up last summer was “almost cleared”, but the regulator was still struggling with poor quality applications. White explained that application volumes had been “steady” when it first took on building control for higher-risk buildings, but that things changed in Spring 2024 when transitional arrangements from the pre-Building Safety Act regime came to an end and private building control suffered a collapse. He said the “temporary backlog of cases” that subsequently built up before July 2024 had nearly been dealt with by the regulator. While White said there were “a small set of applications from the pre-July backlog that have been in the system for a long time”, approval times had otherwise come down. He said that for other applications, the average Gateway 2 handling time was now around 16 to 18 weeks. However, he stressed that “industry needs to step up and comply with the process” in providing good quality applications. The most recent data showed 44% of applications were still being rejected at the validation stage, which is a simple administration check that all the required documents have been supplied. He emphasised that the process was not “red tape for the sake of it”, but that it was “preventing risks and problems from being designed into the built environment”. “It’s about making sure residents have safe and quality homes and avoiding costly works at a later date. Or homeowners not being able to secure lending and insurance,” he said. He also outlined some of the most common and serious failures in applications. These included missing details on how key structural components connect, inadequate information on fire resistance of cladding, walls or barriers, corridors that don’t meet evacuation width requirements and poorly designed or unproven smoke extraction systems.  “These aren’t minor omissions – they present significant safety risks and lead to delays in the approval process,” he said. #building #safety #regulator #considering #taking
    WWW.BDONLINE.CO.UK
    Building Safety Regulator considering taking ‘firmer approach’ to bad gateway 2 submissions
    The Building Safety Regulator (BSR) is looking at taking a “firmer approach” by rejecting more gateway 2 applications outright as it seeks to decrease delays in building control approval, the organisation’s chief has said. Since taking over the building control for higher-risk buildings, the regulator has been subject to a stream of criticism from the housing development sector over delays of up to 11 months to approval at the ‘gateway 2’ pre-construction stage. Source: Shutterstock In a statement published on the government’s website, Philip White, chief inspector of buildings at BSR, he stressed that “industry needs to step up and comply with the process” in providing good quality applications. White indicated that the regulator could begin taking a different approach in how it handles poor quality applications in order to ensure more complete submissions are not delayed.  > Also read: Homes England boss calls on government to fix ‘unacceptably slow’ gateway 2 approvals He said that the regulator’s attempts to engage with applicants rather than simply rejecting submissions had meant that applications “take longer and appear to be delayed”. “Of course, the time we spend on those incomplete applications is time we can’t spend on others, some of which would be perfectly good to go,” he said. He said a shift in method could mean the regulator takes a “firmer approach to rejecting those applications that aren’t making the bar straight away”. He explained that a backlog of cases which built up last summer was “almost cleared”, but the regulator was still struggling with poor quality applications. White explained that application volumes had been “steady” when it first took on building control for higher-risk buildings, but that things changed in Spring 2024 when transitional arrangements from the pre-Building Safety Act regime came to an end and private building control suffered a collapse. He said the “temporary backlog of cases” that subsequently built up before July 2024 had nearly been dealt with by the regulator. While White said there were “a small set of applications from the pre-July backlog that have been in the system for a long time”, approval times had otherwise come down. He said that for other applications, the average Gateway 2 handling time was now around 16 to 18 weeks. However, he stressed that “industry needs to step up and comply with the process” in providing good quality applications. The most recent data showed 44% of applications were still being rejected at the validation stage, which is a simple administration check that all the required documents have been supplied. He emphasised that the process was not “red tape for the sake of it”, but that it was “preventing risks and problems from being designed into the built environment”. “It’s about making sure residents have safe and quality homes and avoiding costly works at a later date. Or homeowners not being able to secure lending and insurance,” he said. He also outlined some of the most common and serious failures in applications. These included missing details on how key structural components connect, inadequate information on fire resistance of cladding, walls or barriers, corridors that don’t meet evacuation width requirements and poorly designed or unproven smoke extraction systems.  “These aren’t minor omissions – they present significant safety risks and lead to delays in the approval process,” he said.
    0 Kommentare 0 Anteile
  • Microsoft acknowledges "standard commercial relationship" with Israel Ministry of Defence, conducts internal review of AI services

    Microsoft acknowledges "standard commercial relationship" with Israel Ministry of Defence, conducts internal review of AI services
    Company says there is "no evidence to date" that its AI services "have been used to target or harm people" in the ongoing Gaza conflict

    News

    by Sophie McEvoy
    Staff Writer

    Published on May 23, 2025

    Microsoft has conducted an internal review following concerns that its Azure and AI technologies were being used by the Israel Ministry of Defence"to target civilians or cause harm in the conflict in Gaza".
    Earlier this year, an investigation conducted by the Associated Press claimed Microsoft's commercial AI products were being used by the Israeli military.
    The AP reported that Microsoft's Azure technology was allegedly being used to "transcribe, translate, and process intelligence gathered through mass surveillance" which could be "cross-checked with Israel's in-house AI-enabled targeting systems".
    Microsoft has since acknowledged that it provides the IMOD "with software, professional services, Azure cloud and AI services", as detailed in a statement published earlier this week.
    Following interviews with "dozens of employees and assessing documents", it came to the conclusion that there was "no evidence to date" that these technologies "have been used to target or harm people" in the ongoing Gaza conflict.
    Microsoft clarified that it "works with countries and customers around the world, including the IMOD" and that "as with many governments around the world,also workwith the Israeli government to protect its natural cyberspace against external threats."
    The firm emphasised that it had a "standard commercial relationship" with the IMOD. Microsoft did note that it "occasionally provides special access totechnologies beyond the terms ofcommercial agreements".
    This included providing "emergency support to the Israeli government in the weeks following October 7, 2023, to help rescue hostages".
    "We provided this help with significant oversight on a limited basis, including approval of some requests and denial of others," Microsoft said.
    "We believe the company followed its principals on a considered and careful basis, to help save the lives of hostages while also honouring the privacy and rights of civilians in Gaza."
    Microsoft stated that the IMOD was "bound by Microsoft's terms of services and conditions of use", including the prohibition of the use of its cloud and AI services "in any manner that inflicts harm on individuals or organisations or affects individuals in any way that is prohibited by law."
    The company noted that militaries "typically use their own proprietary software or applications" for "surveillance and operations", clarifying that it had "not created or provided such software or solutions to the IMOD".
    Microsoft said it was "important to acknowledge" that it does not have the ability to see "how customers usesoftware on their own servers and devices".
    Specifically, the firm said it did not "have visibility to the IMOD's government cloud operations, which are supported through contracts with cloud providers other than Microsoft."
    "Microsoft has long defended the cybersecurity of the State of Israel and the people who live there," the company's statement concluded. "We similarly have long been committed to other nations and people across the Middle East.
    "Our commitment to human rights guides how we engage in complex environments and how our technology is used. We share the profound concern over the loss of civilian life in both Israel and Gaza and have supported humanitarian assistance in both places."
    It continued: "The work we do everywhere in the world is informed and governed by our human rights commitments. Based on everything we currently know, we believe Microsoft has abided by these commitments in Israel and Gaza."
    As reported by our sister site Eurogamer, the No Azure for Apartheid petition has called for Microsoft to make the findings of its investigation public. The No Azure for Apartheid group is made up of current and former Microsoft employees.
    Last month, the Palestinian BDS movement called for a boycott of Microsoft and Xbox in response to the company providing the IMOD with its services.
    #microsoft #acknowledges #quotstandard #commercial #relationshipquot
    Microsoft acknowledges "standard commercial relationship" with Israel Ministry of Defence, conducts internal review of AI services
    Microsoft acknowledges "standard commercial relationship" with Israel Ministry of Defence, conducts internal review of AI services Company says there is "no evidence to date" that its AI services "have been used to target or harm people" in the ongoing Gaza conflict News by Sophie McEvoy Staff Writer Published on May 23, 2025 Microsoft has conducted an internal review following concerns that its Azure and AI technologies were being used by the Israel Ministry of Defence"to target civilians or cause harm in the conflict in Gaza". Earlier this year, an investigation conducted by the Associated Press claimed Microsoft's commercial AI products were being used by the Israeli military. The AP reported that Microsoft's Azure technology was allegedly being used to "transcribe, translate, and process intelligence gathered through mass surveillance" which could be "cross-checked with Israel's in-house AI-enabled targeting systems". Microsoft has since acknowledged that it provides the IMOD "with software, professional services, Azure cloud and AI services", as detailed in a statement published earlier this week. Following interviews with "dozens of employees and assessing documents", it came to the conclusion that there was "no evidence to date" that these technologies "have been used to target or harm people" in the ongoing Gaza conflict. Microsoft clarified that it "works with countries and customers around the world, including the IMOD" and that "as with many governments around the world,also workwith the Israeli government to protect its natural cyberspace against external threats." The firm emphasised that it had a "standard commercial relationship" with the IMOD. Microsoft did note that it "occasionally provides special access totechnologies beyond the terms ofcommercial agreements". This included providing "emergency support to the Israeli government in the weeks following October 7, 2023, to help rescue hostages". "We provided this help with significant oversight on a limited basis, including approval of some requests and denial of others," Microsoft said. "We believe the company followed its principals on a considered and careful basis, to help save the lives of hostages while also honouring the privacy and rights of civilians in Gaza." Microsoft stated that the IMOD was "bound by Microsoft's terms of services and conditions of use", including the prohibition of the use of its cloud and AI services "in any manner that inflicts harm on individuals or organisations or affects individuals in any way that is prohibited by law." The company noted that militaries "typically use their own proprietary software or applications" for "surveillance and operations", clarifying that it had "not created or provided such software or solutions to the IMOD". Microsoft said it was "important to acknowledge" that it does not have the ability to see "how customers usesoftware on their own servers and devices". Specifically, the firm said it did not "have visibility to the IMOD's government cloud operations, which are supported through contracts with cloud providers other than Microsoft." "Microsoft has long defended the cybersecurity of the State of Israel and the people who live there," the company's statement concluded. "We similarly have long been committed to other nations and people across the Middle East. "Our commitment to human rights guides how we engage in complex environments and how our technology is used. We share the profound concern over the loss of civilian life in both Israel and Gaza and have supported humanitarian assistance in both places." It continued: "The work we do everywhere in the world is informed and governed by our human rights commitments. Based on everything we currently know, we believe Microsoft has abided by these commitments in Israel and Gaza." As reported by our sister site Eurogamer, the No Azure for Apartheid petition has called for Microsoft to make the findings of its investigation public. The No Azure for Apartheid group is made up of current and former Microsoft employees. Last month, the Palestinian BDS movement called for a boycott of Microsoft and Xbox in response to the company providing the IMOD with its services. #microsoft #acknowledges #quotstandard #commercial #relationshipquot
    WWW.GAMESINDUSTRY.BIZ
    Microsoft acknowledges "standard commercial relationship" with Israel Ministry of Defence, conducts internal review of AI services
    Microsoft acknowledges "standard commercial relationship" with Israel Ministry of Defence, conducts internal review of AI services Company says there is "no evidence to date" that its AI services "have been used to target or harm people" in the ongoing Gaza conflict News by Sophie McEvoy Staff Writer Published on May 23, 2025 Microsoft has conducted an internal review following concerns that its Azure and AI technologies were being used by the Israel Ministry of Defence (IMOD) "to target civilians or cause harm in the conflict in Gaza". Earlier this year, an investigation conducted by the Associated Press claimed Microsoft's commercial AI products were being used by the Israeli military. The AP reported that Microsoft's Azure technology was allegedly being used to "transcribe, translate, and process intelligence gathered through mass surveillance" which could be "cross-checked with Israel's in-house AI-enabled targeting systems". Microsoft has since acknowledged that it provides the IMOD "with software, professional services, Azure cloud and AI services", as detailed in a statement published earlier this week. Following interviews with "dozens of employees and assessing documents", it came to the conclusion that there was "no evidence to date" that these technologies "have been used to target or harm people" in the ongoing Gaza conflict. Microsoft clarified that it "works with countries and customers around the world, including the IMOD" and that "as with many governments around the world, [it] also work[s] with the Israeli government to protect its natural cyberspace against external threats." The firm emphasised that it had a "standard commercial relationship" with the IMOD. Microsoft did note that it "occasionally provides special access to [its] technologies beyond the terms of [its] commercial agreements". This included providing "emergency support to the Israeli government in the weeks following October 7, 2023, to help rescue hostages". "We provided this help with significant oversight on a limited basis, including approval of some requests and denial of others," Microsoft said. "We believe the company followed its principals on a considered and careful basis, to help save the lives of hostages while also honouring the privacy and rights of civilians in Gaza." Microsoft stated that the IMOD was "bound by Microsoft's terms of services and conditions of use", including the prohibition of the use of its cloud and AI services "in any manner that inflicts harm on individuals or organisations or affects individuals in any way that is prohibited by law." The company noted that militaries "typically use their own proprietary software or applications" for "surveillance and operations", clarifying that it had "not created or provided such software or solutions to the IMOD". Microsoft said it was "important to acknowledge" that it does not have the ability to see "how customers use [its] software on their own servers and devices". Specifically, the firm said it did not "have visibility to the IMOD's government cloud operations, which are supported through contracts with cloud providers other than Microsoft." "Microsoft has long defended the cybersecurity of the State of Israel and the people who live there," the company's statement concluded. "We similarly have long been committed to other nations and people across the Middle East. "Our commitment to human rights guides how we engage in complex environments and how our technology is used. We share the profound concern over the loss of civilian life in both Israel and Gaza and have supported humanitarian assistance in both places." It continued: "The work we do everywhere in the world is informed and governed by our human rights commitments. Based on everything we currently know, we believe Microsoft has abided by these commitments in Israel and Gaza." As reported by our sister site Eurogamer, the No Azure for Apartheid petition has called for Microsoft to make the findings of its investigation public. The No Azure for Apartheid group is made up of current and former Microsoft employees. Last month, the Palestinian BDS movement called for a boycott of Microsoft and Xbox in response to the company providing the IMOD with its services.
    0 Kommentare 0 Anteile
  • D&AD Awards 2025: who won what?

