• Looking Back at Two Classics: ILM Deploys the Fleet in ‘Star Trek: First Contact’ and ‘Rogue One: A Star Wars Story’

    Guided by visual effects supervisor John Knoll, ILM embraced continually evolving methodologies to craft breathtaking visual effects for the iconic space battles in First Contact and Rogue One.
    By Jay Stobie
    Visual effects supervisor John Knollconfers with modelmakers Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact.
    Bolstered by visual effects from Industrial Light & Magic, Star Trek: First Contactand Rogue One: A Star Wars Storypropelled their respective franchises to new heights. While Star Trek Generationswelcomed Captain Jean-Luc Picard’screw to the big screen, First Contact stood as the first Star Trek feature that did not focus on its original captain, the legendary James T. Kirk. Similarly, though Rogue One immediately preceded the events of Star Wars: A New Hope, it was set apart from the episodic Star Wars films and launched an era of storytelling outside of the main Skywalker saga that has gone on to include Solo: A Star Wars Story, The Mandalorian, Andor, Ahsoka, The Acolyte, and more.
    The two films also shared a key ILM contributor, John Knoll, who served as visual effects supervisor on both projects, as well as an executive producer on Rogue One. Currently, ILM’s executive creative director and senior visual effects supervisor, Knoll – who also conceived the initial framework for Rogue One’s story – guided ILM as it brought its talents to bear on these sci-fi and fantasy epics. The work involved crafting two spectacular starship-packed space clashes – First Contact’s Battle of Sector 001 and Rogue One’s Battle of Scarif. Although these iconic installments were released roughly two decades apart, they represent a captivating case study of how ILM’s approach to visual effects has evolved over time. With this in mind, let’s examine the films’ unforgettable space battles through the lens of fascinating in-universe parallels and the ILM-produced fleets that face off near Earth and Scarif.
    A final frame from the Battle of Scarif in Rogue One: A Star Wars Story.
    A Context for Conflict
    In First Contact, the United Federation of Planets – a 200-year-old interstellar government consisting of more than 150 member worlds – braces itself for an invasion by the Borg – an overwhelmingly powerful collective composed of cybernetic beings who devastate entire planets by assimilating their biological populations and technological innovations. The Borg only send a single vessel, a massive cube containing thousands of hive-minded drones and their queen, pushing the Federation’s Starfleet defenders to Earth’s doorstep. Conversely, in Rogue One, the Rebel Alliance – a fledgling coalition of freedom fighters – seeks to undermine and overthrow the stalwart Galactic Empire – a totalitarian regime preparing to tighten its grip on the galaxy by revealing a horrifying superweapon. A rebel team infiltrates a top-secret vault on Scarif in a bid to steal plans to that battle station, the dreaded Death Star, with hopes of exploiting a vulnerability in its design.
    On the surface, the situations could not seem to be more disparate, particularly in terms of the Federation’s well-established prestige and the Rebel Alliance’s haphazardly organized factions. Yet, upon closer inspection, the spaceborne conflicts at Earth and Scarif are linked by a vital commonality. The threat posed by the Borg is well-known to the Federation, but the sudden intrusion upon their space takes its defenses by surprise. Starfleet assembles any vessel within range – including antiquated Oberth-class science ships – to intercept the Borg cube in the Typhon Sector, only to be forced back to Earth on the edge of defeat. The unsanctioned mission to Scarif with Jyn Ersoand Cassian Andorand the sudden need to take down the planet’s shield gate propels the Rebel Alliance fleet into rushing to their rescue with everything from their flagship Profundity to GR-75 medium transports. Whether Federation or Rebel Alliance, these fleets gather in last-ditch efforts to oppose enemies who would embrace their eradication – the Battles of Sector 001 and Scarif are fights for survival.
    From Physical to Digital
    By the time Jonathan Frakes was selected to direct First Contact, Star Trek’s reliance on constructing traditional physical modelsfor its features was gradually giving way to innovative computer graphicsmodels, resulting in the film’s use of both techniques. “If one of the ships was to be seen full-screen and at length,” associate visual effects supervisor George Murphy told Cinefex’s Kevin H. Martin, “we knew it would be done as a stage model. Ships that would be doing a lot of elaborate maneuvers in space battle scenes would be created digitally.” In fact, physical and CG versions of the U.S.S. Enterprise-E appear in the film, with the latter being harnessed in shots involving the vessel’s entry into a temporal vortex at the conclusion of the Battle of Sector 001.
    Despite the technological leaps that ILM pioneered in the decades between First Contact and Rogue One, they considered filming physical miniatures for certain ship-related shots in the latter film. ILM considered filming physical miniatures for certain ship-related shots in Rogue One. The feature’s fleets were ultimately created digitally to allow for changes throughout post-production. “If it’s a photographed miniature element, it’s not possible to go back and make adjustments. So it’s the additional flexibility that comes with the computer graphics models that’s very attractive to many people,” John Knoll relayed to writer Jon Witmer at American Cinematographer’s TheASC.com.
    However, Knoll aimed to develop computer graphics that retained the same high-quality details as their physical counterparts, leading ILM to employ a modern approach to a time-honored modelmaking tactic. “I also wanted to emulate the kit-bashing aesthetic that had been part of Star Wars from the very beginning, where a lot of mechanical detail had been added onto the ships by using little pieces from plastic model kits,” explained Knoll in his chat with TheASC.com. For Rogue One, ILM replicated the process by obtaining such kits, scanning their parts, building a computer graphics library, and applying the CG parts to digitally modeled ships. “I’m very happy to say it was super-successful,” concluded Knoll. “I think a lot of our digital models look like they are motion-control models.”
    John Knollconfers with Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact.
    Legendary Lineages
    In First Contact, Captain Picard commanded a brand-new vessel, the Sovereign-class U.S.S. Enterprise-E, continuing the celebrated starship’s legacy in terms of its famous name and design aesthetic. Designed by John Eaves and developed into blueprints by Rick Sternbach, the Enterprise-E was built into a 10-foot physical model by ILM model project supervisor John Goodson and his shop’s talented team. ILM infused the ship with extraordinary detail, including viewports equipped with backlit set images from the craft’s predecessor, the U.S.S. Enterprise-D. For the vessel’s larger windows, namely those associated with the observation lounge and arboretum, ILM took a painstakingly practical approach to match the interiors shown with the real-world set pieces. “We filled that area of the model with tiny, micro-scale furniture,” Goodson informed Cinefex, “including tables and chairs.”
    Rogue One’s rebel team initially traversed the galaxy in a U-wing transport/gunship, which, much like the Enterprise-E, was a unique vessel that nonetheless channeled a certain degree of inspiration from a classic design. Lucasfilm’s Doug Chiang, a co-production designer for Rogue One, referred to the U-wing as the film’s “Huey helicopter version of an X-wing” in the Designing Rogue One bonus featurette on Disney+ before revealing that, “Towards the end of the design cycle, we actually decided that maybe we should put in more X-wing features. And so we took the X-wing engines and literally mounted them onto the configuration that we had going.” Modeled by ILM digital artist Colie Wertz, the U-wing’s final computer graphics design subtly incorporated these X-wing influences to give the transport a distinctive feel without making the craft seem out of place within the rebel fleet.
    While ILM’s work on the Enterprise-E’s viewports offered a compelling view toward the ship’s interior, a breakthrough LED setup for Rogue One permitted ILM to obtain realistic lighting on actors as they looked out from their ships and into the space around them. “All of our major spaceship cockpit scenes were done that way, with the gimbal in this giant horseshoe of LED panels we got fromVER, and we prepared graphics that went on the screens,” John Knoll shared with American Cinematographer’s Benjamin B and Jon D. Witmer. Furthermore, in Disney+’s Rogue One: Digital Storytelling bonus featurette, visual effects producer Janet Lewin noted, “For the actors, I think, in the space battle cockpits, for them to be able to see what was happening in the battle brought a higher level of accuracy to their performance.”
    The U.S.S. Enterprise-E in Star Trek: First Contact.
    Familiar Foes
    To transport First Contact’s Borg invaders, John Goodson’s team at ILM resurrected the Borg cube design previously seen in Star Trek: The Next Generationand Star Trek: Deep Space Nine, creating a nearly three-foot physical model to replace the one from the series. Art consultant and ILM veteran Bill George proposed that the cube’s seemingly straightforward layout be augmented with a complex network of photo-etched brass, a suggestion which produced a jagged surface and offered a visual that was both intricate and menacing. ILM also developed a two-foot motion-control model for a Borg sphere, a brand-new auxiliary vessel that emerged from the cube. “We vacuformed about 15 different patterns that conformed to this spherical curve and covered those with a lot of molded and cast pieces. Then we added tons of acid-etched brass over it, just like we had on the cube,” Goodson outlined to Cinefex’s Kevin H. Martin.
    As for Rogue One’s villainous fleet, reproducing the original trilogy’s Death Star and Imperial Star Destroyers centered upon translating physical models into digital assets. Although ILM no longer possessed A New Hope’s three-foot Death Star shooting model, John Knoll recreated the station’s surface paneling by gathering archival images, and as he spelled out to writer Joe Fordham in Cinefex, “I pieced all the images together. I unwrapped them into texture space and projected them onto a sphere with a trench. By doing that with enough pictures, I got pretty complete coverage of the original model, and that became a template upon which to redraw very high-resolution texture maps. Every panel, every vertical striped line, I matched from a photograph. It was as accurate as it was possible to be as a reproduction of the original model.”
    Knoll’s investigative eye continued to pay dividends when analyzing the three-foot and eight-foot Star Destroyer motion-control models, which had been built for A New Hope and Star Wars: The Empire Strikes Back, respectively. “Our general mantra was, ‘Match your memory of it more than the reality,’ because sometimes you go look at the actual prop in the archive building or you look back at the actual shot from the movie, and you go, ‘Oh, I remember it being a little better than that,’” Knoll conveyed to TheASC.com. This philosophy motivated ILM to combine elements from those two physical models into a single digital design. “Generally, we copied the three-footer for details like the superstructure on the top of the bridge, but then we copied the internal lighting plan from the eight-footer,” Knoll explained. “And then the upper surface of the three-footer was relatively undetailed because there were no shots that saw it closely, so we took a lot of the high-detail upper surface from the eight-footer. So it’s this amalgam of the two models, but the goal was to try to make it look like you remember it from A New Hope.”
    A final frame from Rogue One: A Star Wars Story.
    Forming Up the Fleets
    In addition to the U.S.S. Enterprise-E, the Battle of Sector 001 debuted numerous vessels representing four new Starfleet ship classes – the Akira, Steamrunner, Saber, and Norway – all designed by ILM visual effects art director Alex Jaeger. “Since we figured a lot of the background action in the space battle would be done with computer graphics ships that needed to be built from scratch anyway, I realized that there was no reason not to do some new designs,” John Knoll told American Cinematographer writer Ron Magid. Used in previous Star Trek projects, older physical models for the Oberth and Nebula classes were mixed into the fleet for good measure, though the vast majority of the armada originated as computer graphics.
    Over at Scarif, ILM portrayed the Rebel Alliance forces with computer graphics models of fresh designs, live-action versions of Star Wars Rebels’ VCX-100 light freighter Ghost and Hammerhead corvettes, and Star Wars staples. These ships face off against two Imperial Star Destroyers and squadrons of TIE fighters, and – upon their late arrival to the battle – Darth Vader’s Star Destroyer and the Death Star. The Tantive IV, a CR90 corvette more popularly referred to as a blockade runner, made its own special cameo at the tail end of the fight. As Princess Leia Organa’spersonal ship, the Tantive IV received the Death Star plans and fled the scene, destined to be captured by Vader’s Star Destroyer at the beginning of A New Hope. And, while we’re on the subject of intricate starship maneuvers and space-based choreography…
    Although the First Contact team could plan visual effects shots with animated storyboards, ILM supplied Gareth Edwards with a next-level virtual viewfinder that allowed the director to select his shots by immersing himself among Rogue One’s ships in real time. “What we wanted to do is give Gareth the opportunity to shoot his space battles and other all-digital scenes the same way he shoots his live-action. Then he could go in with this sort of virtual viewfinder and view the space battle going on, and figure out what the best angle was to shoot those ships from,” senior animation supervisor Hal Hickel described in the Rogue One: Digital Storytelling featurette. Hickel divulged that the sequence involving the dish array docking with the Death Star was an example of the “spontaneous discovery of great angles,” as the scene was never storyboarded or previsualized.
    Visual effects supervisor John Knoll with director Gareth Edwards during production of Rogue One: A Star Wars Story.
    Tough Little Ships
    The Federation and Rebel Alliance each deployed “tough little ships”in their respective conflicts, namely the U.S.S. Defiant from Deep Space Nine and the Tantive IV from A New Hope. VisionArt had already built a CG Defiant for the Deep Space Nine series, but ILM upgraded the model with images gathered from the ship’s three-foot physical model. A similar tactic was taken to bring the Tantive IV into the digital realm for Rogue One. “This was the Blockade Runner. This was the most accurate 1:1 reproduction we could possibly have made,” model supervisor Russell Paul declared to Cinefex’s Joe Fordham. “We did an extensive photo reference shoot and photogrammetry re-creation of the miniature. From there, we built it out as accurately as possible.” Speaking of sturdy ships, if you look very closely, you can spot a model of the Millennium Falcon flashing across the background as the U.S.S. Defiant makes an attack run on the Borg cube at the Battle of Sector 001!
    Exploration and Hope
    The in-universe ramifications that materialize from the Battles of Sector 001 and Scarif are monumental. The destruction of the Borg cube compels the Borg Queen to travel back in time in an attempt to vanquish Earth before the Federation can even be formed, but Captain Picard and the Enterprise-E foil the plot and end up helping their 21st century ancestors make “first contact” with another species, the logic-revering Vulcans. The post-Scarif benefits take longer to play out for the Rebel Alliance, but the theft of the Death Star plans eventually leads to the superweapon’s destruction. The Galactic Civil War is far from over, but Scarif is a significant step in the Alliance’s effort to overthrow the Empire.
    The visual effects ILM provided for First Contact and Rogue One contributed significantly to the critical and commercial acclaim both pictures enjoyed, a victory reflecting the relentless dedication, tireless work ethic, and innovative spirit embodied by visual effects supervisor John Knoll and ILM’s entire staff. While being interviewed for The Making of Star Trek: First Contact, actor Patrick Stewart praised ILM’s invaluable influence, emphasizing, “ILM was with us, on this movie, almost every day on set. There is so much that they are involved in.” And, regardless of your personal preferences – phasers or lasers, photon torpedoes or proton torpedoes, warp speed or hyperspace – perhaps Industrial Light & Magic’s ability to infuse excitement into both franchises demonstrates that Star Trek and Star Wars encompass themes that are not competitive, but compatible. After all, what goes together better than exploration and hope?

    Jay Stobieis a writer, author, and consultant who has contributed articles to ILM.com, Skysound.com, Star Wars Insider, StarWars.com, Star Trek Explorer, Star Trek Magazine, and StarTrek.com. Jay loves sci-fi, fantasy, and film, and you can learn more about him by visiting JayStobie.com or finding him on Twitter, Instagram, and other social media platforms at @StobiesGalaxy.
    #looking #back #two #classics #ilm
    Looking Back at Two Classics: ILM Deploys the Fleet in ‘Star Trek: First Contact’ and ‘Rogue One: A Star Wars Story’
    Guided by visual effects supervisor John Knoll, ILM embraced continually evolving methodologies to craft breathtaking visual effects for the iconic space battles in First Contact and Rogue One. By Jay Stobie Visual effects supervisor John Knollconfers with modelmakers Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact. Bolstered by visual effects from Industrial Light & Magic, Star Trek: First Contactand Rogue One: A Star Wars Storypropelled their respective franchises to new heights. While Star Trek Generationswelcomed Captain Jean-Luc Picard’screw to the big screen, First Contact stood as the first Star Trek feature that did not focus on its original captain, the legendary James T. Kirk. Similarly, though Rogue One immediately preceded the events of Star Wars: A New Hope, it was set apart from the episodic Star Wars films and launched an era of storytelling outside of the main Skywalker saga that has gone on to include Solo: A Star Wars Story, The Mandalorian, Andor, Ahsoka, The Acolyte, and more. The two films also shared a key ILM contributor, John Knoll, who served as visual effects supervisor on both projects, as well as an executive producer on Rogue One. Currently, ILM’s executive creative director and senior visual effects supervisor, Knoll – who also conceived the initial framework for Rogue One’s story – guided ILM as it brought its talents to bear on these sci-fi and fantasy epics. The work involved crafting two spectacular starship-packed space clashes – First Contact’s Battle of Sector 001 and Rogue One’s Battle of Scarif. Although these iconic installments were released roughly two decades apart, they represent a captivating case study of how ILM’s approach to visual effects has evolved over time. With this in mind, let’s examine the films’ unforgettable space battles through the lens of fascinating in-universe parallels and the ILM-produced fleets that face off near Earth and Scarif. A final frame from the Battle of Scarif in Rogue One: A Star Wars Story. A Context for Conflict In First Contact, the United Federation of Planets – a 200-year-old interstellar government consisting of more than 150 member worlds – braces itself for an invasion by the Borg – an overwhelmingly powerful collective composed of cybernetic beings who devastate entire planets by assimilating their biological populations and technological innovations. The Borg only send a single vessel, a massive cube containing thousands of hive-minded drones and their queen, pushing the Federation’s Starfleet defenders to Earth’s doorstep. Conversely, in Rogue One, the Rebel Alliance – a fledgling coalition of freedom fighters – seeks to undermine and overthrow the stalwart Galactic Empire – a totalitarian regime preparing to tighten its grip on the galaxy by revealing a horrifying superweapon. A rebel team infiltrates a top-secret vault on Scarif in a bid to steal plans to that battle station, the dreaded Death Star, with hopes of exploiting a vulnerability in its design. On the surface, the situations could not seem to be more disparate, particularly in terms of the Federation’s well-established prestige and the Rebel Alliance’s haphazardly organized factions. Yet, upon closer inspection, the spaceborne conflicts at Earth and Scarif are linked by a vital commonality. The threat posed by the Borg is well-known to the Federation, but the sudden intrusion upon their space takes its defenses by surprise. Starfleet assembles any vessel within range – including antiquated Oberth-class science ships – to intercept the Borg cube in the Typhon Sector, only to be forced back to Earth on the edge of defeat. The unsanctioned mission to Scarif with Jyn Ersoand Cassian Andorand the sudden need to take down the planet’s shield gate propels the Rebel Alliance fleet into rushing to their rescue with everything from their flagship Profundity to GR-75 medium transports. Whether Federation or Rebel Alliance, these fleets gather in last-ditch efforts to oppose enemies who would embrace their eradication – the Battles of Sector 001 and Scarif are fights for survival. From Physical to Digital By the time Jonathan Frakes was selected to direct First Contact, Star Trek’s reliance on constructing traditional physical modelsfor its features was gradually giving way to innovative computer graphicsmodels, resulting in the film’s use of both techniques. “If one of the ships was to be seen full-screen and at length,” associate visual effects supervisor George Murphy told Cinefex’s Kevin H. Martin, “we knew it would be done as a stage model. Ships that would be doing a lot of elaborate maneuvers in space battle scenes would be created digitally.” In fact, physical and CG versions of the U.S.S. Enterprise-E appear in the film, with the latter being harnessed in shots involving the vessel’s entry into a temporal vortex at the conclusion of the Battle of Sector 001. Despite the technological leaps that ILM pioneered in the decades between First Contact and Rogue One, they considered filming physical miniatures for certain ship-related shots in the latter film. ILM considered filming physical miniatures for certain ship-related shots in Rogue One. The feature’s fleets were ultimately created digitally to allow for changes throughout post-production. “If it’s a photographed miniature element, it’s not possible to go back and make adjustments. So it’s the additional flexibility that comes with the computer graphics models that’s very attractive to many people,” John Knoll relayed to writer Jon Witmer at American Cinematographer’s TheASC.com. However, Knoll aimed to develop computer graphics that retained the same high-quality details as their physical counterparts, leading ILM to employ a modern approach to a time-honored modelmaking tactic. “I also wanted to emulate the kit-bashing aesthetic that had been part of Star Wars from the very beginning, where a lot of mechanical detail had been added onto the ships by using little pieces from plastic model kits,” explained Knoll in his chat with TheASC.com. For Rogue One, ILM replicated the process by obtaining such kits, scanning their parts, building a computer graphics library, and applying the CG parts to digitally modeled ships. “I’m very happy to say it was super-successful,” concluded Knoll. “I think a lot of our digital models look like they are motion-control models.” John Knollconfers with Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact. Legendary Lineages In First Contact, Captain Picard commanded a brand-new vessel, the Sovereign-class U.S.S. Enterprise-E, continuing the celebrated starship’s legacy in terms of its famous name and design aesthetic. Designed by John Eaves and developed into blueprints by Rick Sternbach, the Enterprise-E was built into a 10-foot physical model by ILM model project supervisor John Goodson and his shop’s talented team. ILM infused the ship with extraordinary detail, including viewports equipped with backlit set images from the craft’s predecessor, the U.S.S. Enterprise-D. For the vessel’s larger windows, namely those associated with the observation lounge and arboretum, ILM took a painstakingly practical approach to match the interiors shown with the real-world set pieces. “We filled that area of the model with tiny, micro-scale furniture,” Goodson informed Cinefex, “including tables and chairs.” Rogue One’s rebel team initially traversed the galaxy in a U-wing transport/gunship, which, much like the Enterprise-E, was a unique vessel that nonetheless channeled a certain degree of inspiration from a classic design. Lucasfilm’s Doug Chiang, a co-production designer for Rogue One, referred to the U-wing as the film’s “Huey helicopter version of an X-wing” in the Designing Rogue One bonus featurette on Disney+ before revealing that, “Towards the end of the design cycle, we actually decided that maybe we should put in more X-wing features. And so we took the X-wing engines and literally mounted them onto the configuration that we had going.” Modeled by ILM digital artist Colie Wertz, the U-wing’s final computer graphics design subtly incorporated these X-wing influences to give the transport a distinctive feel without making the craft seem out of place within the rebel fleet. While ILM’s work on the Enterprise-E’s viewports offered a compelling view toward the ship’s interior, a breakthrough LED setup for Rogue One permitted ILM to obtain realistic lighting on actors as they looked out from their ships and into the space around them. “All of our major spaceship cockpit scenes were done that way, with the gimbal in this giant horseshoe of LED panels we got fromVER, and we prepared graphics that went on the screens,” John Knoll shared with American Cinematographer’s Benjamin B and Jon D. Witmer. Furthermore, in Disney+’s Rogue One: Digital Storytelling bonus featurette, visual effects producer Janet Lewin noted, “For the actors, I think, in the space battle cockpits, for them to be able to see what was happening in the battle brought a higher level of accuracy to their performance.” The U.S.S. Enterprise-E in Star Trek: First Contact. Familiar Foes To transport First Contact’s Borg invaders, John Goodson’s team at ILM resurrected the Borg cube design previously seen in Star Trek: The Next Generationand Star Trek: Deep Space Nine, creating a nearly three-foot physical model to replace the one from the series. Art consultant and ILM veteran Bill George proposed that the cube’s seemingly straightforward layout be augmented with a complex network of photo-etched brass, a suggestion which produced a jagged surface and offered a visual that was both intricate and menacing. ILM also developed a two-foot motion-control model for a Borg sphere, a brand-new auxiliary vessel that emerged from the cube. “We vacuformed about 15 different patterns that conformed to this spherical curve and covered those with a lot of molded and cast pieces. Then we added tons of acid-etched brass over it, just like we had on the cube,” Goodson outlined to Cinefex’s Kevin H. Martin. As for Rogue One’s villainous fleet, reproducing the original trilogy’s Death Star and Imperial Star Destroyers centered upon translating physical models into digital assets. Although ILM no longer possessed A New Hope’s three-foot Death Star shooting model, John Knoll recreated the station’s surface paneling by gathering archival images, and as he spelled out to writer Joe Fordham in Cinefex, “I pieced all the images together. I unwrapped them into texture space and projected them onto a sphere with a trench. By doing that with enough pictures, I got pretty complete coverage of the original model, and that became a template upon which to redraw very high-resolution texture maps. Every panel, every vertical striped line, I matched from a photograph. It was as accurate as it was possible to be as a reproduction of the original model.” Knoll’s investigative eye continued to pay dividends when analyzing the three-foot and eight-foot Star Destroyer motion-control models, which had been built for A New Hope and Star Wars: The Empire Strikes Back, respectively. “Our general mantra was, ‘Match your memory of it more than the reality,’ because sometimes you go look at the actual prop in the archive building or you look back at the actual shot from the movie, and you go, ‘Oh, I remember it being a little better than that,’” Knoll conveyed to TheASC.com. This philosophy motivated ILM to combine elements from those two physical models into a single digital design. “Generally, we copied the three-footer for details like the superstructure on the top of the bridge, but then we copied the internal lighting plan from the eight-footer,” Knoll explained. “And then the upper surface of the three-footer was relatively undetailed because there were no shots that saw it closely, so we took a lot of the high-detail upper surface from the eight-footer. So it’s this amalgam of the two models, but the goal was to try to make it look like you remember it from A New Hope.” A final frame from Rogue One: A Star Wars Story. Forming Up the Fleets In addition to the U.S.S. Enterprise-E, the Battle of Sector 001 debuted numerous vessels representing four new Starfleet ship classes – the Akira, Steamrunner, Saber, and Norway – all designed by ILM visual effects art director Alex Jaeger. “Since we figured a lot of the background action in the space battle would be done with computer graphics ships that needed to be built from scratch anyway, I realized that there was no reason not to do some new designs,” John Knoll told American Cinematographer writer Ron Magid. Used in previous Star Trek projects, older physical models for the Oberth and Nebula classes were mixed into the fleet for good measure, though the vast majority of the armada originated as computer graphics. Over at Scarif, ILM portrayed the Rebel Alliance forces with computer graphics models of fresh designs, live-action versions of Star Wars Rebels’ VCX-100 light freighter Ghost and Hammerhead corvettes, and Star Wars staples. These ships face off against two Imperial Star Destroyers and squadrons of TIE fighters, and – upon their late arrival to the battle – Darth Vader’s Star Destroyer and the Death Star. The Tantive IV, a CR90 corvette more popularly referred to as a blockade runner, made its own special cameo at the tail end of the fight. As Princess Leia Organa’spersonal ship, the Tantive IV received the Death Star plans and fled the scene, destined to be captured by Vader’s Star Destroyer at the beginning of A New Hope. And, while we’re on the subject of intricate starship maneuvers and space-based choreography… Although the First Contact team could plan visual effects shots with animated storyboards, ILM supplied Gareth Edwards with a next-level virtual viewfinder that allowed the director to select his shots by immersing himself among Rogue One’s ships in real time. “What we wanted to do is give Gareth the opportunity to shoot his space battles and other all-digital scenes the same way he shoots his live-action. Then he could go in with this sort of virtual viewfinder and view the space battle going on, and figure out what the best angle was to shoot those ships from,” senior animation supervisor Hal Hickel described in the Rogue One: Digital Storytelling featurette. Hickel divulged that the sequence involving the dish array docking with the Death Star was an example of the “spontaneous discovery of great angles,” as the scene was never storyboarded or previsualized. Visual effects supervisor John Knoll with director Gareth Edwards during production of Rogue One: A Star Wars Story. Tough Little Ships The Federation and Rebel Alliance each deployed “tough little ships”in their respective conflicts, namely the U.S.S. Defiant from Deep Space Nine and the Tantive IV from A New Hope. VisionArt had already built a CG Defiant for the Deep Space Nine series, but ILM upgraded the model with images gathered from the ship’s three-foot physical model. A similar tactic was taken to bring the Tantive IV into the digital realm for Rogue One. “This was the Blockade Runner. This was the most accurate 1:1 reproduction we could possibly have made,” model supervisor Russell Paul declared to Cinefex’s Joe Fordham. “We did an extensive photo reference shoot and photogrammetry re-creation of the miniature. From there, we built it out as accurately as possible.” Speaking of sturdy ships, if you look very closely, you can spot a model of the Millennium Falcon flashing across the background as the U.S.S. Defiant makes an attack run on the Borg cube at the Battle of Sector 001! Exploration and Hope The in-universe ramifications that materialize from the Battles of Sector 001 and Scarif are monumental. The destruction of the Borg cube compels the Borg Queen to travel back in time in an attempt to vanquish Earth before the Federation can even be formed, but Captain Picard and the Enterprise-E foil the plot and end up helping their 21st century ancestors make “first contact” with another species, the logic-revering Vulcans. The post-Scarif benefits take longer to play out for the Rebel Alliance, but the theft of the Death Star plans eventually leads to the superweapon’s destruction. The Galactic Civil War is far from over, but Scarif is a significant step in the Alliance’s effort to overthrow the Empire. The visual effects ILM provided for First Contact and Rogue One contributed significantly to the critical and commercial acclaim both pictures enjoyed, a victory reflecting the relentless dedication, tireless work ethic, and innovative spirit embodied by visual effects supervisor John Knoll and ILM’s entire staff. While being interviewed for The Making of Star Trek: First Contact, actor Patrick Stewart praised ILM’s invaluable influence, emphasizing, “ILM was with us, on this movie, almost every day on set. There is so much that they are involved in.” And, regardless of your personal preferences – phasers or lasers, photon torpedoes or proton torpedoes, warp speed or hyperspace – perhaps Industrial Light & Magic’s ability to infuse excitement into both franchises demonstrates that Star Trek and Star Wars encompass themes that are not competitive, but compatible. After all, what goes together better than exploration and hope? – Jay Stobieis a writer, author, and consultant who has contributed articles to ILM.com, Skysound.com, Star Wars Insider, StarWars.com, Star Trek Explorer, Star Trek Magazine, and StarTrek.com. Jay loves sci-fi, fantasy, and film, and you can learn more about him by visiting JayStobie.com or finding him on Twitter, Instagram, and other social media platforms at @StobiesGalaxy. #looking #back #two #classics #ilm
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    Looking Back at Two Classics: ILM Deploys the Fleet in ‘Star Trek: First Contact’ and ‘Rogue One: A Star Wars Story’