    For many, it's the biggest and most nerve-wracking night in the creative calendar. D&AD held its 63rd awards ceremony last nightat London's Southbank Centre and handed out a record-breaking 668 Pencils across all categories.
    Most significantly, three coveted Black Pencils—the highest D&AD accolade—were awarded to groundbreaking work that exemplified the year's themes of commercial impact and narrative excellence.
    With no quota system for Pencil awards, D&AD maintains its reputation for uncompromising standards. In some years, no Black Pencils are given out at all, making the awarding of three a significant achievement for these winners:
    Designing Paris 2024 by W Conran Design won in Graphic Design for its innovative approach to sports marketing. The judges highlighted how the design created a unifying yet distinctive feel that successfully merged heritage elements with modern sporting aesthetics.
    A$AP Rocky - Tailor Swif by Iconoclast LA won in Music Videos, exemplifying the year's emphasis on narrative storytelling. The winning work featured long-form storytelling where music was integral to the narrative structure rather than an afterthought, demonstrating how narrative arcs can transcend different mediums and artistic disciplines.
    Spreadbeats by FCB New York won in Digital Marketing for what the agency described as "Innovation through nostalgic technologies." This work aligned with a trend of brands cleverly inserting themselves into events, sports, and games through inventive approaches.
    Commercial and creative
    This year's judging process marked a major evolution in D&AD's approach. Jurors emphasised the critical importance of commercial viability, seeking work that demonstrates tangible business impact and drives meaningful behavioural change rather than celebrating creativity for its own sake.
    In other words, if there was ever a danger that agencies would make work primarily to win awards rather than serve the client, that's now history. In 2025, you have to do both.
    "This year's awards celebrated the power of design not just as a form of art but as a catalyst for commercial success and behavioural change," noted Dara Lynch, CEO of D&AD. "The idea is that innovative ideas must possess both aesthetic appeal and tangible impact."

    The Black Pencil winners perfectly embodied this philosophy. For instance, W Conran Design's 'Designing Paris 2024' was recognised for illustrating how design thinking can transform an entire city's attitude and behaviour. Judges from the Graphic Design category praised it as "a breakthrough for sports marketing and traditional sports marketing aesthetics," noting its playful yet scalable approach that successfully blended heritage with contemporary sport.
    The return of craftsmanship
    Alongside commercial effectiveness, jurors were looking for exceptional craft. From Radio and Audio to Film, their message was clear: in an increasingly automated creative landscape, looking good simply isn't enough.
    "The resurgence of craftsmanship stands as a reminder that in an era of automation, true excellence lies in the thoughtful execution of ideas," Dara explained. "It's not enough just to look good; true creative excellence must also leave a lasting impression."
    This was particularly evident in D&AD's new Creator Content category, where judges called for clearer definitions of craft excellence and higher standards in content creation. The winning entries all demonstrated work that creates meaningful impact and genuinely engages audiences.
    Global Participation
    The 2025 D&AD Awards achieved unprecedented global reach, with entries submitted from 86 countries worldwide—the highest number in the awards' history. This international participation resulted in over 30,000 pieces of work from 11,689 total entries.
    "It's exciting to see so many brands and companies refreshing their identities," said D&AD trustee Lisa Smith, global executive creative director at Jones Knowles Ritchie. "Judging has been challenging. Too many entries follow the same established design codes and trends, making everything start to look and feel alike, regardless of category. The work that stood out was the kind that breaks away from the expected: inspiring, well-crafted, and truly fit for purpose."

    The awards ceremony also recognised outstanding agency performance across various specialisations. FCB New York claimed the prestigious title of Advertising Agency of the Year, while Serviceplan Design was named Design Agency of the Year for the first time. DIVISION continued their remarkable winning streak, earning Production Company of the Year for the fifth consecutive year.
    In the network categories, Serviceplan took home Independent Network of the Year, while FCB was also named Network of the Year. Apple received recognition as Client of the Year, acknowledging its commitment to creative excellence across its marketing initiatives.
    Presidential recognition
    The 2025 D&AD President's Award went to Koichiro Tanaka, founder of interdisciplinary creative boutique Projector. Chosen by D&AD President Kwame Taylor-Hayford, Tanaka was recognised for his pioneering work at the intersection of storytelling, interactivity, and craft, which helped define a formative era in digital creativity.
    "I'm very honoured," Tanaka said. "To receive this award from D&AD, which has lived longer than I have, and to feel part of its long story is now something I live with. Being recognised with care and an open heart is a special thing to me."
    Kwame, who is co-founder of Kin, explained his choice: "Koichiro Tanaka's pioneering work at the intersection of storytelling, interactivity, and craft helped define a formative era in digital creativity. His career journey, bold ideas, and meticulous attention to detail have been a constant source of personal inspiration."