    Guided by visual effects supervisor John Knoll, ILM embraced continually evolving methodologies to craft breathtaking visual effects for the iconic space battles in First Contact and Rogue One. By Jay Stobie Visual effects supervisor John Knoll (right) confers with modelmakers Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact (Credit: ILM). Bolstered by visual effects from Industrial Light & Magic, Star Trek: First Contact (1996) and Rogue One: A Star Wars Story (2016) propelled their respective franchises to new heights. While Star Trek Generations (1994) welcomed Captain Jean-Luc Picard’s (Patrick Stewart) crew to the big screen, First Contact stood as the first Star Trek feature that did not focus on its original captain, the legendary James T. Kirk (William Shatner). Similarly, though Rogue One immediately preceded the events of Star Wars: A New Hope (1977), it was set apart from the episodic Star Wars films and launched an era of storytelling outside of the main Skywalker saga that has gone on to include Solo: A Star Wars Story (2018), The Mandalorian (2019-23), Andor (2022-25), Ahsoka (2023), The Acolyte (2024), and more. The two films also shared a key ILM contributor, John Knoll, who served as visual effects supervisor on both projects, as well as an executive producer on Rogue One. Currently, ILM’s executive creative director and senior visual effects supervisor, Knoll – who also conceived the initial framework for Rogue One’s story – guided ILM as it brought its talents to bear on these sci-fi and fantasy epics. The work involved crafting two spectacular starship-packed space clashes – First Contact’s Battle of Sector 001 and Rogue One’s Battle of Scarif. Although these iconic installments were released roughly two decades apart, they represent a captivating case study of how ILM’s approach to visual effects has evolved over time. With this in mind, let’s examine the films’ unforgettable space battles through the lens of fascinating in-universe parallels and the ILM-produced fleets that face off near Earth and Scarif. A final frame from the Battle of Scarif in Rogue One: A Star Wars Story (Credit: ILM & Lucasfilm). A Context for Conflict In First Contact, the United Federation of Planets – a 200-year-old interstellar government consisting of more than 150 member worlds – braces itself for an invasion by the Borg – an overwhelmingly powerful collective composed of cybernetic beings who devastate entire planets by assimilating their biological populations and technological innovations. The Borg only send a single vessel, a massive cube containing thousands of hive-minded drones and their queen, pushing the Federation’s Starfleet defenders to Earth’s doorstep. Conversely, in Rogue One, the Rebel Alliance – a fledgling coalition of freedom fighters – seeks to undermine and overthrow the stalwart Galactic Empire – a totalitarian regime preparing to tighten its grip on the galaxy by revealing a horrifying superweapon. A rebel team infiltrates a top-secret vault on Scarif in a bid to steal plans to that battle station, the dreaded Death Star, with hopes of exploiting a vulnerability in its design. On the surface, the situations could not seem to be more disparate, particularly in terms of the Federation’s well-established prestige and the Rebel Alliance’s haphazardly organized factions. Yet, upon closer inspection, the spaceborne conflicts at Earth and Scarif are linked by a vital commonality. The threat posed by the Borg is well-known to the Federation, but the sudden intrusion upon their space takes its defenses by surprise. Starfleet assembles any vessel within range – including antiquated Oberth-class science ships – to intercept the Borg cube in the Typhon Sector, only to be forced back to Earth on the edge of defeat. The unsanctioned mission to Scarif with Jyn Erso (Felicity Jones) and Cassian Andor (Diego Luna) and the sudden need to take down the planet’s shield gate propels the Rebel Alliance fleet into rushing to their rescue with everything from their flagship Profundity to GR-75 medium transports. Whether Federation or Rebel Alliance, these fleets gather in last-ditch efforts to oppose enemies who would embrace their eradication – the Battles of Sector 001 and Scarif are fights for survival. From Physical to Digital By the time Jonathan Frakes was selected to direct First Contact, Star Trek’s reliance on constructing traditional physical models (many of which were built by ILM) for its features was gradually giving way to innovative computer graphics (CG) models, resulting in the film’s use of both techniques. “If one of the ships was to be seen full-screen and at length,” associate visual effects supervisor George Murphy told Cinefex’s Kevin H. Martin, “we knew it would be done as a stage model. Ships that would be doing a lot of elaborate maneuvers in space battle scenes would be created digitally.” In fact, physical and CG versions of the U.S.S. Enterprise-E appear in the film, with the latter being harnessed in shots involving the vessel’s entry into a temporal vortex at the conclusion of the Battle of Sector 001. Despite the technological leaps that ILM pioneered in the decades between First Contact and Rogue One, they considered filming physical miniatures for certain ship-related shots in the latter film. ILM considered filming physical miniatures for certain ship-related shots in Rogue One. The feature’s fleets were ultimately created digitally to allow for changes throughout post-production. “If it’s a photographed miniature element, it’s not possible to go back and make adjustments. So it’s the additional flexibility that comes with the computer graphics models that’s very attractive to many people,” John Knoll relayed to writer Jon Witmer at American Cinematographer’s TheASC.com. However, Knoll aimed to develop computer graphics that retained the same high-quality details as their physical counterparts, leading ILM to employ a modern approach to a time-honored modelmaking tactic. “I also wanted to emulate the kit-bashing aesthetic that had been part of Star Wars from the very beginning, where a lot of mechanical detail had been added onto the ships by using little pieces from plastic model kits,” explained Knoll in his chat with TheASC.com. For Rogue One, ILM replicated the process by obtaining such kits, scanning their parts, building a computer graphics library, and applying the CG parts to digitally modeled ships. “I’m very happy to say it was super-successful,” concluded Knoll. “I think a lot of our digital models look like they are motion-control models.” John Knoll (second from left) confers with Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact (Credit: ILM). Legendary Lineages In First Contact, Captain Picard commanded a brand-new vessel, the Sovereign-class U.S.S. Enterprise-E, continuing the celebrated starship’s legacy in terms of its famous name and design aesthetic. Designed by John Eaves and developed into blueprints by Rick Sternbach, the Enterprise-E was built into a 10-foot physical model by ILM model project supervisor John Goodson and his shop’s talented team. ILM infused the ship with extraordinary detail, including viewports equipped with backlit set images from the craft’s predecessor, the U.S.S. Enterprise-D. For the vessel’s larger windows, namely those associated with the observation lounge and arboretum, ILM took a painstakingly practical approach to match the interiors shown with the real-world set pieces. “We filled that area of the model with tiny, micro-scale furniture,” Goodson informed Cinefex, “including tables and chairs.” Rogue One’s rebel team initially traversed the galaxy in a U-wing transport/gunship, which, much like the Enterprise-E, was a unique vessel that nonetheless channeled a certain degree of inspiration from a classic design. Lucasfilm’s Doug Chiang, a co-production designer for Rogue One, referred to the U-wing as the film’s “Huey helicopter version of an X-wing” in the Designing Rogue One bonus featurette on Disney+ before revealing that, “Towards the end of the design cycle, we actually decided that maybe we should put in more X-wing features. And so we took the X-wing engines and literally mounted them onto the configuration that we had going.” Modeled by ILM digital artist Colie Wertz, the U-wing’s final computer graphics design subtly incorporated these X-wing influences to give the transport a distinctive feel without making the craft seem out of place within the rebel fleet. While ILM’s work on the Enterprise-E’s viewports offered a compelling view toward the ship’s interior, a breakthrough LED setup for Rogue One permitted ILM to obtain realistic lighting on actors as they looked out from their ships and into the space around them. “All of our major spaceship cockpit scenes were done that way, with the gimbal in this giant horseshoe of LED panels we got from [equipment vendor] VER, and we prepared graphics that went on the screens,” John Knoll shared with American Cinematographer’s Benjamin B and Jon D. Witmer. Furthermore, in Disney+’s Rogue One: Digital Storytelling bonus featurette, visual effects producer Janet Lewin noted, “For the actors, I think, in the space battle cockpits, for them to be able to see what was happening in the battle brought a higher level of accuracy to their performance.” The U.S.S. Enterprise-E in Star Trek: First Contact (Credit: Paramount). Familiar Foes To transport First Contact’s Borg invaders, John Goodson’s team at ILM resurrected the Borg cube design previously seen in Star Trek: The Next Generation (1987) and Star Trek: Deep Space Nine (1993), creating a nearly three-foot physical model to replace the one from the series. Art consultant and ILM veteran Bill George proposed that the cube’s seemingly straightforward layout be augmented with a complex network of photo-etched brass, a suggestion which produced a jagged surface and offered a visual that was both intricate and menacing. ILM also developed a two-foot motion-control model for a Borg sphere, a brand-new auxiliary vessel that emerged from the cube. “We vacuformed about 15 different patterns that conformed to this spherical curve and covered those with a lot of molded and cast pieces. Then we added tons of acid-etched brass over it, just like we had on the cube,” Goodson outlined to Cinefex’s Kevin H. Martin. As for Rogue One’s villainous fleet, reproducing the original trilogy’s Death Star and Imperial Star Destroyers centered upon translating physical models into digital assets. Although ILM no longer possessed A New Hope’s three-foot Death Star shooting model, John Knoll recreated the station’s surface paneling by gathering archival images, and as he spelled out to writer Joe Fordham in Cinefex, “I pieced all the images together. I unwrapped them into texture space and projected them onto a sphere with a trench. By doing that with enough pictures, I got pretty complete coverage of the original model, and that became a template upon which to redraw very high-resolution texture maps. Every panel, every vertical striped line, I matched from a photograph. It was as accurate as it was possible to be as a reproduction of the original model.” Knoll’s investigative eye continued to pay dividends when analyzing the three-foot and eight-foot Star Destroyer motion-control models, which had been built for A New Hope and Star Wars: The Empire Strikes Back (1980), respectively. “Our general mantra was, ‘Match your memory of it more than the reality,’ because sometimes you go look at the actual prop in the archive building or you look back at the actual shot from the movie, and you go, ‘Oh, I remember it being a little better than that,’” Knoll conveyed to TheASC.com. This philosophy motivated ILM to combine elements from those two physical models into a single digital design. “Generally, we copied the three-footer for details like the superstructure on the top of the bridge, but then we copied the internal lighting plan from the eight-footer,” Knoll explained. “And then the upper surface of the three-footer was relatively undetailed because there were no shots that saw it closely, so we took a lot of the high-detail upper surface from the eight-footer. So it’s this amalgam of the two models, but the goal was to try to make it look like you remember it from A New Hope.” A final frame from Rogue One: A Star Wars Story (Credit: ILM & Lucasfilm). Forming Up the Fleets In addition to the U.S.S. Enterprise-E, the Battle of Sector 001 debuted numerous vessels representing four new Starfleet ship classes – the Akira, Steamrunner, Saber, and Norway – all designed by ILM visual effects art director Alex Jaeger. “Since we figured a lot of the background action in the space battle would be done with computer graphics ships that needed to be built from scratch anyway, I realized that there was no reason not to do some new designs,” John Knoll told American Cinematographer writer Ron Magid. Used in previous Star Trek projects, older physical models for the Oberth and Nebula classes were mixed into the fleet for good measure, though the vast majority of the armada originated as computer graphics. Over at Scarif, ILM portrayed the Rebel Alliance forces with computer graphics models of fresh designs (the MC75 cruiser Profundity and U-wings), live-action versions of Star Wars Rebels’ VCX-100 light freighter Ghost and Hammerhead corvettes, and Star Wars staples (Nebulon-B frigates, X-wings, Y-wings, and more). These ships face off against two Imperial Star Destroyers and squadrons of TIE fighters, and – upon their late arrival to the battle – Darth Vader’s Star Destroyer and the Death Star. The Tantive IV, a CR90 corvette more popularly referred to as a blockade runner, made its own special cameo at the tail end of the fight. As Princess Leia Organa’s (Carrie Fisher and Ingvild Deila) personal ship, the Tantive IV received the Death Star plans and fled the scene, destined to be captured by Vader’s Star Destroyer at the beginning of A New Hope. And, while we’re on the subject of intricate starship maneuvers and space-based choreography… Although the First Contact team could plan visual effects shots with animated storyboards, ILM supplied Gareth Edwards with a next-level virtual viewfinder that allowed the director to select his shots by immersing himself among Rogue One’s ships in real time. “What we wanted to do is give Gareth the opportunity to shoot his space battles and other all-digital scenes the same way he shoots his live-action. Then he could go in with this sort of virtual viewfinder and view the space battle going on, and figure out what the best angle was to shoot those ships from,” senior animation supervisor Hal Hickel described in the Rogue One: Digital Storytelling featurette. Hickel divulged that the sequence involving the dish array docking with the Death Star was an example of the “spontaneous discovery of great angles,” as the scene was never storyboarded or previsualized. Visual effects supervisor John Knoll with director Gareth Edwards during production of Rogue One: A Star Wars Story (Credit: ILM & Lucasfilm). Tough Little Ships The Federation and Rebel Alliance each deployed “tough little ships” (an endearing description Commander William T. Riker [Jonathan Frakes] bestowed upon the U.S.S. Defiant in First Contact) in their respective conflicts, namely the U.S.S. Defiant from Deep Space Nine and the Tantive IV from A New Hope. VisionArt had already built a CG Defiant for the Deep Space Nine series, but ILM upgraded the model with images gathered from the ship’s three-foot physical model. A similar tactic was taken to bring the Tantive IV into the digital realm for Rogue One. “This was the Blockade Runner. This was the most accurate 1:1 reproduction we could possibly have made,” model supervisor Russell Paul declared to Cinefex’s Joe Fordham. “We did an extensive photo reference shoot and photogrammetry re-creation of the miniature. From there, we built it out as accurately as possible.” Speaking of sturdy ships, if you look very closely, you can spot a model of the Millennium Falcon flashing across the background as the U.S.S. Defiant makes an attack run on the Borg cube at the Battle of Sector 001! Exploration and Hope The in-universe ramifications that materialize from the Battles of Sector 001 and Scarif are monumental. The destruction of the Borg cube compels the Borg Queen to travel back in time in an attempt to vanquish Earth before the Federation can even be formed, but Captain Picard and the Enterprise-E foil the plot and end up helping their 21st century ancestors make “first contact” with another species, the logic-revering Vulcans. The post-Scarif benefits take longer to play out for the Rebel Alliance, but the theft of the Death Star plans eventually leads to the superweapon’s destruction. The Galactic Civil War is far from over, but Scarif is a significant step in the Alliance’s effort to overthrow the Empire. The visual effects ILM provided for First Contact and Rogue One contributed significantly to the critical and commercial acclaim both pictures enjoyed, a victory reflecting the relentless dedication, tireless work ethic, and innovative spirit embodied by visual effects supervisor John Knoll and ILM’s entire staff. While being interviewed for The Making of Star Trek: First Contact, actor Patrick Stewart praised ILM’s invaluable influence, emphasizing, “ILM was with us, on this movie, almost every day on set. There is so much that they are involved in.” And, regardless of your personal preferences – phasers or lasers, photon torpedoes or proton torpedoes, warp speed or hyperspace – perhaps Industrial Light & Magic’s ability to infuse excitement into both franchises demonstrates that Star Trek and Star Wars encompass themes that are not competitive, but compatible. After all, what goes together better than exploration and hope? – Jay Stobie (he/him) is a writer, author, and consultant who has contributed articles to ILM.com, Skysound.com, Star Wars Insider, StarWars.com, Star Trek Explorer, Star Trek Magazine, and StarTrek.com. Jay loves sci-fi, fantasy, and film, and you can learn more about him by visiting JayStobie.com or finding him on Twitter, Instagram, and other social media platforms at @StobiesGalaxy.
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  • The 3 most important KPIs running an on-device acquisition campaign