    Beyond the three Black Pencils, the ceremony awarded three White Pencils, 48 Yellow Pencils, 176 Graphite Pencils and 434 Wood Pencils. Additionally, four Future Impact Pencils were awarded, recognising work that demonstrates potential for significant positive change.
    The diverse range of winning work spanned 44 categories, from traditional advertising and design to emerging areas like Gaming & Virtual Worlds and the newly introduced Creator Content category. Craft categories collectively garnered 198 Pencils, underscoring the year's emphasis on exceptional execution.
    The complete list of Pencil-winning work and shortlisted entries are showcased on the D&AD website, while the official D&AD Rankings will be released alongside the digital D&AD Annual. These rankings provide definitive tables of the most successful companies, networks, countries and clients based on the awards results.
    #dampampad #awards #who #won #what
    D&AD Awards 2025: who won what?
    For many, it's the biggest and most nerve-wracking night in the creative calendar. D&AD held its 63rd awards ceremony last nightat London's Southbank Centre and handed out a record-breaking 668 Pencils across all categories. Most significantly, three coveted Black Pencils—the highest D&AD accolade—were awarded to groundbreaking work that exemplified the year's themes of commercial impact and narrative excellence. With no quota system for Pencil awards, D&AD maintains its reputation for uncompromising standards. In some years, no Black Pencils are given out at all, making the awarding of three a significant achievement for these winners: Designing Paris 2024 by W Conran Design won in Graphic Design for its innovative approach to sports marketing. The judges highlighted how the design created a unifying yet distinctive feel that successfully merged heritage elements with modern sporting aesthetics. A$AP Rocky - Tailor Swif by Iconoclast LA won in Music Videos, exemplifying the year's emphasis on narrative storytelling. The winning work featured long-form storytelling where music was integral to the narrative structure rather than an afterthought, demonstrating how narrative arcs can transcend different mediums and artistic disciplines. Spreadbeats by FCB New York won in Digital Marketing for what the agency described as "Innovation through nostalgic technologies." This work aligned with a trend of brands cleverly inserting themselves into events, sports, and games through inventive approaches. Commercial and creative This year's judging process marked a major evolution in D&AD's approach. Jurors emphasised the critical importance of commercial viability, seeking work that demonstrates tangible business impact and drives meaningful behavioural change rather than celebrating creativity for its own sake. In other words, if there was ever a danger that agencies would make work primarily to win awards rather than serve the client, that's now history. In 2025, you have to do both. "This year's awards celebrated the power of design not just as a form of art but as a catalyst for commercial success and behavioural change," noted Dara Lynch, CEO of D&AD. "The idea is that innovative ideas must possess both aesthetic appeal and tangible impact." The Black Pencil winners perfectly embodied this philosophy. For instance, W Conran Design's 'Designing Paris 2024' was recognised for illustrating how design thinking can transform an entire city's attitude and behaviour. Judges from the Graphic Design category praised it as "a breakthrough for sports marketing and traditional sports marketing aesthetics," noting its playful yet scalable approach that successfully blended heritage with contemporary sport. The return of craftsmanship Alongside commercial effectiveness, jurors were looking for exceptional craft. From Radio and Audio to Film, their message was clear: in an increasingly automated creative landscape, looking good simply isn't enough. "The resurgence of craftsmanship stands as a reminder that in an era of automation, true excellence lies in the thoughtful execution of ideas," Dara explained. "It's not enough just to look good; true creative excellence must also leave a lasting impression." This was particularly evident in D&AD's new Creator Content category, where judges called for clearer definitions of craft excellence and higher standards in content creation. The winning entries all demonstrated work that creates meaningful impact and genuinely engages audiences. Global Participation The 2025 D&AD Awards achieved unprecedented global reach, with entries submitted from 86 countries worldwide—the highest number in the awards' history. This international participation resulted in over 30,000 pieces of work from 11,689 total entries. "It's exciting to see so many brands and companies refreshing their identities," said D&AD trustee Lisa Smith, global executive creative director at Jones Knowles Ritchie. "Judging has been challenging. Too many entries follow the same established design codes and trends, making everything start to look and feel alike, regardless of category. The work that stood out was the kind that breaks away from the expected: inspiring, well-crafted, and truly fit for purpose." The awards ceremony also recognised outstanding agency performance across various specialisations. FCB New York claimed the prestigious title of Advertising Agency of the Year, while Serviceplan Design was named Design Agency of the Year for the first time. DIVISION continued their remarkable winning streak, earning Production Company of the Year for the fifth consecutive year. In the network categories, Serviceplan took home Independent Network of the Year, while FCB was also named Network of the Year. Apple received recognition as Client of the Year, acknowledging its commitment to creative excellence across its marketing initiatives. Presidential recognition The 2025 D&AD President's Award went to Koichiro Tanaka, founder of interdisciplinary creative boutique Projector. Chosen by D&AD President Kwame Taylor-Hayford, Tanaka was recognised for his pioneering work at the intersection of storytelling, interactivity, and craft, which helped define a formative era in digital creativity. "I'm very honoured," Tanaka said. "To receive this award from D&AD, which has lived longer than I have, and to feel part of its long story is now something I live with. Being recognised with care and an open heart is a special thing to me." Kwame, who is co-founder of Kin, explained his choice: "Koichiro Tanaka's pioneering work at the intersection of storytelling, interactivity, and craft helped define a formative era in digital creativity. His career journey, bold ideas, and meticulous attention to detail have been a constant source of personal inspiration." Beyond the three Black Pencils, the ceremony awarded three White Pencils, 48 Yellow Pencils, 176 Graphite Pencils and 434 Wood Pencils. Additionally, four Future Impact Pencils were awarded, recognising work that demonstrates potential for significant positive change. The diverse range of winning work spanned 44 categories, from traditional advertising and design to emerging areas like Gaming & Virtual Worlds and the newly introduced Creator Content category. Craft categories collectively garnered 198 Pencils, underscoring the year's emphasis on exceptional execution. The complete list of Pencil-winning work and shortlisted entries are showcased on the D&AD website, while the official D&AD Rankings will be released alongside the digital D&AD Annual. These rankings provide definitive tables of the most successful companies, networks, countries and clients based on the awards results. #dampampad #awards #who #won #what
    WWW.CREATIVEBOOM.COM
    D&AD Awards 2025: who won what?
    For many, it's the biggest and most nerve-wracking night in the creative calendar. D&AD held its 63rd awards ceremony last night (Thursday 22 May) at London's Southbank Centre and handed out a record-breaking 668 Pencils across all categories. Most significantly, three coveted Black Pencils—the highest D&AD accolade—were awarded to groundbreaking work that exemplified the year's themes of commercial impact and narrative excellence. With no quota system for Pencil awards, D&AD maintains its reputation for uncompromising standards. In some years, no Black Pencils are given out at all, making the awarding of three a significant achievement for these winners: Designing Paris 2024 by W Conran Design won in Graphic Design for its innovative approach to sports marketing. The judges highlighted how the design created a unifying yet distinctive feel that successfully merged heritage elements with modern sporting aesthetics. A$AP Rocky - Tailor Swif by Iconoclast LA won in Music Videos, exemplifying the year's emphasis on narrative storytelling. The winning work featured long-form storytelling where music was integral to the narrative structure rather than an afterthought, demonstrating how narrative arcs can transcend different mediums and artistic disciplines. Spreadbeats by FCB New York won in Digital Marketing for what the agency described as "Innovation through nostalgic technologies." This work aligned with a trend of brands cleverly inserting themselves into events, sports, and games through inventive approaches. Commercial and creative This year's judging process marked a major evolution in D&AD's approach. Jurors emphasised the critical importance of commercial viability, seeking work that demonstrates tangible business impact and drives meaningful behavioural change rather than celebrating creativity for its own sake. In other words, if there was ever a danger that agencies would make work primarily to win awards rather than serve the client, that's now history. In 2025, you have to do both. "This year's awards celebrated the power of design not just as a form of art but as a catalyst for commercial success and behavioural change," noted Dara Lynch, CEO of D&AD. "The idea is that innovative ideas must possess both aesthetic appeal and tangible impact." The Black Pencil winners perfectly embodied this philosophy. For instance, W Conran Design's 'Designing Paris 2024' was recognised for illustrating how design thinking can transform an entire city's attitude and behaviour. Judges from the Graphic Design category praised it as "a breakthrough for sports marketing and traditional sports marketing aesthetics," noting its playful yet scalable approach that successfully blended heritage with contemporary sport. The return of craftsmanship Alongside commercial effectiveness, jurors were looking for exceptional craft. From Radio and Audio to Film, their message was clear: in an increasingly automated creative landscape, looking good simply isn't enough. "The resurgence of craftsmanship stands as a reminder that in an era of automation, true excellence lies in the thoughtful execution of ideas," Dara explained. "It's not enough just to look good; true creative excellence must also leave a lasting impression." This was particularly evident in D&AD's new Creator Content category, where judges called for clearer definitions of craft excellence and higher standards in content creation. The winning entries all demonstrated work that creates meaningful impact and genuinely engages audiences. Global Participation The 2025 D&AD Awards achieved unprecedented global reach, with entries submitted from 86 countries worldwide—the highest number in the awards' history. This international participation resulted in over 30,000 pieces of work from 11,689 total entries. "It's exciting to see so many brands and companies refreshing their identities," said D&AD trustee Lisa Smith, global executive creative director at Jones Knowles Ritchie. "Judging has been challenging. Too many entries follow the same established design codes and trends, making everything start to look and feel alike, regardless of category. The work that stood out was the kind that breaks away from the expected: inspiring, well-crafted, and truly fit for purpose." The awards ceremony also recognised outstanding agency performance across various specialisations. FCB New York claimed the prestigious title of Advertising Agency of the Year, while Serviceplan Design was named Design Agency of the Year for the first time. DIVISION continued their remarkable winning streak, earning Production Company of the Year for the fifth consecutive year. In the network categories, Serviceplan took home Independent Network of the Year, while FCB was also named Network of the Year. Apple received recognition as Client of the Year, acknowledging its commitment to creative excellence across its marketing initiatives. Presidential recognition The 2025 D&AD President's Award went to Koichiro Tanaka, founder of interdisciplinary creative boutique Projector. Chosen by D&AD President Kwame Taylor-Hayford, Tanaka was recognised for his pioneering work at the intersection of storytelling, interactivity, and craft, which helped define a formative era in digital creativity. "I'm very honoured," Tanaka said. "To receive this award from D&AD, which has lived longer than I have, and to feel part of its long story is now something I live with. Being recognised with care and an open heart is a special thing to me." Kwame, who is co-founder of Kin, explained his choice: "Koichiro Tanaka's pioneering work at the intersection of storytelling, interactivity, and craft helped define a formative era in digital creativity. His career journey, bold ideas, and meticulous attention to detail have been a constant source of personal inspiration." Beyond the three Black Pencils, the ceremony awarded three White Pencils, 48 Yellow Pencils, 176 Graphite Pencils and 434 Wood Pencils. Additionally, four Future Impact Pencils were awarded, recognising work that demonstrates potential for significant positive change. The diverse range of winning work spanned 44 categories, from traditional advertising and design to emerging areas like Gaming & Virtual Worlds and the newly introduced Creator Content category. Craft categories collectively garnered 198 Pencils, underscoring the year's emphasis on exceptional execution. The complete list of Pencil-winning work and shortlisted entries are showcased on the D&AD website, while the official D&AD Rankings will be released alongside the digital D&AD Annual. These rankings provide definitive tables of the most successful companies, networks, countries and clients based on the awards results.
    0 Kommentare 0 Anteile
  • Scientists Warn of Inadequate Solar Storm Forecasting: What You Need to Know

    Photo Credit: NOAA A powerful CME from the Sun could disable Earth’s power, satellites, and GPS with little warning

    Highlights

    Solar storm magnetic fields stay unknown until they reach Earth
    Spacecraft offer only 15–60 minutes of warning for incoming solar storms
    Lack of multi-angle solar data hinders accurate CME forecasting efforts

    Advertisement

    Imagine being told a storm is approaching, but you won't know how dangerous it truly is until minutes before impact. That's the reality scientists face with solar storms. Although scientists have improved our ability to monitor coronal mass ejectionsfrom the Sun and project their arrival at Earth, the most important consideration — the orientation of the storm's magnetic field — remains unknown until the very last minute. This direction, referred to as the Bz component, decides whether the CME will pass by with little influence or cause disturbances to satellites, electricity grids, and GPS systems.Lack of Early Bz Data Leaves Earth Vulnerable to Solar Storms, Scientists Urge Wider Sun CoverageAs per a report on Space.com, solar physicist Valentín Martínez Pillet emphasised that knowing the Bz value earlier could dramatically improve our ability to prepare. Currently, spacecraft like NASA's ACE and DSCOVR detect Bz only when the CME reaches Lagrange Point 1, giving us just 15 to 60 minutes' warning. Martínez Pillet predicts it could take 50 years to achieve the forecasting precision we have for Earth's weather unless we expand our view of the Sun with new satellites placed at Lagrange points L4, L5, and L3.Despite having the scientific models needed, Martínez Pillet argues we lack vital real-time data from different solar perspectives. Most observations currently come from a single vantage point — L1, which limits our predictive ability. Missions like ESA's upcoming Vigil, scheduled for launch in 2031 to L5, aim to fill this gap by detecting the CME's shape and magnetic orientation from the side, potentially giving up to a week's notice.But decades may be too long to wait. History reminds us of the danger: the 1859 Carrington Event caused telegraph failures, and a near miss in 2012 could have caused trillions in damage if it had struck Earth. In a 2013 paper, Dan Baker of LASP warned that a direct hit would have left the modern world technologically crippled.Today, tools like the Global Oscillation Network Groupand DSCOVR offer continuous solar monitoring, but their limitations emphasise the need to provide broader coverage. “The Sun isn't changing,” Martínez Pillet said. “It's our dependence on technology that's made us more vulnerable.” Until we build the infrastructure to see solar storms before they hit, we may remain dangerously exposed.

    For the latest tech news and reviews, follow Gadgets 360 on X, Facebook, WhatsApp, Threads and Google News. For the latest videos on gadgets and tech, subscribe to our YouTube channel. If you want to know everything about top influencers, follow our in-house Who'sThat360 on Instagram and YouTube.

    Further reading:
    solar storms, space weather, CME, solar activity, NOAA, DSCOVR, Bz component, Lagrange points

    Gadgets 360 Staff

    The resident bot. If you email me, a human will respond.
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    #scientists #warn #inadequate #solar #storm
    Scientists Warn of Inadequate Solar Storm Forecasting: What You Need to Know
    Photo Credit: NOAA A powerful CME from the Sun could disable Earth’s power, satellites, and GPS with little warning Highlights Solar storm magnetic fields stay unknown until they reach Earth Spacecraft offer only 15–60 minutes of warning for incoming solar storms Lack of multi-angle solar data hinders accurate CME forecasting efforts Advertisement Imagine being told a storm is approaching, but you won't know how dangerous it truly is until minutes before impact. That's the reality scientists face with solar storms. Although scientists have improved our ability to monitor coronal mass ejectionsfrom the Sun and project their arrival at Earth, the most important consideration — the orientation of the storm's magnetic field — remains unknown until the very last minute. This direction, referred to as the Bz component, decides whether the CME will pass by with little influence or cause disturbances to satellites, electricity grids, and GPS systems.Lack of Early Bz Data Leaves Earth Vulnerable to Solar Storms, Scientists Urge Wider Sun CoverageAs per a report on Space.com, solar physicist Valentín Martínez Pillet emphasised that knowing the Bz value earlier could dramatically improve our ability to prepare. Currently, spacecraft like NASA's ACE and DSCOVR detect Bz only when the CME reaches Lagrange Point 1, giving us just 15 to 60 minutes' warning. Martínez Pillet predicts it could take 50 years to achieve the forecasting precision we have for Earth's weather unless we expand our view of the Sun with new satellites placed at Lagrange points L4, L5, and L3.Despite having the scientific models needed, Martínez Pillet argues we lack vital real-time data from different solar perspectives. Most observations currently come from a single vantage point — L1, which limits our predictive ability. Missions like ESA's upcoming Vigil, scheduled for launch in 2031 to L5, aim to fill this gap by detecting the CME's shape and magnetic orientation from the side, potentially giving up to a week's notice.But decades may be too long to wait. History reminds us of the danger: the 1859 Carrington Event caused telegraph failures, and a near miss in 2012 could have caused trillions in damage if it had struck Earth. In a 2013 paper, Dan Baker of LASP warned that a direct hit would have left the modern world technologically crippled.Today, tools like the Global Oscillation Network Groupand DSCOVR offer continuous solar monitoring, but their limitations emphasise the need to provide broader coverage. “The Sun isn't changing,” Martínez Pillet said. “It's our dependence on technology that's made us more vulnerable.” Until we build the infrastructure to see solar storms before they hit, we may remain dangerously exposed. For the latest tech news and reviews, follow Gadgets 360 on X, Facebook, WhatsApp, Threads and Google News. For the latest videos on gadgets and tech, subscribe to our YouTube channel. If you want to know everything about top influencers, follow our in-house Who'sThat360 on Instagram and YouTube. Further reading: solar storms, space weather, CME, solar activity, NOAA, DSCOVR, Bz component, Lagrange points Gadgets 360 Staff The resident bot. If you email me, a human will respond. More Related Stories #scientists #warn #inadequate #solar #storm
    WWW.GADGETS360.COM
    Scientists Warn of Inadequate Solar Storm Forecasting: What You Need to Know
    Photo Credit: NOAA A powerful CME from the Sun could disable Earth’s power, satellites, and GPS with little warning Highlights Solar storm magnetic fields stay unknown until they reach Earth Spacecraft offer only 15–60 minutes of warning for incoming solar storms Lack of multi-angle solar data hinders accurate CME forecasting efforts Advertisement Imagine being told a storm is approaching, but you won't know how dangerous it truly is until minutes before impact. That's the reality scientists face with solar storms. Although scientists have improved our ability to monitor coronal mass ejections (CMEs) from the Sun and project their arrival at Earth, the most important consideration — the orientation of the storm's magnetic field — remains unknown until the very last minute. This direction, referred to as the Bz component, decides whether the CME will pass by with little influence or cause disturbances to satellites, electricity grids, and GPS systems.Lack of Early Bz Data Leaves Earth Vulnerable to Solar Storms, Scientists Urge Wider Sun CoverageAs per a report on Space.com, solar physicist Valentín Martínez Pillet emphasised that knowing the Bz value earlier could dramatically improve our ability to prepare. Currently, spacecraft like NASA's ACE and DSCOVR detect Bz only when the CME reaches Lagrange Point 1 (L1), giving us just 15 to 60 minutes' warning. Martínez Pillet predicts it could take 50 years to achieve the forecasting precision we have for Earth's weather unless we expand our view of the Sun with new satellites placed at Lagrange points L4, L5, and L3.Despite having the scientific models needed, Martínez Pillet argues we lack vital real-time data from different solar perspectives. Most observations currently come from a single vantage point — L1, which limits our predictive ability. Missions like ESA's upcoming Vigil, scheduled for launch in 2031 to L5, aim to fill this gap by detecting the CME's shape and magnetic orientation from the side, potentially giving up to a week's notice.But decades may be too long to wait. History reminds us of the danger: the 1859 Carrington Event caused telegraph failures, and a near miss in 2012 could have caused trillions in damage if it had struck Earth. In a 2013 paper, Dan Baker of LASP warned that a direct hit would have left the modern world technologically crippled.Today, tools like the Global Oscillation Network Group (GONG) and DSCOVR offer continuous solar monitoring, but their limitations emphasise the need to provide broader coverage. “The Sun isn't changing,” Martínez Pillet said. “It's our dependence on technology that's made us more vulnerable.” Until we build the infrastructure to see solar storms before they hit, we may remain dangerously exposed. For the latest tech news and reviews, follow Gadgets 360 on X, Facebook, WhatsApp, Threads and Google News. For the latest videos on gadgets and tech, subscribe to our YouTube channel. If you want to know everything about top influencers, follow our in-house Who'sThat360 on Instagram and YouTube. Further reading: solar storms, space weather, CME, solar activity, NOAA, DSCOVR, Bz component, Lagrange points Gadgets 360 Staff The resident bot. If you email me, a human will respond. More Related Stories
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  • What is US' Stablecoin-Focussed GENIUS Act: Everything to Know

    The US is currently prioritising a stablecoin-focused bill as part of its broader effort to establish a comprehensive regulatory framework for the crypto industry. Known as the Guiding and Establishing National Innovation for US StablecoinsAct, the proposed legislation seeks to introduce clear guidelines for the issuance and management of stablecoins—cryptocurrencies that are pegged to the value of reserve assets such as fiat currencies or gold. Recently, Senator Elizabeth Warren emphasised the need for stablecoin regulations to prevent private companies from creating their own versions of the US dollar.Earlier this week, the bill was approved by the House Financial Services Committee, advancing it to the House of Senate for the final approval. The crypto industry lauded the development, calling it a milestone moment for the sector's recognition.Paul Atkins, the chief of SEC's Crypto Task Force, has shown a strong support to the GENUIS Bill. Atkins, in an interview with CNBC said, “We have every expectation now that it's going to pass."As momentum builds around the GENIUS Act, let's take a closer look at what this proposed legislation could mean for the future of the stablecoin sector.GENIUS Bill: Key DetailsThe GENIUS bill was first introduced to the US lawmakers in February this year. Tim Scott, the Chairman of the Senate Banking Committee, is among the four sponsors of the proposed laws.Outlining the ambitions of this legislations, its sponsors said that the rules would establish clear protocols to guide the issuance of stablecoins in the US. Institutions like Meta that may seek licences to issue stablecoins will have to comply with these mandates.The rules will define reserve requirements for existing and potential stablecoin issuers, while also setting up regimes on the supervision, examination, and enforcement of stablecoin-producing businesses.Large-scale stablecoin issuers offering tokens worth billion or banking firms are proposed to be under a strict oversight by the Federal Reserve. Meanwhile, large-scale non-bank entities will be monitored by the Office of the Comptroller of the Currency under, if the bill gets approved into an Act by the Senate.The states may individually get the right to regulate smaller stablecoin issuers internally.According to Senator Bill Hagerty, "The previous administration's hostility toward crypto and refusal to provide clear regulatory guidelines have severely stifled stablecoin innovation." He believes that this legislation can preserves a strong state pathway to stablecoin issuance.The US House Financial Services Committee passed the stablecoin bill in April.Stablecoin HypeThe US is among many nations that are now viewing stablecoin as a blockchain-based solution to quick, secure, and cheap cross-border transfers.Scott, the US Senate Banking Committee chief, sees stablecoins as a major advancement in the financial sector.“Stablecoins enable faster, cheaper, and competitive transactions in our digital world and facilitate seamless cross-border payments,” he said. "From enhancing transaction efficiency to driving demand for US Treasuries, the potential benefits of strong stablecoin innovation are immense."US President Donald Trump himself is part of issuing the USD1 stablecoin, indicating support to the sector's potential.While the stablecoin bill is still making its way through the legislative process in the US, Hong Kong passed its own stablecoin bill on May 21 that is slated to come into effect within this year.Traditional fintech giants like Visa, Mastercard, and PayPal are also exploring service offerings related to stablecoins.Among blockchain majors, Polygon plans to concentrate on its stablecoin plans this year, owing to "rising institutional demands".A recent report by Standard Chartered estimated that the size of the stablecoin market could surge by about 10-fold to trillionwithin the next three years.

    For the latest tech news and reviews, follow Gadgets 360 on X, Facebook, WhatsApp, Threads and Google News. For the latest videos on gadgets and tech, subscribe to our YouTube channel. If you want to know everything about top influencers, follow our in-house Who'sThat360 on Instagram and YouTube.