    On-device channels are no longer all about preloads. Today, telcos represent another performance marketing channel with transparent reporting and deeper insights. To get the full picture behind the performance of your on-device campaigns, it’s critical to prioritize long-term KPIs. It’s the only way the stickiness of users acquired through these channels really shine. Why?On-device campaigns reach users when they’re setting up their new devices and looking to download apps they’ll use throughout the device lifetime, not necessarily right away. Think about it - if you download a booking app from an ad during device setup, are you planning to book a vacation immediately or later down the road?This means attribution is a waiting game for on-device campaigns, with day 30 as the turning point. In fact, if a user engages with your app 30 days down the line, they’re more likely to stay active for a long period of time. Simply put, LTV is high for on-device campaigns. This means you want to be looking at KPIs that allow you to measure and optimize the value of the users you attract far down the road.ROASROAS is king when it comes to measuring the long-term value of your users. To get the clearest idea of your ROAS and how to optimize it, there are a few things to keep in mind. First, ROAS should be measured on D30/60/90 not D1/3/7. This is because, with on-device channels, users are likely to open an app within the first 30 days or longer - when a user downloads an app during device setup, they do so expecting to open it in the future, not right away.You should also pay attention to how it’s being measured. ROAS is calculated by dividing the amount of revenue a campaign generates by the amount it costs to run it. In the context of on-device campaigns, that revenue comes from in-app purchases, subscriptions, or ad monetization.When measuring the effectiveness of your on-device campaigns, it’s important to calculate ROAS using your on-device ad revenue rather than average ad revenue, which will be lower. That’s because ad revenue is high for users acquired through on-device campaigns - on-device channels use unique data points and deep algorithms to ensure the right bid for each individual user. To get the clearest picture of where you stand in relation to your ROAS goals, you should integrate ad revenue with your on-device platform.Once calculated, ROAS gives a clear monetary view of your campaigns, so it’s clear how much you spent vs brought in. This monetary value is important because it tells you if your on-device campaigns are reaching valuable users. Looking at ROAS by placements, you get insight into which placements are doing it best. With the knowledge of how to maximize ROAS, you’ll maximize the long term value and engagement of your users, too.Cost KPIsComparing LTV to spend will help you determine whether or not your users are spending enough to cover your spend and ultimately turn a profit. You can even pinpoint areas of your strategy that are effective, and those that may need adjustment.There are a few ways to measure cost effectiveness. Here are the most common two, especially for on-device campaigns.Cost per actionIf it’s quality you’re looking for, first, run a CPA campaign to confirm that you’re looking in the right places for users who will engage with your app. To count as a conversion, users must see the ad, install the app, and complete the action you preset. You’ll only pay for the users who reach a chosen point in the app experience after installation. A CPA that is higher than LTV is a clear indicator that your campaigns are focused on less relevant channels or touchpoints, while a CPA that is lower than your LTV confirms that you are attracting high quality users.In the context of on-device campaigns, this is key because it means you won't pay immediately for a user who may not engage for a month or so. The pricing model also integrates in-app revenue, which is useful for apps that rely more on IAPs than ads.Cost per retained userIt’s also worthwhile to keep track of how much you’re paying for the user that’s still there on day 30. CPRU takes into account conversions and retention rate - if your budget is k, you have 1000 conversions and a day 1 retention rate of 20%, you come away with 200 converted users at a per user acquisition cost. If you can increase retention, you end up with higher quality users at a lower CPRU.Measuring CPRU, retention becomes a success metric for your UA campaigns and can help you determine whether you have enough engaged users to cover spend.On day 30 and beyond, these KPIs can help you optimize your on-device campaigns to reach the most engaged users with high LTV.
    #most #important #kpis #running #ondevice
    The 3 most important KPIs running an on-device acquisition campaign
    On-device channels are no longer all about preloads. Today, telcos represent another performance marketing channel with transparent reporting and deeper insights. To get the full picture behind the performance of your on-device campaigns, it’s critical to prioritize long-term KPIs. It’s the only way the stickiness of users acquired through these channels really shine. Why?On-device campaigns reach users when they’re setting up their new devices and looking to download apps they’ll use throughout the device lifetime, not necessarily right away. Think about it - if you download a booking app from an ad during device setup, are you planning to book a vacation immediately or later down the road?This means attribution is a waiting game for on-device campaigns, with day 30 as the turning point. In fact, if a user engages with your app 30 days down the line, they’re more likely to stay active for a long period of time. Simply put, LTV is high for on-device campaigns. This means you want to be looking at KPIs that allow you to measure and optimize the value of the users you attract far down the road.ROASROAS is king when it comes to measuring the long-term value of your users. To get the clearest idea of your ROAS and how to optimize it, there are a few things to keep in mind. First, ROAS should be measured on D30/60/90 not D1/3/7. This is because, with on-device channels, users are likely to open an app within the first 30 days or longer - when a user downloads an app during device setup, they do so expecting to open it in the future, not right away.You should also pay attention to how it’s being measured. ROAS is calculated by dividing the amount of revenue a campaign generates by the amount it costs to run it. In the context of on-device campaigns, that revenue comes from in-app purchases, subscriptions, or ad monetization.When measuring the effectiveness of your on-device campaigns, it’s important to calculate ROAS using your on-device ad revenue rather than average ad revenue, which will be lower. That’s because ad revenue is high for users acquired through on-device campaigns - on-device channels use unique data points and deep algorithms to ensure the right bid for each individual user. To get the clearest picture of where you stand in relation to your ROAS goals, you should integrate ad revenue with your on-device platform.Once calculated, ROAS gives a clear monetary view of your campaigns, so it’s clear how much you spent vs brought in. This monetary value is important because it tells you if your on-device campaigns are reaching valuable users. Looking at ROAS by placements, you get insight into which placements are doing it best. With the knowledge of how to maximize ROAS, you’ll maximize the long term value and engagement of your users, too.Cost KPIsComparing LTV to spend will help you determine whether or not your users are spending enough to cover your spend and ultimately turn a profit. You can even pinpoint areas of your strategy that are effective, and those that may need adjustment.There are a few ways to measure cost effectiveness. Here are the most common two, especially for on-device campaigns.Cost per actionIf it’s quality you’re looking for, first, run a CPA campaign to confirm that you’re looking in the right places for users who will engage with your app. To count as a conversion, users must see the ad, install the app, and complete the action you preset. You’ll only pay for the users who reach a chosen point in the app experience after installation. A CPA that is higher than LTV is a clear indicator that your campaigns are focused on less relevant channels or touchpoints, while a CPA that is lower than your LTV confirms that you are attracting high quality users.In the context of on-device campaigns, this is key because it means you won't pay immediately for a user who may not engage for a month or so. The pricing model also integrates in-app revenue, which is useful for apps that rely more on IAPs than ads.Cost per retained userIt’s also worthwhile to keep track of how much you’re paying for the user that’s still there on day 30. CPRU takes into account conversions and retention rate - if your budget is k, you have 1000 conversions and a day 1 retention rate of 20%, you come away with 200 converted users at a per user acquisition cost. If you can increase retention, you end up with higher quality users at a lower CPRU.Measuring CPRU, retention becomes a success metric for your UA campaigns and can help you determine whether you have enough engaged users to cover spend.On day 30 and beyond, these KPIs can help you optimize your on-device campaigns to reach the most engaged users with high LTV. #most #important #kpis #running #ondevice
    UNITY.COM
    The 3 most important KPIs running an on-device acquisition campaign
    On-device channels are no longer all about preloads. Today, telcos represent another performance marketing channel with transparent reporting and deeper insights. To get the full picture behind the performance of your on-device campaigns, it’s critical to prioritize long-term KPIs. It’s the only way the stickiness of users acquired through these channels really shine. Why?On-device campaigns reach users when they’re setting up their new devices and looking to download apps they’ll use throughout the device lifetime, not necessarily right away. Think about it - if you download a booking app from an ad during device setup, are you planning to book a vacation immediately or later down the road?This means attribution is a waiting game for on-device campaigns, with day 30 as the turning point. In fact, if a user engages with your app 30 days down the line, they’re more likely to stay active for a long period of time. Simply put, LTV is high for on-device campaigns. This means you want to be looking at KPIs that allow you to measure and optimize the value of the users you attract far down the road.ROASROAS is king when it comes to measuring the long-term value of your users. To get the clearest idea of your ROAS and how to optimize it, there are a few things to keep in mind. First, ROAS should be measured on D30/60/90 not D1/3/7. This is because, with on-device channels, users are likely to open an app within the first 30 days or longer - when a user downloads an app during device setup, they do so expecting to open it in the future, not right away.You should also pay attention to how it’s being measured. ROAS is calculated by dividing the amount of revenue a campaign generates by the amount it costs to run it. In the context of on-device campaigns, that revenue comes from in-app purchases, subscriptions, or ad monetization.When measuring the effectiveness of your on-device campaigns, it’s important to calculate ROAS using your on-device ad revenue rather than average ad revenue, which will be lower. That’s because ad revenue is high for users acquired through on-device campaigns - on-device channels use unique data points and deep algorithms to ensure the right bid for each individual user. To get the clearest picture of where you stand in relation to your ROAS goals, you should integrate ad revenue with your on-device platform.Once calculated, ROAS gives a clear monetary view of your campaigns, so it’s clear how much you spent vs brought in. This monetary value is important because it tells you if your on-device campaigns are reaching valuable users. Looking at ROAS by placements, you get insight into which placements are doing it best. With the knowledge of how to maximize ROAS, you’ll maximize the long term value and engagement of your users, too.Cost KPIsComparing LTV to spend will help you determine whether or not your users are spending enough to cover your spend and ultimately turn a profit. You can even pinpoint areas of your strategy that are effective, and those that may need adjustment.There are a few ways to measure cost effectiveness. Here are the most common two, especially for on-device campaigns.Cost per action (CPA)If it’s quality you’re looking for, first, run a CPA campaign to confirm that you’re looking in the right places for users who will engage with your app. To count as a conversion, users must see the ad, install the app, and complete the action you preset. You’ll only pay for the users who reach a chosen point in the app experience after installation. A CPA that is higher than LTV is a clear indicator that your campaigns are focused on less relevant channels or touchpoints, while a CPA that is lower than your LTV confirms that you are attracting high quality users.In the context of on-device campaigns, this is key because it means you won't pay immediately for a user who may not engage for a month or so. The pricing model also integrates in-app revenue, which is useful for apps that rely more on IAPs than ads.Cost per retained user (CPRU)It’s also worthwhile to keep track of how much you’re paying for the user that’s still there on day 30. CPRU takes into account conversions and retention rate - if your budget is $10k, you have 1000 conversions and a day 1 retention rate of 20%, you come away with 200 converted users at a $50 per user acquisition cost. If you can increase retention, you end up with higher quality users at a lower CPRU.Measuring CPRU, retention becomes a success metric for your UA campaigns and can help you determine whether you have enough engaged users to cover spend.On day 30 and beyond, these KPIs can help you optimize your on-device campaigns to reach the most engaged users with high LTV.
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  • Camden approves Cartwright Pickard 24-storey tower and Morris + Company student scheme

    Swiss Cottage scheme had previous 2016 consent which was never completed

    Source: RegalCGI of the 100 Avenue Road scheme by Cartwright Pickard
    Camden council has approved two major residential schemes designed by Cartwright Pickard and Morris + Company, both brought forward by developer Regal.
    At 100 Avenue Road in Swiss Cottage, Cartwright Pickard has drawn up revised proposals for a long-stalled 24-storey tower above the tube station. Originally designed by GRID Architects and approved in 2016, the scheme had seen demolition and basement works completed, but above-ground construction halted under the site’s previous owner, Essential Living.
    Regal acquired the site in March last year and submitted updated plans retaining the original height and massing but adding two additional floors, increasing the number of homes from 184 to 237. The scheme now includes 70 affordable homes across social, affordable rent and intermediate tenures. Revisions also include a reworked brick facade and the introduction of a second staircase.
    Regal will act as both developer and contractor on the scheme.

    Source: Morris + Company33–35 Jamestown Road and 211 Arlington Road in Camden Town, which will deliver 178 purpose-built student bedrooms, 27 affordable homes, and over 3,600 sq ft of commercial space
    Elsewhere in the borough, Camden also granted planning permission for a student housing-led development designed by Morris + Company at 33–35 Jamestown Road and 211 Arlington Road in Camden Town. Brought forward by Regal in joint venture with 4C Group, the scheme will deliver 178 student bedrooms, 27 affordable homes and over 3,600 sq ft of commercial space arranged around a retained 19th-century pub.
    Steve Harrington, planning director at Regal, said: “Our work with Camden has proven that it is possible for both public and private sector to work together with the speed and pragmatism that the planning system needs. This is the kind of delivery that makes a difference – not just more homes, but better ones.”
    #camden #approves #cartwright #pickard #24storey
    Camden approves Cartwright Pickard 24-storey tower and Morris + Company student scheme
    Swiss Cottage scheme had previous 2016 consent which was never completed Source: RegalCGI of the 100 Avenue Road scheme by Cartwright Pickard Camden council has approved two major residential schemes designed by Cartwright Pickard and Morris + Company, both brought forward by developer Regal. At 100 Avenue Road in Swiss Cottage, Cartwright Pickard has drawn up revised proposals for a long-stalled 24-storey tower above the tube station. Originally designed by GRID Architects and approved in 2016, the scheme had seen demolition and basement works completed, but above-ground construction halted under the site’s previous owner, Essential Living. Regal acquired the site in March last year and submitted updated plans retaining the original height and massing but adding two additional floors, increasing the number of homes from 184 to 237. The scheme now includes 70 affordable homes across social, affordable rent and intermediate tenures. Revisions also include a reworked brick facade and the introduction of a second staircase. Regal will act as both developer and contractor on the scheme. Source: Morris + Company33–35 Jamestown Road and 211 Arlington Road in Camden Town, which will deliver 178 purpose-built student bedrooms, 27 affordable homes, and over 3,600 sq ft of commercial space Elsewhere in the borough, Camden also granted planning permission for a student housing-led development designed by Morris + Company at 33–35 Jamestown Road and 211 Arlington Road in Camden Town. Brought forward by Regal in joint venture with 4C Group, the scheme will deliver 178 student bedrooms, 27 affordable homes and over 3,600 sq ft of commercial space arranged around a retained 19th-century pub. Steve Harrington, planning director at Regal, said: “Our work with Camden has proven that it is possible for both public and private sector to work together with the speed and pragmatism that the planning system needs. This is the kind of delivery that makes a difference – not just more homes, but better ones.” #camden #approves #cartwright #pickard #24storey
    WWW.BDONLINE.CO.UK
    Camden approves Cartwright Pickard 24-storey tower and Morris + Company student scheme
    Swiss Cottage scheme had previous 2016 consent which was never completed Source: RegalCGI of the 100 Avenue Road scheme by Cartwright Pickard Camden council has approved two major residential schemes designed by Cartwright Pickard and Morris + Company, both brought forward by developer Regal. At 100 Avenue Road in Swiss Cottage, Cartwright Pickard has drawn up revised proposals for a long-stalled 24-storey tower above the tube station. Originally designed by GRID Architects and approved in 2016, the scheme had seen demolition and basement works completed, but above-ground construction halted under the site’s previous owner, Essential Living. Regal acquired the site in March last year and submitted updated plans retaining the original height and massing but adding two additional floors, increasing the number of homes from 184 to 237. The scheme now includes 70 affordable homes across social, affordable rent and intermediate tenures. Revisions also include a reworked brick facade and the introduction of a second staircase. Regal will act as both developer and contractor on the scheme. Source: Morris + Company33–35 Jamestown Road and 211 Arlington Road in Camden Town, which will deliver 178 purpose-built student bedrooms, 27 affordable homes, and over 3,600 sq ft of commercial space Elsewhere in the borough, Camden also granted planning permission for a student housing-led development designed by Morris + Company at 33–35 Jamestown Road and 211 Arlington Road in Camden Town. Brought forward by Regal in joint venture with 4C Group, the scheme will deliver 178 student bedrooms, 27 affordable homes and over 3,600 sq ft of commercial space arranged around a retained 19th-century pub. Steve Harrington, planning director at Regal, said: “Our work with Camden has proven that it is possible for both public and private sector to work together with the speed and pragmatism that the planning system needs. This is the kind of delivery that makes a difference – not just more homes, but better ones.”
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  • FORM Brands Studio elevates London’s Air Ambulance Charity

    FORM Brands Studio has given London’s Air Ambulance Charity a new look.
    Rather than transporting patients to hospital, the charity’s doctors and paramedics treat seriously injured people at the scene from its two helicopters and eight cars. It is the only organisation performing this role in London.
    Established in 1989, it is called to a rising number of patients across the capital every year, helping more than 2,000 people in 2024.
    London’s Air Ambulance Charityneeds £17m a year to operate, 96% which comes from donations. “But 60% of Londoners don’t know we’re a charity,” says LAAC’s director of fundraising and marketing, Jayne Clarke.
    FORM Brands Studio identity for London’s Air Ambulance Charity in OOH posters
    Its new organisational strategy is about raising awareness, enhancing fundraising efforts and strengthening its connection with London’s communities.
    “We’re trying to make sure the strategy is about hope and looking forward to the future,” Clarke says.
    To accompany this new strategy, the charity also decided to change up its visual identity.

    “Our previous branding was very corporate,” Clarke admits.FORM Brands Studio won the job after a pitch. Strategy director Beth Andlaw set up the east London agency in 2022 with creative director Alex Andlaw. Before that she had been in comms and PR, and had worked with LAAC on and off for about 20 years.
    FORM Brands Studio identity for London’s Air Ambulance Charity on stage
    FORM introduced a new wordmark, colour palette, typeface, icons, motion, creative copy, messaging, fundraising memorabilia and photography. However, the existing helicopter icon was retained. “It has a lot of love and legacy,” says Clarke.
    The agency’s brand idea, Propelling Promise, was inspired by the urgent, intense nature of the work carried out by LAAC’s clinical and operational crews. That was used to give structure to creative copy lines and the new tone of voice.
    Each lead line includes an element of “propelling” to imply urgency and momentum, and “promise” to imply warmth and hope.
    That resulted in lines including “Trauma doesn’t stop. Neither do we” and “Here for London. Today, tomorrow, always.” FORM brought in Peggy Nyamekye to work on the copywriting.
    Meanwhile, the visual identity, developed with designer Mayan Mistry, comprises a gradient design system, drawing on the rotational motion of helicopter blades. Borough names are repeated in radiating patterns and overlaid with the gradient.
    Red is still central to the charity’s identity, but FORM introduced the vivid orange worn by medics on-scene. “These colours blend in the gradient, creating a visual signature that speaks to urgency, action, optimism and hope,” says Alex Andlaw.


    With the help of motion graphics designer Matt Fowler, the agency introduced movement to the branding, to reflect the aircraft’s blades in flight.
    The logo’s new wordmark is in Barlow, inspired by the existing big white lettering on the helicopter tail booms. Before, the charity’s name was written lower case in a thinner font. “Now it’s bigger, bolder and more impactful,” says Alex Andlaw.
    FORM also redesigned the icons to have more personality but still be functional. “The icons help the team talk about quite hard subjects,” he says, such as casualties, and the designs had to balance warmth and realism.
    “We did quite a few hearts, some look too detailed and some too basic,” he explains.

    The agency also created a series of collectible badges, inspired by the embroidered badges worn by the charity’s doctors and pilots.FORM Brands Studio identity for London’s Air Ambulance Charity in Instagram posts
    Meanwhile, photographer James Pearson-Howes was briefed to capture real people, places and moments from across London.
    The new branding had to resonate with very different types of donors, from the charity’s collection buckets to seven-figure corporate donations, says Clarke.
    “And the doctors wearing the brand have very strong opinions, as do the pilots. FORM took in all these views and managed to make all those people happy.”