    Further reading:
    Cryptocurrency, Stablecoin, Genuis Act, US

    Radhika Parashar

    Radhika Parashar is a senior correspondent for Gadgets 360. She has been reporting on tech and telecom for the last three years now and will be focussing on writing about all things crypto. Besides this, she is a major sitcom nerd and often replies in Chandler Bing and Michael Scott references. For tips or queries you could reach out to her at RadhikaP@ndtv.com.
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    #what #us039 #stablecoinfocussed #genius #act
    What is US' Stablecoin-Focussed GENIUS Act: Everything to Know
    The US is currently prioritising a stablecoin-focused bill as part of its broader effort to establish a comprehensive regulatory framework for the crypto industry. Known as the Guiding and Establishing National Innovation for US StablecoinsAct, the proposed legislation seeks to introduce clear guidelines for the issuance and management of stablecoins—cryptocurrencies that are pegged to the value of reserve assets such as fiat currencies or gold. Recently, Senator Elizabeth Warren emphasised the need for stablecoin regulations to prevent private companies from creating their own versions of the US dollar.Earlier this week, the bill was approved by the House Financial Services Committee, advancing it to the House of Senate for the final approval. The crypto industry lauded the development, calling it a milestone moment for the sector's recognition.Paul Atkins, the chief of SEC's Crypto Task Force, has shown a strong support to the GENUIS Bill. Atkins, in an interview with CNBC said, “We have every expectation now that it's going to pass."As momentum builds around the GENIUS Act, let's take a closer look at what this proposed legislation could mean for the future of the stablecoin sector.GENIUS Bill: Key DetailsThe GENIUS bill was first introduced to the US lawmakers in February this year. Tim Scott, the Chairman of the Senate Banking Committee, is among the four sponsors of the proposed laws.Outlining the ambitions of this legislations, its sponsors said that the rules would establish clear protocols to guide the issuance of stablecoins in the US. Institutions like Meta that may seek licences to issue stablecoins will have to comply with these mandates.The rules will define reserve requirements for existing and potential stablecoin issuers, while also setting up regimes on the supervision, examination, and enforcement of stablecoin-producing businesses.Large-scale stablecoin issuers offering tokens worth billion or banking firms are proposed to be under a strict oversight by the Federal Reserve. Meanwhile, large-scale non-bank entities will be monitored by the Office of the Comptroller of the Currency under, if the bill gets approved into an Act by the Senate.The states may individually get the right to regulate smaller stablecoin issuers internally.According to Senator Bill Hagerty, "The previous administration's hostility toward crypto and refusal to provide clear regulatory guidelines have severely stifled stablecoin innovation." He believes that this legislation can preserves a strong state pathway to stablecoin issuance.The US House Financial Services Committee passed the stablecoin bill in April.Stablecoin HypeThe US is among many nations that are now viewing stablecoin as a blockchain-based solution to quick, secure, and cheap cross-border transfers.Scott, the US Senate Banking Committee chief, sees stablecoins as a major advancement in the financial sector.“Stablecoins enable faster, cheaper, and competitive transactions in our digital world and facilitate seamless cross-border payments,” he said. "From enhancing transaction efficiency to driving demand for US Treasuries, the potential benefits of strong stablecoin innovation are immense."US President Donald Trump himself is part of issuing the USD1 stablecoin, indicating support to the sector's potential.While the stablecoin bill is still making its way through the legislative process in the US, Hong Kong passed its own stablecoin bill on May 21 that is slated to come into effect within this year.Traditional fintech giants like Visa, Mastercard, and PayPal are also exploring service offerings related to stablecoins.Among blockchain majors, Polygon plans to concentrate on its stablecoin plans this year, owing to "rising institutional demands".A recent report by Standard Chartered estimated that the size of the stablecoin market could surge by about 10-fold to trillionwithin the next three years. For the latest tech news and reviews, follow Gadgets 360 on X, Facebook, WhatsApp, Threads and Google News. For the latest videos on gadgets and tech, subscribe to our YouTube channel. If you want to know everything about top influencers, follow our in-house Who'sThat360 on Instagram and YouTube. Further reading: Cryptocurrency, Stablecoin, Genuis Act, US Radhika Parashar Radhika Parashar is a senior correspondent for Gadgets 360. She has been reporting on tech and telecom for the last three years now and will be focussing on writing about all things crypto. Besides this, she is a major sitcom nerd and often replies in Chandler Bing and Michael Scott references. For tips or queries you could reach out to her at RadhikaP@ndtv.com. More Related Stories #what #us039 #stablecoinfocussed #genius #act
    WWW.GADGETS360.COM
    What is US' Stablecoin-Focussed GENIUS Act: Everything to Know
    The US is currently prioritising a stablecoin-focused bill as part of its broader effort to establish a comprehensive regulatory framework for the crypto industry. Known as the Guiding and Establishing National Innovation for US Stablecoins (GENIUS) Act, the proposed legislation seeks to introduce clear guidelines for the issuance and management of stablecoins—cryptocurrencies that are pegged to the value of reserve assets such as fiat currencies or gold. Recently, Senator Elizabeth Warren emphasised the need for stablecoin regulations to prevent private companies from creating their own versions of the US dollar.Earlier this week, the bill was approved by the House Financial Services Committee, advancing it to the House of Senate for the final approval. The crypto industry lauded the development, calling it a milestone moment for the sector's recognition.Paul Atkins, the chief of SEC's Crypto Task Force, has shown a strong support to the GENUIS Bill. Atkins, in an interview with CNBC said, “We have every expectation now that it's going to pass."As momentum builds around the GENIUS Act, let's take a closer look at what this proposed legislation could mean for the future of the stablecoin sector.GENIUS Bill: Key DetailsThe GENIUS bill was first introduced to the US lawmakers in February this year. Tim Scott, the Chairman of the Senate Banking Committee, is among the four sponsors of the proposed laws.Outlining the ambitions of this legislations, its sponsors said that the rules would establish clear protocols to guide the issuance of stablecoins in the US. Institutions like Meta that may seek licences to issue stablecoins will have to comply with these mandates.The rules will define reserve requirements for existing and potential stablecoin issuers, while also setting up regimes on the supervision, examination, and enforcement of stablecoin-producing businesses.Large-scale stablecoin issuers offering tokens worth $10 billion or banking firms are proposed to be under a strict oversight by the Federal Reserve (for banks). Meanwhile, large-scale non-bank entities will be monitored by the Office of the Comptroller of the Currency under, if the bill gets approved into an Act by the Senate.The states may individually get the right to regulate smaller stablecoin issuers internally.According to Senator Bill Hagerty, "The previous administration's hostility toward crypto and refusal to provide clear regulatory guidelines have severely stifled stablecoin innovation." He believes that this legislation can preserves a strong state pathway to stablecoin issuance.The US House Financial Services Committee passed the stablecoin bill in April.Stablecoin HypeThe US is among many nations that are now viewing stablecoin as a blockchain-based solution to quick, secure, and cheap cross-border transfers.Scott, the US Senate Banking Committee chief, sees stablecoins as a major advancement in the financial sector.“Stablecoins enable faster, cheaper, and competitive transactions in our digital world and facilitate seamless cross-border payments,” he said. "From enhancing transaction efficiency to driving demand for US Treasuries, the potential benefits of strong stablecoin innovation are immense."US President Donald Trump himself is part of issuing the USD1 stablecoin, indicating support to the sector's potential.While the stablecoin bill is still making its way through the legislative process in the US, Hong Kong passed its own stablecoin bill on May 21 that is slated to come into effect within this year.Traditional fintech giants like Visa, Mastercard, and PayPal are also exploring service offerings related to stablecoins.Among blockchain majors, Polygon plans to concentrate on its stablecoin plans this year, owing to "rising institutional demands".A recent report by Standard Chartered estimated that the size of the stablecoin market could surge by about 10-fold to $2 trillion (roughly Rs. 1,71,29,830 crore) within the next three years. For the latest tech news and reviews, follow Gadgets 360 on X, Facebook, WhatsApp, Threads and Google News. For the latest videos on gadgets and tech, subscribe to our YouTube channel. If you want to know everything about top influencers, follow our in-house Who'sThat360 on Instagram and YouTube. Further reading: Cryptocurrency, Stablecoin, Genuis Act, US Radhika Parashar Radhika Parashar is a senior correspondent for Gadgets 360. She has been reporting on tech and telecom for the last three years now and will be focussing on writing about all things crypto. Besides this, she is a major sitcom nerd and often replies in Chandler Bing and Michael Scott references. For tips or queries you could reach out to her at RadhikaP@ndtv.com. More Related Stories
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  • Monster Hunter Wilds x Street Fighter 6 collaboration announced

    Monster Hunter Wilds x Street Fighter 6 collaboration announced
    Akuma Matata.

    Image credit: Capcom

    News

    by Victoria Phillips Kennedy
    News Reporter

    Published on May 22, 2025

    After a few playful teases earlier in the week, the Monster Hunter Wilds team has officially announced its Street Fighter 6 collaboration.
    "A demon begins his HUNT," reads the blurb on Capcom's collaboration trailer, which you can check out for yourself below. Cap-come and have a go if you think you're hard enough.

    Monster Hunter Wilds x Street Fighter 6 - Special Collaboration Trailer. Watch on YouTube
    So, what exactly does this Capcom collab - which is slated to arrive in Monster Hunter Wilds on 28th May - include? Well, players will soon be able to get their hands on the free Akuma hunter layered armour, which comes with some special fist-focused actions, as well as a Blanka-chan Palico layered armour which doesn't look at all strange, no sir-y.
    To get hold of these Street Fighter inspired goodies, players will need to complete a new side mission known as Ultimate Strength. This is only available for those at Hunter Rank 21 or higher. Don't fret if you aren't quite there yet, though. Once the collaboration arrives later this month, it'll be a permanent addition to the game.
    In order to get the ball rolling with this new mission, players will need to have a chat with Quinn at the Oilwell Basin Base Camp.

    Image credit: Capcom

    Along with these freebies, the studio is also releasing separate cosmetic collaboration DLC, but these will need to be purchased. "Please note: these paid DLC items are sold separately and are not available as a pack," Capcom emphasised.
    This DLC will include a Chun-Li outfit and a Cammy outfit for Alma, as well as a Blanka-Chan Doll pendant, new gestures and more.
    You can find further information on Capcom's dedicated Monster Hunter Wilds x Street Fighter 6 collaboration blog post here.

    Image credit: Capcom

    Elsewhere in Capcom-related news, earlier today we got word that Jason Momoa and WWE wrestler Roman Reigns are currently in talks to star in Legendary's live-action Street Fighter movie.
    #monster #hunter #wilds #street #fighter
    Monster Hunter Wilds x Street Fighter 6 collaboration announced
    Monster Hunter Wilds x Street Fighter 6 collaboration announced Akuma Matata. Image credit: Capcom News by Victoria Phillips Kennedy News Reporter Published on May 22, 2025 After a few playful teases earlier in the week, the Monster Hunter Wilds team has officially announced its Street Fighter 6 collaboration. "A demon begins his HUNT," reads the blurb on Capcom's collaboration trailer, which you can check out for yourself below. Cap-come and have a go if you think you're hard enough. Monster Hunter Wilds x Street Fighter 6 - Special Collaboration Trailer. Watch on YouTube So, what exactly does this Capcom collab - which is slated to arrive in Monster Hunter Wilds on 28th May - include? Well, players will soon be able to get their hands on the free Akuma hunter layered armour, which comes with some special fist-focused actions, as well as a Blanka-chan Palico layered armour which doesn't look at all strange, no sir-y. To get hold of these Street Fighter inspired goodies, players will need to complete a new side mission known as Ultimate Strength. This is only available for those at Hunter Rank 21 or higher. Don't fret if you aren't quite there yet, though. Once the collaboration arrives later this month, it'll be a permanent addition to the game. In order to get the ball rolling with this new mission, players will need to have a chat with Quinn at the Oilwell Basin Base Camp. Image credit: Capcom Along with these freebies, the studio is also releasing separate cosmetic collaboration DLC, but these will need to be purchased. "Please note: these paid DLC items are sold separately and are not available as a pack," Capcom emphasised. This DLC will include a Chun-Li outfit and a Cammy outfit for Alma, as well as a Blanka-Chan Doll pendant, new gestures and more. You can find further information on Capcom's dedicated Monster Hunter Wilds x Street Fighter 6 collaboration blog post here. Image credit: Capcom Elsewhere in Capcom-related news, earlier today we got word that Jason Momoa and WWE wrestler Roman Reigns are currently in talks to star in Legendary's live-action Street Fighter movie. #monster #hunter #wilds #street #fighter
    WWW.EUROGAMER.NET
    Monster Hunter Wilds x Street Fighter 6 collaboration announced
    Monster Hunter Wilds x Street Fighter 6 collaboration announced Akuma Matata. Image credit: Capcom News by Victoria Phillips Kennedy News Reporter Published on May 22, 2025 After a few playful teases earlier in the week, the Monster Hunter Wilds team has officially announced its Street Fighter 6 collaboration. "A demon begins his HUNT," reads the blurb on Capcom's collaboration trailer, which you can check out for yourself below. Cap-come and have a go if you think you're hard enough (or something like that). Monster Hunter Wilds x Street Fighter 6 - Special Collaboration Trailer. Watch on YouTube So, what exactly does this Capcom collab - which is slated to arrive in Monster Hunter Wilds on 28th May - include? Well, players will soon be able to get their hands on the free Akuma hunter layered armour, which comes with some special fist-focused actions, as well as a Blanka-chan Palico layered armour which doesn't look at all strange, no sir-y. To get hold of these Street Fighter inspired goodies, players will need to complete a new side mission known as Ultimate Strength. This is only available for those at Hunter Rank 21 or higher. Don't fret if you aren't quite there yet, though. Once the collaboration arrives later this month, it'll be a permanent addition to the game. In order to get the ball rolling with this new mission, players will need to have a chat with Quinn at the Oilwell Basin Base Camp. Image credit: Capcom Along with these freebies, the studio is also releasing separate cosmetic collaboration DLC, but these will need to be purchased. "Please note: these paid DLC items are sold separately and are not available as a pack," Capcom emphasised. This DLC will include a Chun-Li outfit and a Cammy outfit for Alma, as well as a Blanka-Chan Doll pendant, new gestures and more. You can find further information on Capcom's dedicated Monster Hunter Wilds x Street Fighter 6 collaboration blog post here. Image credit: Capcom Elsewhere in Capcom-related news, earlier today we got word that Jason Momoa and WWE wrestler Roman Reigns are currently in talks to star in Legendary's live-action Street Fighter movie.
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  • Rooms in the Elephant: Feix&Merlin’s restoration of Walworth Town Hall

    On a sunny spring morning in south London, Walworth Square offers a freshly minted moment of respite from the clamorous main road. Around a peculiar new war memorialnew trees shiver in the breeze, while, beneath them, a man, seemingly the worse for wear, stares vacantly at his scruffy shoes. Another man with enormous shoulders emerges from a gym and begins to take selfies.
    Across the square, steps rise to the grand Victorian jumble of Walworth Town Hall, which hasn’t been a town hall since the mid-1960s. Now, thanks to a fire and the near-bankruptcy of local government, the building houses offices, a café and a community centre. The architect of this transformation, Feix&Merlin, has had to negotiate a problematic inheritance – alandmark, catastrophic fire damage, impecunious owners and angry locals – and knead it into shape. In this they have succeeded, but the shape that it has assumed will, through no fault of the architects, prove indigestible to some. 
    The kernel of the extant structure was built as a church vestry in 1865. It later became Southwark Town Hall and was variously extended. Following the council’s evacuation to Camberwell in 1965, what remained was a public library, a local museum and municipal offices. In 2013 the roof caught fire and much of the Grade II-listed building was reduced to a shell; the remainder rotted behind hoardings until 2022, when work finally commenced on its restoration. Advertisement

    The protracted nature of this process can ultimately be attributed to chancellor George Osborne’s austerity budget of 2010. Although Southwark had at first intended to return the building to its original uses – and held a competition on this basis in 2015, which was won by Avanti Architects – it realised, on seeing the price tag, that this would be impossible. Avanti was dismissed and a new competition was held in 2018, with a revised brief. This emphasised the long-term commercial sustainability of the building, as well as an element of cultural use, taking into consideration the needs of the local community. The winners were developer General Projects working with Feix&Merlin.
    Their main gambit was to turn the building over to offices. However, on consulting the public while working up their proposal, they quickly realised how upset local residents were about the loss of public ownership. As a result, a community centre was added to the programme. It was the task of the designers to square this circle: how to retain the look and feel of a public building while optimising its new private function. They returned the exterior of the protected structure to its original form, including restoring the pattern to the roof tiles, which had been lost over the years. The ground floor houses the remaining public, or publicly accessible, spaces – the lobby café and community centre. The latter can be hired free of charge by local groups. The rest of the building is now offices. These also occupy its grandest rooms: the former main stair, debating chamber, library and museum. The last two functions have been transferred to a new building across the square, where they are housed in a new ‘heritage centre’.
    The architects have restored the historically significant interiors, more or less, removing the institutional accretions that had latterly defaced them, such as asphalt that had been laid on top of the masonry stairs and the false ceiling that hid the skylight above it. They also exposed the boxed-in balustrades on the mezzanine of the library and restored the parquet flooring throughout. All structural interventions have been achieved using cross-laminated timber. The roof has been reconstructed using it, creating a new storey with some intriguing windowless cubby holes inside its terminal turrets. In the former debating chamber, the structure of the roof is exposed to view, a striking piece of engineering. On the ground floor, the ceiling of the space that now houses the lobby-cum-café, which had fallen in during the fire, is supported by hefty wooden arches.
    In some places, the architects have made looser interpretations of the original fabric. The public viewing gallery of the debating chamber has been extended to cover three sides of the room and a pattern derived from the lost balustrade has been cut into sheet steel to create a protective barrier for this new mezzanine. Certain elements, especially in the less important interiors, have been preserved as the fire left them. Where internal walls were removed, their footprint remains, breaking up the parquet, so that, as Julia Feix puts it, visitors can still read the original plan. Above a painted dado, the pitted and scorched surface of the old plaster, or the bricks exposed beneath it, have been preserved in their damaged state. Feix says this approach ‘lets the building talk about its history, rather than creating a pastiche of an era that’s long gone’.
     This move has by now become an established procedure when dealing with rescue jobs, the obvious local example being Battersea Arts Centre, which Haworth Tompkins left similarly scarred following a 2015 fire. Its antecedents stretch back to Hans Döllgast’s post-war work on the Alte Pinakothek in Munich. In its more recent manifestations we could call this approach a fetishisation of decay, which raises questions as to what is being commemorated, and why. In Döllgast’s case, the answers were obvious: the Second World War, in order to prevent wilful amnesia. But in these two more recent examples, where the catastrophes in question were accidental fires, one might ask why a coat of plaster shouldn’t have been applied. Advertisement

    Walworth Town Hall helps to clarify the logic at work here, which is partly born of necessity. The building could not be restored to its previous condition or use, to the dismay of some locals, including the Walworth Society heritage group. The latter objected to the perceived loss of public access and was concerned that what remained could easily be revoked: for instance, if the café were unprofitable, it could be turned into more offices. They also disliked certain architectural aspects of the proposal, which they called ‘generic’: ‘neither bold and confident designs nor faithful restorations’. After protracted consultation, these concerns were taken into consideration by the architects in the restoration of the more significant rooms. Given the wrangling, it seems to me that, as in the case of Flores & Prats’ Sala Beckett in Barcelona, these patinated surfaces are intended to produce an impression of authenticity, without recourse torestoration, or ‘pastiche’, as the architects put it. It seems likely, however, that this code speaks more clearly to designers than to members of heritage groups. 
    But buildings are not made for heritage groups. Instead, this one is addressing two distinct publics. The community centre still opens to the Walworth Road, with its enduringly working-class character, and has already seen good use. However, the commercial part of the building has been reoriented to the new square to the north, from which it is accessed via the steps we traversed earlier. On the other side of the square rise the brick-slip-clad southern reaches of Elephant Park, the controversial development built by Lendlease on the rubble of the Heygate Estate. The Town Hall has turned its new face to these new Elephantines, the gym-dwellers who can afford to eat in the café and might choose to rent desk space here. To return to my earlier question regarding the catastrophe being commemorated by these charred walls, perhaps the answer is: the conflagration of local government, which produced this double-headed building.
    Tom Wilkinson is a writer, editor and teacher specialising in the history of architecture and the visual culture of modern Germany
    Architect’s view
    As architects, we often aim to deliver transformational change, but at Walworth Town Hall, transformation came through restraint. Rather than imposing a vision, we allowed the building to speak, guiding us in knowing where to intervene and where to hold back.
    One key move was the reinvention of the former debating chamber into a light-filled triple-height space. Historical features were carefully restored, while a new mezzanine with a CNC-cut solid steel balustrade subtly echoes the original decorative railings of the former viewing gallery. The space is now crowned with a new exposed CLT timber roof with a bespoke light feature at its centre. All new structural and architectural elements were executed in timber, speaking to the sustainability agenda, aligning with modern environmental standards and enhancing user wellbeing. Timber’s biophilic properties connect occupants with nature, supporting physical and mental health while improving air quality.
    Crucial to our design language was an honest celebration of the building’s history, including the fire-damaged ‘scars’ that tell its story. While a handful of spaces were traditionally restored, most were approached with a light touch. New finishes were installed only up to the lower dado level, with the rest of the wall surfaces and ceilings left as found, retaining their battle-worn character. Subtle material changes, such as microcement infills in the parquet, hint at the former wall layouts and structures.
    Striking a balance between restoration and contemporary intervention was essential. It has been a privilege to work on a building with such legacy and seeing the community return after more than a decade is deeply rewarding. Walworth Town Hall now honours its past while looking boldly to the future.
    Julia Feix, director, Feix&Merlin Architects

     
    Client’s view
    We approached this project with a vision for developing a new blueprint for bringing at-risk municipal landmarks back to life. Now restored to its former glory and removed from Historic England’s Heritage at Risk register, Walworth Town Hall has been given back to a new generation with an exciting new purpose, made viable and fit for modern standards. In partnership with Southwark Council, and closely collaborating with Historic England and local community groups, we worked with Feix&Merlin to deliver a sensitive but impactful design approach.
    Our vision was that the building’s legacy should be revealed, rather than erased. The result strikes a balance between celebrating its inherited state and adapting it to modern use, combining elements of old and new by making sympathetic references to its beautiful 19th century architecture. Distinctly modern features, such as the use of cross-laminated timber to replace sections of the building damaged by the 2013 fire, are a reflective and contemporary interpretation of the original design. Elephant and Castle is undergoing a significant regeneration and Walworth Town Hall functions as a bridge between the area’s authentic heritage and its new future. Driven by a collaborative process, and tailor-made for small businesses to create, inspire and thrive, the reimagined Walworth Town Hall lays the groundwork for a new creative community to grow in this local destination. 
    Frederic Schwass, chief development officer, General Projects

     
    Engineer’s view
    Heyne Tillett Steel was engaged as structural and civil engineer from competition stage to completion. It was both a challenging restoration of a listed building and an ambitious contemporary reconstruction, in exposed engineered timber, of its pre-fire form – at the same time creating better connectivity and adding floor area.  
    Built in various stages, the existing comprises nearly all methods of historic construction: timber, masonry, filler joist, clay pot, cast and wrought iron. The building had to be extensively investigated to understand its condition, fitness for reuse and, in some cases, capacity to extend.   Particular attention was paid to the impact of the fire and fire dousing in terms of movement, rot and corrosion. Repairs were carried out only where necessary after an extended period of drying and monitoring.
    The original council chamber roof was rebuilt as hybrid trussesto span the approximately 13 x 13m double-height volume below. The roof was prefabricated in just four pieces, built off the retained walls and installed in under two weeks.  A cross-laminated timbercovering creates the roof’s truncated pyramid shape.
    A new floor was added within the original massing of the west wing, utilising CLT slabs and a glulam ‘spine’ beam, creating unobstructed, exposed CLT ceilings across 7m bays at either side. The significant amount of retention and timber additions mean that the project scores very highly on benchmarks for embodied carbon, competitive beyond 2030 targets.
    Jonathan Flint, senior associate, Heyne Tillett Steel

     
    Working detail
    The restoration presented a rare opportunity to reimagine a historic structure using sustainable, expressive materials. The original council chamber roof, destroyed by fire, was rebuilt as a hybrid CLT/glulam and steel ties structure, combining the aesthetic warmth of timber with the tensile strength of steel. The new roof had to clear-span approximately 13 x 13m over a double-height volume, and as the truncated pyramid structure was kept exposed, the increased volume of the space added a dramatic effect while introducing a contemporary character.
    Timber was selected not only for its sustainability credentials but also for its light  weight, crucial in minimising loads on the existing retained masonry. The trusses were prefabricated offsite in four large components, ensuring precision and reducing construction time and disruption on site. Once craned into position, they were set atop an existing concrete ring beam, a structural necessity installed after the fire to stabilise the perimeter walls in the absence of a roof. This ring beam now discreetly supports the new load paths. The combination of the timber structure in combination with the exposed brick and traditional plaster achieves a visually striking, materially honest reconstruction that honours the building’s historic proportions while firmly rooting it in contemporary sustainable practice.
    Julia Feix, director, Feix&Merlin Architects