    FORM Brands Studio identity for London’s Air Ambulance Charity
    FORM Brands Studio identity for London’s Air Ambulance Charity in OOH posters
    #form #brands #studio #elevates #londons
    FORM Brands Studio elevates London’s Air Ambulance Charity
    FORM Brands Studio has given London’s Air Ambulance Charity a new look. Rather than transporting patients to hospital, the charity’s doctors and paramedics treat seriously injured people at the scene from its two helicopters and eight cars. It is the only organisation performing this role in London. Established in 1989, it is called to a rising number of patients across the capital every year, helping more than 2,000 people in 2024. London’s Air Ambulance Charityneeds £17m a year to operate, 96% which comes from donations. “But 60% of Londoners don’t know we’re a charity,” says LAAC’s director of fundraising and marketing, Jayne Clarke. FORM Brands Studio identity for London’s Air Ambulance Charity in OOH posters Its new organisational strategy is about raising awareness, enhancing fundraising efforts and strengthening its connection with London’s communities. “We’re trying to make sure the strategy is about hope and looking forward to the future,” Clarke says. To accompany this new strategy, the charity also decided to change up its visual identity. “Our previous branding was very corporate,” Clarke admits.FORM Brands Studio won the job after a pitch. Strategy director Beth Andlaw set up the east London agency in 2022 with creative director Alex Andlaw. Before that she had been in comms and PR, and had worked with LAAC on and off for about 20 years. FORM Brands Studio identity for London’s Air Ambulance Charity on stage FORM introduced a new wordmark, colour palette, typeface, icons, motion, creative copy, messaging, fundraising memorabilia and photography. However, the existing helicopter icon was retained. “It has a lot of love and legacy,” says Clarke. The agency’s brand idea, Propelling Promise, was inspired by the urgent, intense nature of the work carried out by LAAC’s clinical and operational crews. That was used to give structure to creative copy lines and the new tone of voice. Each lead line includes an element of “propelling” to imply urgency and momentum, and “promise” to imply warmth and hope. That resulted in lines including “Trauma doesn’t stop. Neither do we” and “Here for London. Today, tomorrow, always.” FORM brought in Peggy Nyamekye to work on the copywriting. Meanwhile, the visual identity, developed with designer Mayan Mistry, comprises a gradient design system, drawing on the rotational motion of helicopter blades. Borough names are repeated in radiating patterns and overlaid with the gradient. Red is still central to the charity’s identity, but FORM introduced the vivid orange worn by medics on-scene. “These colours blend in the gradient, creating a visual signature that speaks to urgency, action, optimism and hope,” says Alex Andlaw. With the help of motion graphics designer Matt Fowler, the agency introduced movement to the branding, to reflect the aircraft’s blades in flight. The logo’s new wordmark is in Barlow, inspired by the existing big white lettering on the helicopter tail booms. Before, the charity’s name was written lower case in a thinner font. “Now it’s bigger, bolder and more impactful,” says Alex Andlaw. FORM also redesigned the icons to have more personality but still be functional. “The icons help the team talk about quite hard subjects,” he says, such as casualties, and the designs had to balance warmth and realism. “We did quite a few hearts, some look too detailed and some too basic,” he explains. The agency also created a series of collectible badges, inspired by the embroidered badges worn by the charity’s doctors and pilots.FORM Brands Studio identity for London’s Air Ambulance Charity in Instagram posts Meanwhile, photographer James Pearson-Howes was briefed to capture real people, places and moments from across London. The new branding had to resonate with very different types of donors, from the charity’s collection buckets to seven-figure corporate donations, says Clarke. “And the doctors wearing the brand have very strong opinions, as do the pilots. FORM took in all these views and managed to make all those people happy.” FORM Brands Studio identity for London’s Air Ambulance Charity FORM Brands Studio identity for London’s Air Ambulance Charity in OOH posters #form #brands #studio #elevates #londons
    WWW.DESIGNWEEK.CO.UK
    FORM Brands Studio elevates London’s Air Ambulance Charity
    FORM Brands Studio has given London’s Air Ambulance Charity a new look. Rather than transporting patients to hospital, the charity’s doctors and paramedics treat seriously injured people at the scene from its two helicopters and eight cars. It is the only organisation performing this role in London. Established in 1989, it is called to a rising number of patients across the capital every year, helping more than 2,000 people in 2024. London’s Air Ambulance Charity (LAAC) needs £17m a year to operate, 96% which comes from donations. “But 60% of Londoners don’t know we’re a charity,” says LAAC’s director of fundraising and marketing, Jayne Clarke. FORM Brands Studio identity for London’s Air Ambulance Charity in OOH posters Its new organisational strategy is about raising awareness, enhancing fundraising efforts and strengthening its connection with London’s communities. “We’re trying to make sure the strategy is about hope and looking forward to the future,” Clarke says. To accompany this new strategy, the charity also decided to change up its visual identity. “Our previous branding was very corporate,” Clarke admits.FORM Brands Studio won the job after a pitch. Strategy director Beth Andlaw set up the east London agency in 2022 with creative director Alex Andlaw. Before that she had been in comms and PR, and had worked with LAAC on and off for about 20 years. FORM Brands Studio identity for London’s Air Ambulance Charity on stage FORM introduced a new wordmark, colour palette, typeface, icons, motion, creative copy, messaging, fundraising memorabilia and photography. However, the existing helicopter icon was retained. “It has a lot of love and legacy,” says Clarke. The agency’s brand idea, Propelling Promise, was inspired by the urgent, intense nature of the work carried out by LAAC’s clinical and operational crews. That was used to give structure to creative copy lines and the new tone of voice. Each lead line includes an element of “propelling” to imply urgency and momentum, and “promise” to imply warmth and hope. That resulted in lines including “Trauma doesn’t stop. Neither do we” and “Here for London. Today, tomorrow, always.” FORM brought in Peggy Nyamekye to work on the copywriting. Meanwhile, the visual identity, developed with designer Mayan Mistry, comprises a gradient design system, drawing on the rotational motion of helicopter blades. Borough names are repeated in radiating patterns and overlaid with the gradient. Red is still central to the charity’s identity, but FORM introduced the vivid orange worn by medics on-scene. “These colours blend in the gradient, creating a visual signature that speaks to urgency, action, optimism and hope,” says Alex Andlaw. https://d3faj0w6aqatyx.cloudfront.net/uploads/2025/06/LAA_OOH_TUBE_1920x1080.mp4 With the help of motion graphics designer Matt Fowler, the agency introduced movement to the branding, to reflect the aircraft’s blades in flight. The logo’s new wordmark is in Barlow, inspired by the existing big white lettering on the helicopter tail booms. Before, the charity’s name was written lower case in a thinner font. “Now it’s bigger, bolder and more impactful,” says Alex Andlaw. FORM also redesigned the icons to have more personality but still be functional. “The icons help the team talk about quite hard subjects,” he says, such as casualties, and the designs had to balance warmth and realism. “We did quite a few hearts, some look too detailed and some too basic,” he explains. The agency also created a series of collectible badges, inspired by the embroidered badges worn by the charity’s doctors and pilots.FORM Brands Studio identity for London’s Air Ambulance Charity in Instagram posts Meanwhile, photographer James Pearson-Howes was briefed to capture real people, places and moments from across London. The new branding had to resonate with very different types of donors, from the charity’s collection buckets to seven-figure corporate donations, says Clarke. “And the doctors wearing the brand have very strong opinions, as do the pilots. FORM took in all these views and managed to make all those people happy.” https://d3faj0w6aqatyx.cloudfront.net/uploads/2025/06/LAA_OOH_BILLBOARD_1920x1080.mp4 FORM Brands Studio identity for London’s Air Ambulance Charity FORM Brands Studio identity for London’s Air Ambulance Charity in OOH posters
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  • Op-Ed: Could Canada benefit from adopting Finland’s architectural competition system?

    As a Canadian who has spent the last two and a half years working as an intern architect in Helsinki, these questions have been on my mind. In my current role, I have had the opportunity to participate in numerous architectural competitions arranged by Finnish municipalities and public institutions. It has been my observation that the Finnish system of open, anonymous architectural competitions consistently produces elegant and highly functional public buildings at reasonable cost and at great benefit to the lives of the everyday people for whom the projects are intended to serve. Could Canada benefit from the adoption of a similar model?
    ‘Public project’ has never been a clearly defined term and may bring to mind the image of a bustling library for some while conjuring the image of a municipal power substation for others. In the context of this discussion, I will use the term to refer to projects that are explicitly in-service of the broader public such as community centres, museums, and other cultural venues.
    Finland’s architectural competition system
    Frequented by nearly 2 million visitors per year, the Oodi Central Library in Helsinki, Finland, has become a thriving cultural hub and an internationally recognized symbol of Finnish design innovation. Designed by ALA Architects, the project was procured through a 2-stage, open, international architectural competition. Photo by NinaraIn Finland, most notable public projects begin with an architectural competition. Some are limited to invited participants only, but the majority of these competitions are open to international submissions. Importantly, the authors of any given proposal remain anonymous with regards to the jury. This ensures that all proposals are evaluated purely on quality without bias towards established firms over lesser known competitors. The project budget is known in advance to the competition entrants and cost feasibility is an important factor weighed by the jury. However, the cost for the design services to be procured from the winning entry is fixed ahead of time, preventing companies from lowballing offers in the hopes of securing an interesting commission despite the inevitable compromises in quality that come with under-resourced design work. The result: inspired, functional public spaces are the norm, not the exception. Contrasted against the sea of forgettable public architecture to be found in cities large and small across Canada, the Finnish model paints a utopic picture.
    Several award-winning projects in my current place of employment in Helsinki have been the result of successes in open architectural competitions. The origin of the firm itself stemmed from a winning competition entry for a church in a small village submitted by the firm’s founder while he was still completing his architectural studies.  At that time, many architecture firms in Finland were founded in this manner with the publicity of a competition win serving as a career launching off point for young architects. While less common today, many students and recent graduates still participate in these design competitions. On the occasion that a young practitioner wins a competition, they are required to assemble a team with the necessary expertise and qualifications to satisfy the requirements of the jury. I believe there is a direct link between the high architectural quality outcomes of these competitions and the fact that they are conducted anonymously. The opening of these competitions to submissions from companies outside of Finland further enhances the diversity of entries and fosters international interest in the goings-on of Finland’s architectural scene. Nonetheless, it is worth acknowledging that exemplary projects have also resulted from invited and privately organized competitions. Ultimately, the mindset of the client, the selection of an appropriate jury, and the existence of sufficient incentives for architects to invest significant time in their proposals play a more critical role in shaping the quality of the final outcome.
    Tikkurila Church and Housing in Vantaa, Finland, hosts a diverse range of functions including a café, community event spaces and student housing. Designed by OOPEAA in collaboration with a local builder, the project was realized as the result of a competition organized by local Finnish and Swedish parishes. Photo by Marc Goodwin
    Finland’s competition system, administered by the Finnish Association of Architects, is not limited to major public projects such as museums, libraries and city halls. A significant number of idea competitions are organized seeking compelling visions for urban masterplans. The quality of this system has received international recognition. To quote a research paper from a Swedish university on the structure, criteria and judgement process of Finnish architectural competitions, “The Finnishexperience can provide a rich information source for scholars and students studying the structure and process of competition system and architectural judgement, as well as those concerned with commissioning and financing of competitions due to innovative solutions found in the realms of urban revitalization, poverty elimination, environmental pollution, cultural and socio-spatial renewals, and democratization of design and planning process.” This has not gone entirely under the radar in Canada. According to the website of the Royal Architectural Institute of Canada, “Competitions are common in countries such as Finland, Ireland, the United Kingdom, Australia, and New Zealand. These competitions have resulted in a high quality of design as well as creating public interest in the role of architecture in national and community life.”
    Canada’s architectural competition system
    In Canada, the RAIC sets general competition guidelines while provincial and territorial architect associations are typically responsible for the oversight of any endorsed architectural competition. Although the idea of implementing European architectural competition models has been gaining traction in recent years, competitions remain relatively rare even for significant public projects. While Canada is yet to fully embrace competition systems as a powerful tool for ensuring higher quality public spaces, success stories from various corners of the country have opened up constructive conversations. In Edmonton, unconventional, competitive procurement efforts spearheaded by city architect Carol Belanger have produced some remarkable public buildings. This has not gone unnoticed in other parts of the country where consistent banality is the norm for public projects.
    Jasper Place Branch Library designed by HCMA and Dub Architects is one of several striking projects in Edmonton built under reimagined commissioning processes which broaden the pool of design practices eligible to participate and give greater weight to design quality as an evaluation criterion. Photo by Hubert Kang
    The wider applicability of competition systems as a positive mechanism for securing better public architecture has also started to receive broader discussion. In my hometown of Ottawa, this system has been used to procure several powerful monuments and, more recently, to select a design for the redevelopment of a key city block across from Parliament Hill. The volume and quality of entries, including from internationally renowned architectural practices, attests to the strengths of the open competition format.
    Render of the winning entry for the Block 2 Redevelopment in Ottawa. This 2-stage competition was overseen directly by the RAIC. Design and render by Zeidler Architecture Inc. in cooperation with David Chipperfield Architects.
    Despite these successes, there is significant room for improvement. A key barrier to wider adoption of competition practices according to the RAIC is “…that potential sponsors are not familiar with competitions or may consider the competition process to be complicated, expensive, and time consuming.” This is understandable for private actors, but an unsatisfactory answer in the case of public, tax-payer funded projects. Finland’s success has come through the normalization of competitions for public project procurement. We should endeavour to do the same. Maintaining design contribution anonymity prior to jury decision has thus far been the exception, not the norm in Canada. This reduces the credibility of the jury without improving the result. Additionally, the financing of such competitions has been piece-meal and inconsistent. For example, several world-class schools have been realized in Quebec as the result of competitions funded by a provincial investment.  With the depletion of that fund, it is no longer clear if any further schools will be commissioned in Quebec under a similar model. While high quality documentation has been produced, there is a risk that developed expertise will be lost if the team of professionals responsible for overseeing the process is not retained.
    École du Zénith in Shefford, Quebec, designed by Pelletier de Fontenay + Leclerc Architectes is one of six elegant and functional schools commission by the province through an anonymous competition process. Photo by James Brittain
    A path forward
    Now more than ever, it is essential that our public projects instill in us a sense of pride and reflect our uniquely Canadian values. This will continue to be a rare occurrence until more ambitious measures are taken to ensure the consistent realization of beautiful, innovative and functional public spaces that connect us with one another. In service of this objective, Canada should incentivize architectural competitions by normalizing their use for major public projects such as national museums, libraries and cultural centres. A dedicated Competitions Fund could be established to support provinces, territories and cities who demonstrate initiative in the pursuit of more ambitious, inspiring and equitable public projects. A National Competitions Expert could be appointed to ensure retention and dissemination of expertise. Maintaining the anonymity of competition entrants should be established as the norm. At a moment when talk of removing inter-provincial trade barriers has re-entered public discourse, why not consider striking down red tape that prevents out-of-province firms from participating in architectural competitions? Alas, one can dream. Competitions are no silver bullet. However, recent trials within our borders should give us confidence that architectural competitions are a relatively low-risk, high-reward proposition. To this end, Finland’s open, anonymous competition system offers a compelling case study from which we would be well served to take inspiration.