     
    Project data
    Location: Southwark, south London
    Start on site: February 2022
    Completion: November 2024
    Gross internal floor area: 5,000m2
    Construction cost: £18.4 million
    Form of contract: Design and build
    Construction cost per m2: £4,500
    Architect: Feix&Merlin Architects
    Client: General Projects
    Structural engineer: Heyne Tillett Steel
    M&E consultant: RED Engineering
    Quantity surveyor: Quartz
    Heritage architect: Donald Insall Associates, Heritage ArchitecturePlanning consultant: Rolfe Judd
    Landscape consultant: Town & Country Gardens
    Acoustic consultant: Sharps Redmore
    Transport consultant: Caneparo Associates
    Project manager: Quartz
    External lighting consultant: Atrium
    Specialist light feature: Barrisol
    Fit-out contractor: White Paper
    Art curation: Art Atelier
    Furniture, fixtures and equipment procurement: Hunter
    Community space operator: WTH Community Space
    Principal designer: ORSA
    CDM co-ordinator: ORSA
    Approved building inspector: Sweco Building Control
    Main contractor: Conamar
    Embodied carbon: 52 kgCO2/m2
    #rooms #elephant #feixampampmerlins #restoration #walworth
    Rooms in the Elephant: Feix&Merlin’s restoration of Walworth Town Hall
    On a sunny spring morning in south London, Walworth Square offers a freshly minted moment of respite from the clamorous main road. Around a peculiar new war memorialnew trees shiver in the breeze, while, beneath them, a man, seemingly the worse for wear, stares vacantly at his scruffy shoes. Another man with enormous shoulders emerges from a gym and begins to take selfies. Across the square, steps rise to the grand Victorian jumble of Walworth Town Hall, which hasn’t been a town hall since the mid-1960s. Now, thanks to a fire and the near-bankruptcy of local government, the building houses offices, a café and a community centre. The architect of this transformation, Feix&Merlin, has had to negotiate a problematic inheritance – alandmark, catastrophic fire damage, impecunious owners and angry locals – and knead it into shape. In this they have succeeded, but the shape that it has assumed will, through no fault of the architects, prove indigestible to some.  The kernel of the extant structure was built as a church vestry in 1865. It later became Southwark Town Hall and was variously extended. Following the council’s evacuation to Camberwell in 1965, what remained was a public library, a local museum and municipal offices. In 2013 the roof caught fire and much of the Grade II-listed building was reduced to a shell; the remainder rotted behind hoardings until 2022, when work finally commenced on its restoration. Advertisement The protracted nature of this process can ultimately be attributed to chancellor George Osborne’s austerity budget of 2010. Although Southwark had at first intended to return the building to its original uses – and held a competition on this basis in 2015, which was won by Avanti Architects – it realised, on seeing the price tag, that this would be impossible. Avanti was dismissed and a new competition was held in 2018, with a revised brief. This emphasised the long-term commercial sustainability of the building, as well as an element of cultural use, taking into consideration the needs of the local community. The winners were developer General Projects working with Feix&Merlin. Their main gambit was to turn the building over to offices. However, on consulting the public while working up their proposal, they quickly realised how upset local residents were about the loss of public ownership. As a result, a community centre was added to the programme. It was the task of the designers to square this circle: how to retain the look and feel of a public building while optimising its new private function. They returned the exterior of the protected structure to its original form, including restoring the pattern to the roof tiles, which had been lost over the years. The ground floor houses the remaining public, or publicly accessible, spaces – the lobby café and community centre. The latter can be hired free of charge by local groups. The rest of the building is now offices. These also occupy its grandest rooms: the former main stair, debating chamber, library and museum. The last two functions have been transferred to a new building across the square, where they are housed in a new ‘heritage centre’. The architects have restored the historically significant interiors, more or less, removing the institutional accretions that had latterly defaced them, such as asphalt that had been laid on top of the masonry stairs and the false ceiling that hid the skylight above it. They also exposed the boxed-in balustrades on the mezzanine of the library and restored the parquet flooring throughout. All structural interventions have been achieved using cross-laminated timber. The roof has been reconstructed using it, creating a new storey with some intriguing windowless cubby holes inside its terminal turrets. In the former debating chamber, the structure of the roof is exposed to view, a striking piece of engineering. On the ground floor, the ceiling of the space that now houses the lobby-cum-café, which had fallen in during the fire, is supported by hefty wooden arches. In some places, the architects have made looser interpretations of the original fabric. The public viewing gallery of the debating chamber has been extended to cover three sides of the room and a pattern derived from the lost balustrade has been cut into sheet steel to create a protective barrier for this new mezzanine. Certain elements, especially in the less important interiors, have been preserved as the fire left them. Where internal walls were removed, their footprint remains, breaking up the parquet, so that, as Julia Feix puts it, visitors can still read the original plan. Above a painted dado, the pitted and scorched surface of the old plaster, or the bricks exposed beneath it, have been preserved in their damaged state. Feix says this approach ‘lets the building talk about its history, rather than creating a pastiche of an era that’s long gone’.  This move has by now become an established procedure when dealing with rescue jobs, the obvious local example being Battersea Arts Centre, which Haworth Tompkins left similarly scarred following a 2015 fire. Its antecedents stretch back to Hans Döllgast’s post-war work on the Alte Pinakothek in Munich. In its more recent manifestations we could call this approach a fetishisation of decay, which raises questions as to what is being commemorated, and why. In Döllgast’s case, the answers were obvious: the Second World War, in order to prevent wilful amnesia. But in these two more recent examples, where the catastrophes in question were accidental fires, one might ask why a coat of plaster shouldn’t have been applied. Advertisement Walworth Town Hall helps to clarify the logic at work here, which is partly born of necessity. The building could not be restored to its previous condition or use, to the dismay of some locals, including the Walworth Society heritage group. The latter objected to the perceived loss of public access and was concerned that what remained could easily be revoked: for instance, if the café were unprofitable, it could be turned into more offices. They also disliked certain architectural aspects of the proposal, which they called ‘generic’: ‘neither bold and confident designs nor faithful restorations’. After protracted consultation, these concerns were taken into consideration by the architects in the restoration of the more significant rooms. Given the wrangling, it seems to me that, as in the case of Flores & Prats’ Sala Beckett in Barcelona, these patinated surfaces are intended to produce an impression of authenticity, without recourse torestoration, or ‘pastiche’, as the architects put it. It seems likely, however, that this code speaks more clearly to designers than to members of heritage groups.  But buildings are not made for heritage groups. Instead, this one is addressing two distinct publics. The community centre still opens to the Walworth Road, with its enduringly working-class character, and has already seen good use. However, the commercial part of the building has been reoriented to the new square to the north, from which it is accessed via the steps we traversed earlier. On the other side of the square rise the brick-slip-clad southern reaches of Elephant Park, the controversial development built by Lendlease on the rubble of the Heygate Estate. The Town Hall has turned its new face to these new Elephantines, the gym-dwellers who can afford to eat in the café and might choose to rent desk space here. To return to my earlier question regarding the catastrophe being commemorated by these charred walls, perhaps the answer is: the conflagration of local government, which produced this double-headed building. Tom Wilkinson is a writer, editor and teacher specialising in the history of architecture and the visual culture of modern Germany Architect’s view As architects, we often aim to deliver transformational change, but at Walworth Town Hall, transformation came through restraint. Rather than imposing a vision, we allowed the building to speak, guiding us in knowing where to intervene and where to hold back. One key move was the reinvention of the former debating chamber into a light-filled triple-height space. Historical features were carefully restored, while a new mezzanine with a CNC-cut solid steel balustrade subtly echoes the original decorative railings of the former viewing gallery. The space is now crowned with a new exposed CLT timber roof with a bespoke light feature at its centre. All new structural and architectural elements were executed in timber, speaking to the sustainability agenda, aligning with modern environmental standards and enhancing user wellbeing. Timber’s biophilic properties connect occupants with nature, supporting physical and mental health while improving air quality. Crucial to our design language was an honest celebration of the building’s history, including the fire-damaged ‘scars’ that tell its story. While a handful of spaces were traditionally restored, most were approached with a light touch. New finishes were installed only up to the lower dado level, with the rest of the wall surfaces and ceilings left as found, retaining their battle-worn character. Subtle material changes, such as microcement infills in the parquet, hint at the former wall layouts and structures. Striking a balance between restoration and contemporary intervention was essential. It has been a privilege to work on a building with such legacy and seeing the community return after more than a decade is deeply rewarding. Walworth Town Hall now honours its past while looking boldly to the future. Julia Feix, director, Feix&Merlin Architects   Client’s view We approached this project with a vision for developing a new blueprint for bringing at-risk municipal landmarks back to life. Now restored to its former glory and removed from Historic England’s Heritage at Risk register, Walworth Town Hall has been given back to a new generation with an exciting new purpose, made viable and fit for modern standards. In partnership with Southwark Council, and closely collaborating with Historic England and local community groups, we worked with Feix&Merlin to deliver a sensitive but impactful design approach. Our vision was that the building’s legacy should be revealed, rather than erased. The result strikes a balance between celebrating its inherited state and adapting it to modern use, combining elements of old and new by making sympathetic references to its beautiful 19th century architecture. Distinctly modern features, such as the use of cross-laminated timber to replace sections of the building damaged by the 2013 fire, are a reflective and contemporary interpretation of the original design. Elephant and Castle is undergoing a significant regeneration and Walworth Town Hall functions as a bridge between the area’s authentic heritage and its new future. Driven by a collaborative process, and tailor-made for small businesses to create, inspire and thrive, the reimagined Walworth Town Hall lays the groundwork for a new creative community to grow in this local destination.  Frederic Schwass, chief development officer, General Projects   Engineer’s view Heyne Tillett Steel was engaged as structural and civil engineer from competition stage to completion. It was both a challenging restoration of a listed building and an ambitious contemporary reconstruction, in exposed engineered timber, of its pre-fire form – at the same time creating better connectivity and adding floor area.   Built in various stages, the existing comprises nearly all methods of historic construction: timber, masonry, filler joist, clay pot, cast and wrought iron. The building had to be extensively investigated to understand its condition, fitness for reuse and, in some cases, capacity to extend.   Particular attention was paid to the impact of the fire and fire dousing in terms of movement, rot and corrosion. Repairs were carried out only where necessary after an extended period of drying and monitoring. The original council chamber roof was rebuilt as hybrid trussesto span the approximately 13 x 13m double-height volume below. The roof was prefabricated in just four pieces, built off the retained walls and installed in under two weeks.  A cross-laminated timbercovering creates the roof’s truncated pyramid shape. A new floor was added within the original massing of the west wing, utilising CLT slabs and a glulam ‘spine’ beam, creating unobstructed, exposed CLT ceilings across 7m bays at either side. The significant amount of retention and timber additions mean that the project scores very highly on benchmarks for embodied carbon, competitive beyond 2030 targets. Jonathan Flint, senior associate, Heyne Tillett Steel   Working detail The restoration presented a rare opportunity to reimagine a historic structure using sustainable, expressive materials. The original council chamber roof, destroyed by fire, was rebuilt as a hybrid CLT/glulam and steel ties structure, combining the aesthetic warmth of timber with the tensile strength of steel. The new roof had to clear-span approximately 13 x 13m over a double-height volume, and as the truncated pyramid structure was kept exposed, the increased volume of the space added a dramatic effect while introducing a contemporary character. Timber was selected not only for its sustainability credentials but also for its light  weight, crucial in minimising loads on the existing retained masonry. The trusses were prefabricated offsite in four large components, ensuring precision and reducing construction time and disruption on site. Once craned into position, they were set atop an existing concrete ring beam, a structural necessity installed after the fire to stabilise the perimeter walls in the absence of a roof. This ring beam now discreetly supports the new load paths. The combination of the timber structure in combination with the exposed brick and traditional plaster achieves a visually striking, materially honest reconstruction that honours the building’s historic proportions while firmly rooting it in contemporary sustainable practice. Julia Feix, director, Feix&Merlin Architects   Project data Location: Southwark, south London Start on site: February 2022 Completion: November 2024 Gross internal floor area: 5,000m2 Construction cost: £18.4 million Form of contract: Design and build Construction cost per m2: £4,500 Architect: Feix&Merlin Architects Client: General Projects Structural engineer: Heyne Tillett Steel M&E consultant: RED Engineering Quantity surveyor: Quartz Heritage architect: Donald Insall Associates, Heritage ArchitecturePlanning consultant: Rolfe Judd Landscape consultant: Town & Country Gardens Acoustic consultant: Sharps Redmore Transport consultant: Caneparo Associates Project manager: Quartz External lighting consultant: Atrium Specialist light feature: Barrisol Fit-out contractor: White Paper Art curation: Art Atelier Furniture, fixtures and equipment procurement: Hunter Community space operator: WTH Community Space Principal designer: ORSA CDM co-ordinator: ORSA Approved building inspector: Sweco Building Control Main contractor: Conamar Embodied carbon: 52 kgCO2/m2 #rooms #elephant #feixampampmerlins #restoration #walworth
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    Rooms in the Elephant: Feix&Merlin’s restoration of Walworth Town Hall
    On a sunny spring morning in south London, Walworth Square offers a freshly minted moment of respite from the clamorous main road. Around a peculiar new war memorial (to which war? The tracksuited boy perched on a branch is not enlightening) new trees shiver in the breeze, while, beneath them, a man, seemingly the worse for wear, stares vacantly at his scruffy shoes. Another man with enormous shoulders emerges from a gym and begins to take selfies. Across the square, steps rise to the grand Victorian jumble of Walworth Town Hall, which hasn’t been a town hall since the mid-1960s. Now, thanks to a fire and the near-bankruptcy of local government, the building houses offices, a café and a community centre. The architect of this transformation, Feix&Merlin, has had to negotiate a problematic inheritance – a (minor) landmark, catastrophic fire damage, impecunious owners and angry locals – and knead it into shape. In this they have succeeded, but the shape that it has assumed will, through no fault of the architects, prove indigestible to some.  The kernel of the extant structure was built as a church vestry in 1865. It later became Southwark Town Hall and was variously extended. Following the council’s evacuation to Camberwell in 1965, what remained was a public library, a local museum and municipal offices. In 2013 the roof caught fire and much of the Grade II-listed building was reduced to a shell; the remainder rotted behind hoardings until 2022, when work finally commenced on its restoration. Advertisement The protracted nature of this process can ultimately be attributed to chancellor George Osborne’s austerity budget of 2010. Although Southwark had at first intended to return the building to its original uses – and held a competition on this basis in 2015, which was won by Avanti Architects – it realised, on seeing the price tag, that this would be impossible. Avanti was dismissed and a new competition was held in 2018, with a revised brief. This emphasised the long-term commercial sustainability of the building, as well as an element of cultural use, taking into consideration the needs of the local community. The winners were developer General Projects working with Feix&Merlin. Their main gambit was to turn the building over to offices. However, on consulting the public while working up their proposal, they quickly realised how upset local residents were about the loss of public ownership. As a result, a community centre was added to the programme. It was the task of the designers to square this circle: how to retain the look and feel of a public building while optimising its new private function. They returned the exterior of the protected structure to its original form, including restoring the pattern to the roof tiles, which had been lost over the years. The ground floor houses the remaining public, or publicly accessible, spaces – the lobby café and community centre. The latter can be hired free of charge by local groups. The rest of the building is now offices. These also occupy its grandest rooms: the former main stair, debating chamber, library and museum. The last two functions have been transferred to a new building across the square, where they are housed in a new ‘heritage centre’. The architects have restored the historically significant interiors, more or less, removing the institutional accretions that had latterly defaced them, such as asphalt that had been laid on top of the masonry stairs and the false ceiling that hid the skylight above it. They also exposed the boxed-in balustrades on the mezzanine of the library and restored the parquet flooring throughout. All structural interventions have been achieved using cross-laminated timber. The roof has been reconstructed using it, creating a new storey with some intriguing windowless cubby holes inside its terminal turrets (handy for undistracted meetings). In the former debating chamber, the structure of the roof is exposed to view, a striking piece of engineering. On the ground floor, the ceiling of the space that now houses the lobby-cum-café, which had fallen in during the fire, is supported by hefty wooden arches. In some places, the architects have made looser interpretations of the original fabric. The public viewing gallery of the debating chamber has been extended to cover three sides of the room and a pattern derived from the lost balustrade has been cut into sheet steel to create a protective barrier for this new mezzanine. Certain elements, especially in the less important interiors, have been preserved as the fire left them. Where internal walls were removed, their footprint remains, breaking up the parquet, so that, as Julia Feix puts it, visitors can still read the original plan. Above a painted dado, the pitted and scorched surface of the old plaster, or the bricks exposed beneath it, have been preserved in their damaged state. Feix says this approach ‘lets the building talk about its history, rather than creating a pastiche of an era that’s long gone’.  This move has by now become an established procedure when dealing with rescue jobs, the obvious local example being Battersea Arts Centre, which Haworth Tompkins left similarly scarred following a 2015 fire. Its antecedents stretch back to Hans Döllgast’s post-war work on the Alte Pinakothek in Munich. In its more recent manifestations we could call this approach a fetishisation of decay, which raises questions as to what is being commemorated, and why. In Döllgast’s case, the answers were obvious: the Second World War, in order to prevent wilful amnesia. But in these two more recent examples, where the catastrophes in question were accidental fires, one might ask why a coat of plaster shouldn’t have been applied. Advertisement Walworth Town Hall helps to clarify the logic at work here, which is partly born of necessity. The building could not be restored to its previous condition or use, to the dismay of some locals, including the Walworth Society heritage group. The latter objected to the perceived loss of public access and was concerned that what remained could easily be revoked: for instance, if the café were unprofitable, it could be turned into more offices. They also disliked certain architectural aspects of the proposal, which they called ‘generic’: ‘neither bold and confident designs nor faithful restorations’. After protracted consultation, these concerns were taken into consideration by the architects in the restoration of the more significant rooms. Given the wrangling, it seems to me that, as in the case of Flores & Prats’ Sala Beckett in Barcelona, these patinated surfaces are intended to produce an impression of authenticity, without recourse to (prohibitively expensive) restoration, or ‘pastiche’, as the architects put it. It seems likely, however, that this code speaks more clearly to designers than to members of heritage groups.  But buildings are not made for heritage groups. Instead, this one is addressing two distinct publics. The community centre still opens to the Walworth Road, with its enduringly working-class character, and has already seen good use. However, the commercial part of the building has been reoriented to the new square to the north, from which it is accessed via the steps we traversed earlier. On the other side of the square rise the brick-slip-clad southern reaches of Elephant Park, the controversial development built by Lendlease on the rubble of the Heygate Estate. The Town Hall has turned its new face to these new Elephantines, the gym-dwellers who can afford to eat in the café and might choose to rent desk space here (if they have to work, that is). To return to my earlier question regarding the catastrophe being commemorated by these charred walls, perhaps the answer is: the conflagration of local government, which produced this double-headed building. Tom Wilkinson is a writer, editor and teacher specialising in the history of architecture and the visual culture of modern Germany Architect’s view As architects, we often aim to deliver transformational change, but at Walworth Town Hall, transformation came through restraint. Rather than imposing a vision, we allowed the building to speak, guiding us in knowing where to intervene and where to hold back. One key move was the reinvention of the former debating chamber into a light-filled triple-height space. Historical features were carefully restored, while a new mezzanine with a CNC-cut solid steel balustrade subtly echoes the original decorative railings of the former viewing gallery. The space is now crowned with a new exposed CLT timber roof with a bespoke light feature at its centre. All new structural and architectural elements were executed in timber, speaking to the sustainability agenda, aligning with modern environmental standards and enhancing user wellbeing. Timber’s biophilic properties connect occupants with nature, supporting physical and mental health while improving air quality. Crucial to our design language was an honest celebration of the building’s history, including the fire-damaged ‘scars’ that tell its story. While a handful of spaces were traditionally restored, most were approached with a light touch. New finishes were installed only up to the lower dado level, with the rest of the wall surfaces and ceilings left as found, retaining their battle-worn character (cleaned up and made safe, of course). Subtle material changes, such as microcement infills in the parquet, hint at the former wall layouts and structures. Striking a balance between restoration and contemporary intervention was essential. It has been a privilege to work on a building with such legacy and seeing the community return after more than a decade is deeply rewarding. Walworth Town Hall now honours its past while looking boldly to the future. Julia Feix, director, Feix&Merlin Architects   Client’s view We approached this project with a vision for developing a new blueprint for bringing at-risk municipal landmarks back to life. Now restored to its former glory and removed from Historic England’s Heritage at Risk register, Walworth Town Hall has been given back to a new generation with an exciting new purpose, made viable and fit for modern standards. In partnership with Southwark Council, and closely collaborating with Historic England and local community groups, we worked with Feix&Merlin to deliver a sensitive but impactful design approach. Our vision was that the building’s legacy should be revealed, rather than erased. The result strikes a balance between celebrating its inherited state and adapting it to modern use, combining elements of old and new by making sympathetic references to its beautiful 19th century architecture. Distinctly modern features, such as the use of cross-laminated timber to replace sections of the building damaged by the 2013 fire, are a reflective and contemporary interpretation of the original design. Elephant and Castle is undergoing a significant regeneration and Walworth Town Hall functions as a bridge between the area’s authentic heritage and its new future. Driven by a collaborative process, and tailor-made for small businesses to create, inspire and thrive, the reimagined Walworth Town Hall lays the groundwork for a new creative community to grow in this local destination.  Frederic Schwass, chief development officer, General Projects   Engineer’s view Heyne Tillett Steel was engaged as structural and civil engineer from competition stage to completion. It was both a challenging restoration of a listed building and an ambitious contemporary reconstruction, in exposed engineered timber, of its pre-fire form – at the same time creating better connectivity and adding floor area.   Built in various stages, the existing comprises nearly all methods of historic construction: timber, masonry, filler joist, clay pot, cast and wrought iron. The building had to be extensively investigated to understand its condition, fitness for reuse and, in some cases, capacity to extend.   Particular attention was paid to the impact of the fire and fire dousing in terms of movement, rot and corrosion. Repairs were carried out only where necessary after an extended period of drying and monitoring. The original council chamber roof was rebuilt as hybrid trusses (glulam and steel) to span the approximately 13 x 13m double-height volume below. The roof was prefabricated in just four pieces, built off the retained walls and installed in under two weeks.  A cross-laminated timber (CLT) covering creates the roof’s truncated pyramid shape. A new floor was added within the original massing of the west wing, utilising CLT slabs and a glulam ‘spine’ beam, creating unobstructed, exposed CLT ceilings across 7m bays at either side. The significant amount of retention and timber additions mean that the project scores very highly on benchmarks for embodied carbon, competitive beyond 2030 targets. Jonathan Flint, senior associate, Heyne Tillett Steel   Working detail The restoration presented a rare opportunity to reimagine a historic structure using sustainable, expressive materials. The original council chamber roof, destroyed by fire, was rebuilt as a hybrid CLT/glulam and steel ties structure, combining the aesthetic warmth of timber with the tensile strength of steel. The new roof had to clear-span approximately 13 x 13m over a double-height volume, and as the truncated pyramid structure was kept exposed, the increased volume of the space added a dramatic effect while introducing a contemporary character. Timber was selected not only for its sustainability credentials but also for its light  weight, crucial in minimising loads on the existing retained masonry. The trusses were prefabricated offsite in four large components, ensuring precision and reducing construction time and disruption on site. Once craned into position, they were set atop an existing concrete ring beam, a structural necessity installed after the fire to stabilise the perimeter walls in the absence of a roof. This ring beam now discreetly supports the new load paths. The combination of the timber structure in combination with the exposed brick and traditional plaster achieves a visually striking, materially honest reconstruction that honours the building’s historic proportions while firmly rooting it in contemporary sustainable practice. Julia Feix, director, Feix&Merlin Architects   Project data Location: Southwark, south London Start on site: February 2022 Completion: November 2024 Gross internal floor area: 5,000m2 Construction cost: £18.4 million Form of contract: Design and build Construction cost per m2: £4,500 Architect: Feix&Merlin Architects Client: General Projects Structural engineer: Heyne Tillett Steel M&E consultant: RED Engineering Quantity surveyor: Quartz Heritage architect: Donald Insall Associates (planning), Heritage Architecture (tender) Planning consultant: Rolfe Judd Landscape consultant: Town & Country Gardens Acoustic consultant: Sharps Redmore Transport consultant: Caneparo Associates Project manager: Quartz External lighting consultant: Atrium Specialist light feature: Barrisol Fit-out contractor: White Paper Art curation: Art Atelier Furniture, fixtures and equipment procurement: Hunter Community space operator: WTH Community Space Principal designer: ORSA CDM co-ordinator: ORSA Approved building inspector: Sweco Building Control Main contractor: Conamar Embodied carbon: 52 kgCO2/m2
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