    Isaac Edmonds is a Canadian working for OOPEAA – Office for Peripheral Architecture in Helsinki, Finland. My observations of the Finnish competition system’s ability to consistently produce functional, beautiful buildings inform my interest in procurement methods that elevate the quality of our shared public realm.
    The post Op-Ed: Could Canada benefit from adopting Finland’s architectural competition system? appeared first on Canadian Architect.
    #oped #could #canada #benefit #adopting
    Op-Ed: Could Canada benefit from adopting Finland’s architectural competition system?
    As a Canadian who has spent the last two and a half years working as an intern architect in Helsinki, these questions have been on my mind. In my current role, I have had the opportunity to participate in numerous architectural competitions arranged by Finnish municipalities and public institutions. It has been my observation that the Finnish system of open, anonymous architectural competitions consistently produces elegant and highly functional public buildings at reasonable cost and at great benefit to the lives of the everyday people for whom the projects are intended to serve. Could Canada benefit from the adoption of a similar model? ‘Public project’ has never been a clearly defined term and may bring to mind the image of a bustling library for some while conjuring the image of a municipal power substation for others. In the context of this discussion, I will use the term to refer to projects that are explicitly in-service of the broader public such as community centres, museums, and other cultural venues. Finland’s architectural competition system Frequented by nearly 2 million visitors per year, the Oodi Central Library in Helsinki, Finland, has become a thriving cultural hub and an internationally recognized symbol of Finnish design innovation. Designed by ALA Architects, the project was procured through a 2-stage, open, international architectural competition. Photo by NinaraIn Finland, most notable public projects begin with an architectural competition. Some are limited to invited participants only, but the majority of these competitions are open to international submissions. Importantly, the authors of any given proposal remain anonymous with regards to the jury. This ensures that all proposals are evaluated purely on quality without bias towards established firms over lesser known competitors. The project budget is known in advance to the competition entrants and cost feasibility is an important factor weighed by the jury. However, the cost for the design services to be procured from the winning entry is fixed ahead of time, preventing companies from lowballing offers in the hopes of securing an interesting commission despite the inevitable compromises in quality that come with under-resourced design work. The result: inspired, functional public spaces are the norm, not the exception. Contrasted against the sea of forgettable public architecture to be found in cities large and small across Canada, the Finnish model paints a utopic picture. Several award-winning projects in my current place of employment in Helsinki have been the result of successes in open architectural competitions. The origin of the firm itself stemmed from a winning competition entry for a church in a small village submitted by the firm’s founder while he was still completing his architectural studies.  At that time, many architecture firms in Finland were founded in this manner with the publicity of a competition win serving as a career launching off point for young architects. While less common today, many students and recent graduates still participate in these design competitions. On the occasion that a young practitioner wins a competition, they are required to assemble a team with the necessary expertise and qualifications to satisfy the requirements of the jury. I believe there is a direct link between the high architectural quality outcomes of these competitions and the fact that they are conducted anonymously. The opening of these competitions to submissions from companies outside of Finland further enhances the diversity of entries and fosters international interest in the goings-on of Finland’s architectural scene. Nonetheless, it is worth acknowledging that exemplary projects have also resulted from invited and privately organized competitions. Ultimately, the mindset of the client, the selection of an appropriate jury, and the existence of sufficient incentives for architects to invest significant time in their proposals play a more critical role in shaping the quality of the final outcome. Tikkurila Church and Housing in Vantaa, Finland, hosts a diverse range of functions including a café, community event spaces and student housing. Designed by OOPEAA in collaboration with a local builder, the project was realized as the result of a competition organized by local Finnish and Swedish parishes. Photo by Marc Goodwin Finland’s competition system, administered by the Finnish Association of Architects, is not limited to major public projects such as museums, libraries and city halls. A significant number of idea competitions are organized seeking compelling visions for urban masterplans. The quality of this system has received international recognition. To quote a research paper from a Swedish university on the structure, criteria and judgement process of Finnish architectural competitions, “The Finnishexperience can provide a rich information source for scholars and students studying the structure and process of competition system and architectural judgement, as well as those concerned with commissioning and financing of competitions due to innovative solutions found in the realms of urban revitalization, poverty elimination, environmental pollution, cultural and socio-spatial renewals, and democratization of design and planning process.” This has not gone entirely under the radar in Canada. According to the website of the Royal Architectural Institute of Canada, “Competitions are common in countries such as Finland, Ireland, the United Kingdom, Australia, and New Zealand. These competitions have resulted in a high quality of design as well as creating public interest in the role of architecture in national and community life.” Canada’s architectural competition system In Canada, the RAIC sets general competition guidelines while provincial and territorial architect associations are typically responsible for the oversight of any endorsed architectural competition. Although the idea of implementing European architectural competition models has been gaining traction in recent years, competitions remain relatively rare even for significant public projects. While Canada is yet to fully embrace competition systems as a powerful tool for ensuring higher quality public spaces, success stories from various corners of the country have opened up constructive conversations. In Edmonton, unconventional, competitive procurement efforts spearheaded by city architect Carol Belanger have produced some remarkable public buildings. This has not gone unnoticed in other parts of the country where consistent banality is the norm for public projects. Jasper Place Branch Library designed by HCMA and Dub Architects is one of several striking projects in Edmonton built under reimagined commissioning processes which broaden the pool of design practices eligible to participate and give greater weight to design quality as an evaluation criterion. Photo by Hubert Kang The wider applicability of competition systems as a positive mechanism for securing better public architecture has also started to receive broader discussion. In my hometown of Ottawa, this system has been used to procure several powerful monuments and, more recently, to select a design for the redevelopment of a key city block across from Parliament Hill. The volume and quality of entries, including from internationally renowned architectural practices, attests to the strengths of the open competition format. Render of the winning entry for the Block 2 Redevelopment in Ottawa. This 2-stage competition was overseen directly by the RAIC. Design and render by Zeidler Architecture Inc. in cooperation with David Chipperfield Architects. Despite these successes, there is significant room for improvement. A key barrier to wider adoption of competition practices according to the RAIC is “…that potential sponsors are not familiar with competitions or may consider the competition process to be complicated, expensive, and time consuming.” This is understandable for private actors, but an unsatisfactory answer in the case of public, tax-payer funded projects. Finland’s success has come through the normalization of competitions for public project procurement. We should endeavour to do the same. Maintaining design contribution anonymity prior to jury decision has thus far been the exception, not the norm in Canada. This reduces the credibility of the jury without improving the result. Additionally, the financing of such competitions has been piece-meal and inconsistent. For example, several world-class schools have been realized in Quebec as the result of competitions funded by a provincial investment.  With the depletion of that fund, it is no longer clear if any further schools will be commissioned in Quebec under a similar model. While high quality documentation has been produced, there is a risk that developed expertise will be lost if the team of professionals responsible for overseeing the process is not retained. École du Zénith in Shefford, Quebec, designed by Pelletier de Fontenay + Leclerc Architectes is one of six elegant and functional schools commission by the province through an anonymous competition process. Photo by James Brittain A path forward Now more than ever, it is essential that our public projects instill in us a sense of pride and reflect our uniquely Canadian values. This will continue to be a rare occurrence until more ambitious measures are taken to ensure the consistent realization of beautiful, innovative and functional public spaces that connect us with one another. In service of this objective, Canada should incentivize architectural competitions by normalizing their use for major public projects such as national museums, libraries and cultural centres. A dedicated Competitions Fund could be established to support provinces, territories and cities who demonstrate initiative in the pursuit of more ambitious, inspiring and equitable public projects. A National Competitions Expert could be appointed to ensure retention and dissemination of expertise. Maintaining the anonymity of competition entrants should be established as the norm. At a moment when talk of removing inter-provincial trade barriers has re-entered public discourse, why not consider striking down red tape that prevents out-of-province firms from participating in architectural competitions? Alas, one can dream. Competitions are no silver bullet. However, recent trials within our borders should give us confidence that architectural competitions are a relatively low-risk, high-reward proposition. To this end, Finland’s open, anonymous competition system offers a compelling case study from which we would be well served to take inspiration. Isaac Edmonds is a Canadian working for OOPEAA – Office for Peripheral Architecture in Helsinki, Finland. My observations of the Finnish competition system’s ability to consistently produce functional, beautiful buildings inform my interest in procurement methods that elevate the quality of our shared public realm. The post Op-Ed: Could Canada benefit from adopting Finland’s architectural competition system? appeared first on Canadian Architect. #oped #could #canada #benefit #adopting
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    Op-Ed: Could Canada benefit from adopting Finland’s architectural competition system?
    As a Canadian who has spent the last two and a half years working as an intern architect in Helsinki, these questions have been on my mind. In my current role, I have had the opportunity to participate in numerous architectural competitions arranged by Finnish municipalities and public institutions. It has been my observation that the Finnish system of open, anonymous architectural competitions consistently produces elegant and highly functional public buildings at reasonable cost and at great benefit to the lives of the everyday people for whom the projects are intended to serve. Could Canada benefit from the adoption of a similar model? ‘Public project’ has never been a clearly defined term and may bring to mind the image of a bustling library for some while conjuring the image of a municipal power substation for others. In the context of this discussion, I will use the term to refer to projects that are explicitly in-service of the broader public such as community centres, museums, and other cultural venues. Finland’s architectural competition system Frequented by nearly 2 million visitors per year, the Oodi Central Library in Helsinki, Finland, has become a thriving cultural hub and an internationally recognized symbol of Finnish design innovation. Designed by ALA Architects, the project was procured through a 2-stage, open, international architectural competition. Photo by Ninara (flickr, CC BY 2.0) In Finland, most notable public projects begin with an architectural competition. Some are limited to invited participants only, but the majority of these competitions are open to international submissions. Importantly, the authors of any given proposal remain anonymous with regards to the jury. This ensures that all proposals are evaluated purely on quality without bias towards established firms over lesser known competitors. The project budget is known in advance to the competition entrants and cost feasibility is an important factor weighed by the jury. However, the cost for the design services to be procured from the winning entry is fixed ahead of time, preventing companies from lowballing offers in the hopes of securing an interesting commission despite the inevitable compromises in quality that come with under-resourced design work. The result: inspired, functional public spaces are the norm, not the exception. Contrasted against the sea of forgettable public architecture to be found in cities large and small across Canada, the Finnish model paints a utopic picture. Several award-winning projects in my current place of employment in Helsinki have been the result of successes in open architectural competitions. The origin of the firm itself stemmed from a winning competition entry for a church in a small village submitted by the firm’s founder while he was still completing his architectural studies.  At that time, many architecture firms in Finland were founded in this manner with the publicity of a competition win serving as a career launching off point for young architects. While less common today, many students and recent graduates still participate in these design competitions. On the occasion that a young practitioner wins a competition, they are required to assemble a team with the necessary expertise and qualifications to satisfy the requirements of the jury. I believe there is a direct link between the high architectural quality outcomes of these competitions and the fact that they are conducted anonymously. The opening of these competitions to submissions from companies outside of Finland further enhances the diversity of entries and fosters international interest in the goings-on of Finland’s architectural scene. Nonetheless, it is worth acknowledging that exemplary projects have also resulted from invited and privately organized competitions. Ultimately, the mindset of the client, the selection of an appropriate jury, and the existence of sufficient incentives for architects to invest significant time in their proposals play a more critical role in shaping the quality of the final outcome. Tikkurila Church and Housing in Vantaa, Finland, hosts a diverse range of functions including a café, community event spaces and student housing. Designed by OOPEAA in collaboration with a local builder, the project was realized as the result of a competition organized by local Finnish and Swedish parishes. Photo by Marc Goodwin Finland’s competition system, administered by the Finnish Association of Architects (SAFA), is not limited to major public projects such as museums, libraries and city halls. A significant number of idea competitions are organized seeking compelling visions for urban masterplans. The quality of this system has received international recognition. To quote a research paper from a Swedish university on the structure, criteria and judgement process of Finnish architectural competitions, “The Finnish (competition) experience can provide a rich information source for scholars and students studying the structure and process of competition system and architectural judgement, as well as those concerned with commissioning and financing of competitions due to innovative solutions found in the realms of urban revitalization, poverty elimination, environmental pollution, cultural and socio-spatial renewals, and democratization of design and planning process.” This has not gone entirely under the radar in Canada. According to the website of the Royal Architectural Institute of Canada (RAIC), “Competitions are common in countries such as Finland, Ireland, the United Kingdom, Australia, and New Zealand. These competitions have resulted in a high quality of design as well as creating public interest in the role of architecture in national and community life.” Canada’s architectural competition system In Canada, the RAIC sets general competition guidelines while provincial and territorial architect associations are typically responsible for the oversight of any endorsed architectural competition. Although the idea of implementing European architectural competition models has been gaining traction in recent years, competitions remain relatively rare even for significant public projects. While Canada is yet to fully embrace competition systems as a powerful tool for ensuring higher quality public spaces, success stories from various corners of the country have opened up constructive conversations. In Edmonton, unconventional, competitive procurement efforts spearheaded by city architect Carol Belanger have produced some remarkable public buildings. This has not gone unnoticed in other parts of the country where consistent banality is the norm for public projects. Jasper Place Branch Library designed by HCMA and Dub Architects is one of several striking projects in Edmonton built under reimagined commissioning processes which broaden the pool of design practices eligible to participate and give greater weight to design quality as an evaluation criterion. Photo by Hubert Kang The wider applicability of competition systems as a positive mechanism for securing better public architecture has also started to receive broader discussion. In my hometown of Ottawa, this system has been used to procure several powerful monuments and, more recently, to select a design for the redevelopment of a key city block across from Parliament Hill. The volume and quality of entries, including from internationally renowned architectural practices, attests to the strengths of the open competition format. Render of the winning entry for the Block 2 Redevelopment in Ottawa. This 2-stage competition was overseen directly by the RAIC. Design and render by Zeidler Architecture Inc. in cooperation with David Chipperfield Architects. Despite these successes, there is significant room for improvement. A key barrier to wider adoption of competition practices according to the RAIC is “…that potential sponsors are not familiar with competitions or may consider the competition process to be complicated, expensive, and time consuming.” This is understandable for private actors, but an unsatisfactory answer in the case of public, tax-payer funded projects. Finland’s success has come through the normalization of competitions for public project procurement. We should endeavour to do the same. Maintaining design contribution anonymity prior to jury decision has thus far been the exception, not the norm in Canada. This reduces the credibility of the jury without improving the result. Additionally, the financing of such competitions has been piece-meal and inconsistent. For example, several world-class schools have been realized in Quebec as the result of competitions funded by a provincial investment.  With the depletion of that fund, it is no longer clear if any further schools will be commissioned in Quebec under a similar model. While high quality documentation has been produced, there is a risk that developed expertise will be lost if the team of professionals responsible for overseeing the process is not retained. École du Zénith in Shefford, Quebec, designed by Pelletier de Fontenay + Leclerc Architectes is one of six elegant and functional schools commission by the province through an anonymous competition process. Photo by James Brittain A path forward Now more than ever, it is essential that our public projects instill in us a sense of pride and reflect our uniquely Canadian values. This will continue to be a rare occurrence until more ambitious measures are taken to ensure the consistent realization of beautiful, innovative and functional public spaces that connect us with one another. In service of this objective, Canada should incentivize architectural competitions by normalizing their use for major public projects such as national museums, libraries and cultural centres. A dedicated Competitions Fund could be established to support provinces, territories and cities who demonstrate initiative in the pursuit of more ambitious, inspiring and equitable public projects. A National Competitions Expert could be appointed to ensure retention and dissemination of expertise. Maintaining the anonymity of competition entrants should be established as the norm. At a moment when talk of removing inter-provincial trade barriers has re-entered public discourse, why not consider striking down red tape that prevents out-of-province firms from participating in architectural competitions? Alas, one can dream. Competitions are no silver bullet. However, recent trials within our borders should give us confidence that architectural competitions are a relatively low-risk, high-reward proposition. To this end, Finland’s open, anonymous competition system offers a compelling case study from which we would be well served to take inspiration. Isaac Edmonds is a Canadian working for OOPEAA – Office for Peripheral Architecture in Helsinki, Finland. My observations of the Finnish competition system’s ability to consistently produce functional, beautiful buildings inform my interest in procurement methods that elevate the quality of our shared public realm. The post Op-Ed: Could Canada benefit from adopting Finland’s architectural competition system? appeared first on Canadian Architect.
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  • Kenmore Pavilion / CARD

    Kenmore Pavilion / CARDSave this picture!© Andy MacphersonHouses, Sustainability•Brisbane City, Australia

    Architects:
    CARD
    Area
    Area of this architecture project

    Area: 
    90 m²

    Photographs

    Photographs:Andy MacphersonMore SpecsLess Specs
    this picture!
    Text description provided by the architects. The core philosophy of this project was to do more with less through revitalizing a 1960s workers' cottage through smart, cost-effective design. Rather than replacing, the approach focused on reuse, breathing new life into the existing structure.this picture!this picture!By embracing Brisbane's favourable climate, the design introduces a weather-protected outdoor space that seamlessly extends the home's footprint. This newly integrated pavilion creates a flexible living zone for cooking, socialising, and relaxing, while framing curated views of the surrounding landscape.this picture!this picture!this picture!The project is situated in the leafy suburb of Kenmore, Brisbane, renowned for its mid-century modernist architecture and lush natural surroundings. Drawing inspiration from Queensland's architectural heritage, the design of the pavilion references the quintessential deck through its overall proportions and timber detailing. The use of natural timber ensures the structure blends effortlessly with the surrounding landscape, reinforcing its identity as an extension of the garden and an inviting, functional outdoor space.this picture!The project was part of a bigger renovation which encouraged a direct connection to the garden, shifting the living areas to the north and the bedrooms to the south, clearly delineated by a continuous wall of joinery. This wall contains the kitchen, fireplace, bookshelves, entry nook, and services, with flush, hidden doors that conceal access to the bedrooms and hallway.this picture!With these renovations and the new outdoor pavilion, a dark and introverted house has been converted into a functional, light-filled, and social building. A flexible and adaptable space - the pavilion can be used for a range of activities, from outdoor dining, socializing, and cooking in the garden.this picture!Sustainability Initiatives Our vision centers around reducing environmental impact by retaining and working with the original post-war structure, which has solid bones. Existing materials were reused and retained where possible, such as the terracotta floor of the pavilion, which was retained from the original house. Other examples include parts of the tiling that were salvaged from leftover projects, and the western red cedar soffits were taken from leftover stock from a nearby development. The garden beds were made from salvaged beams from the original pergola The planter was made from salvaged brick from the paths around the original house The chicken coop was made from reclaimed cedar and old wall framing. The pergola was built from Kwila and Spotted Gum - purposefully chosen for their sustainability credentials. The project included the installation of a new 6.6 kW solar systeminstalled on the roof. this picture!

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    Published on June 05, 2025Cite: "Kenmore Pavilion / CARD" 05 Jun 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
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    Kenmore Pavilion / CARD
    Kenmore Pavilion / CARDSave this picture!© Andy MacphersonHouses, Sustainability•Brisbane City, Australia Architects: CARD Area Area of this architecture project Area:  90 m² Photographs Photographs:Andy MacphersonMore SpecsLess Specs this picture! Text description provided by the architects. The core philosophy of this project was to do more with less through revitalizing a 1960s workers' cottage through smart, cost-effective design. Rather than replacing, the approach focused on reuse, breathing new life into the existing structure.this picture!this picture!By embracing Brisbane's favourable climate, the design introduces a weather-protected outdoor space that seamlessly extends the home's footprint. This newly integrated pavilion creates a flexible living zone for cooking, socialising, and relaxing, while framing curated views of the surrounding landscape.this picture!this picture!this picture!The project is situated in the leafy suburb of Kenmore, Brisbane, renowned for its mid-century modernist architecture and lush natural surroundings. Drawing inspiration from Queensland's architectural heritage, the design of the pavilion references the quintessential deck through its overall proportions and timber detailing. The use of natural timber ensures the structure blends effortlessly with the surrounding landscape, reinforcing its identity as an extension of the garden and an inviting, functional outdoor space.this picture!The project was part of a bigger renovation which encouraged a direct connection to the garden, shifting the living areas to the north and the bedrooms to the south, clearly delineated by a continuous wall of joinery. This wall contains the kitchen, fireplace, bookshelves, entry nook, and services, with flush, hidden doors that conceal access to the bedrooms and hallway.this picture!With these renovations and the new outdoor pavilion, a dark and introverted house has been converted into a functional, light-filled, and social building. A flexible and adaptable space - the pavilion can be used for a range of activities, from outdoor dining, socializing, and cooking in the garden.this picture!Sustainability Initiatives Our vision centers around reducing environmental impact by retaining and working with the original post-war structure, which has solid bones. Existing materials were reused and retained where possible, such as the terracotta floor of the pavilion, which was retained from the original house. Other examples include parts of the tiling that were salvaged from leftover projects, and the western red cedar soffits were taken from leftover stock from a nearby development. The garden beds were made from salvaged beams from the original pergola The planter was made from salvaged brick from the paths around the original house The chicken coop was made from reclaimed cedar and old wall framing. The pergola was built from Kwila and Spotted Gum - purposefully chosen for their sustainability credentials. The project included the installation of a new 6.6 kW solar systeminstalled on the roof. this picture! Project gallerySee allShow less About this officeCARDOffice••• Published on June 05, 2025Cite: "Kenmore Pavilion / CARD" 05 Jun 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 #kenmore #pavilion #card
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    Kenmore Pavilion / CARD
    Kenmore Pavilion / CARDSave this picture!© Andy MacphersonHouses, Sustainability•Brisbane City, Australia Architects: CARD Area Area of this architecture project Area:  90 m² Photographs Photographs:Andy MacphersonMore SpecsLess Specs Save this picture! Text description provided by the architects. The core philosophy of this project was to do more with less through revitalizing a 1960s workers' cottage through smart, cost-effective design. Rather than replacing, the approach focused on reuse, breathing new life into the existing structure.Save this picture!Save this picture!By embracing Brisbane's favourable climate, the design introduces a weather-protected outdoor space that seamlessly extends the home's footprint. This newly integrated pavilion creates a flexible living zone for cooking, socialising, and relaxing, while framing curated views of the surrounding landscape.Save this picture!Save this picture!Save this picture!The project is situated in the leafy suburb of Kenmore, Brisbane, renowned for its mid-century modernist architecture and lush natural surroundings. Drawing inspiration from Queensland's architectural heritage, the design of the pavilion references the quintessential deck through its overall proportions and timber detailing. The use of natural timber ensures the structure blends effortlessly with the surrounding landscape, reinforcing its identity as an extension of the garden and an inviting, functional outdoor space.Save this picture!The project was part of a bigger renovation which encouraged a direct connection to the garden, shifting the living areas to the north and the bedrooms to the south, clearly delineated by a continuous wall of joinery. This wall contains the kitchen, fireplace, bookshelves, entry nook, and services, with flush, hidden doors that conceal access to the bedrooms and hallway.Save this picture!With these renovations and the new outdoor pavilion, a dark and introverted house has been converted into a functional, light-filled, and social building. A flexible and adaptable space - the pavilion can be used for a range of activities, from outdoor dining, socializing, and cooking in the garden.Save this picture!Sustainability Initiatives Our vision centers around reducing environmental impact by retaining and working with the original post-war structure, which has solid bones. Existing materials were reused and retained where possible, such as the terracotta floor of the pavilion, which was retained from the original house. Other examples include parts of the tiling that were salvaged from leftover projects, and the western red cedar soffits were taken from leftover stock from a nearby development. The garden beds were made from salvaged beams from the original pergola The planter was made from salvaged brick from the paths around the original house The chicken coop was made from reclaimed cedar and old wall framing. The pergola was built from Kwila and Spotted Gum - purposefully chosen for their sustainability credentials. The project included the installation of a new 6.6 kW solar system (20 panels) installed on the roof. Save this picture! Project gallerySee allShow less About this officeCARDOffice••• Published on June 05, 2025Cite: "Kenmore Pavilion / CARD" 05 Jun 2025. ArchDaily. Accessed . <https://www.archdaily.com/1030800/kenmore-pavilion-card&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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  • VFX EMMY CONTENDERS: SETTING THE BENCHMARK FOR VISUAL EFFECTS ON TV

    By JENNIFER CHAMPAGNE

    House of the Dragon expands its dragon-filled world in its second season, offering more large-scale battles and heightened aerial warfare.The 2025 Emmy race for outstanding visual effects is shaping up to be one of the most competitive in years with major genre heavyweights breaking new ground on what’s possible on television. As prestige fantasy and sci-fi continue to dominate, the battle for the category will likely come down to sheer scale, technical innovation and how seamlessly effects are integrated into storytelling. Returning titans like House of the Dragon and The Lord of the Rings: The Rings of Power have proven their ability to deliver breathtaking visuals. At the same time, Dune: Prophecy enters the conversation as a visually stunning newcomer. The Boys remains the category’s wildcard, bringing its own brand of hyper-realistic, shock-value effects to the race. With its subtle yet immersive world-building, The Penguin stands apart from the spectacle-driven contenders, using “invisible” VFX to transform Gotham into a post-flooded, decaying metropolis. Each series offers a distinct approach to digital effects, making for an intriguing showdown between blockbuster-scale world-building and more nuanced, atmospheric craftsmanship.

    Sharing the arena with marquee pacesetters HBO’s The Last of Us, Disney+’s Andor and Netflix’s Squid Game, these series lead the charge in ensuring that the 2025 Emmy race isn’t just about visual spectacle; it’s about which shows will set the next benchmark for visual effects on television. The following insights and highlights from VFX supervisors of likely Emmy contenders illustrate why their award-worthy shows have caught the attention of TV watchers and VFX Emmy voters.

    The Penguin, with its subtle yet immersive world-building, stands apart from the spectacle-driven contenders, using “invisible” VFX to transform Gotham into a post-flooded, decaying metropolis. For The Lord of the Rings: The Rings of Power VFX Supervisor Jason Smith, the second season presented some of the Amazon series’ most ambitious visual effects challenges. From the epic Battle of Eregion to the painstaking design of the Entwives, Smith and his team at Wētā FX sought to advance digital world-building while staying true to J.R.R. Tolkien’s vision. “The Battle of Eregion was amazing to work on – and challenging too, because it’s a pivotal moment in Tolkien’s story,” Smith states. Unlike typical large-scale clashes, this battle begins as a siege culminating in an explosive cavalry charge. “We looked for every way we could to heighten the action during the siege by keeping the armies interacting, even at a distance,” Smith explains. His team introduced projectiles and siege weaponry to create dynamic action, ensuring the prolonged standoff felt kinetic. The environment work for Eregion posed another challenge. The city was initially constructed as a massive digital asset in Season 1, showcasing the collaborative brilliance of the Elves and Dwarves. In Season 2, that grandeur had to be systematically razed to the ground. “The progression of destruction had to be planned extremely carefully,” Smith notes. His team devised seven distinct levels of damage, mapping out in granular detail which areas would be smoldering, reduced to rubble or utterly consumed by fire. “Our goal was to have the audience feel the loss that the Elves feel as this beautiful symbol of the height of Elvendom is utterly razed.”

    The SSVFX team helped shape a world for Lady in the Lake that felt rich, lived-in and historically precise.One of most ambitious effects for Season 4 of The Boys was Splinter, who has the ability to duplicate himself. The sequence required eight hours of rehearsal, six hours of filming, for one shot. The final effect was a mix of prosthetic cover-up pieces and VFX face replacement.The Penguin, HBO Max’s spinoff series of The Batman, centers on Oswald ‘Oz’ Cobb’s ruthless rise to power, and relies on meticulous environmental effects, smoothly integrating CG elements to enhance Gotham’s noir aesthetic without ever calling attention to the work itself. “The most rewarding part of our work was crafting VFX that don’t feel like VFX,” says VFX Supervisor Johnny Han. Across the series’ 3,100 VFX shots, every collapsing freeway, skyline extension and flicker of light from a muzzle flash had to feel utterly real – woven so naturally into the world of Gotham that viewers never stopped to question its authenticity.

    Zimia spaceport, an enormous hub of interstellar commerce in Dune: Prophecy. The production team built a vast practical set to provide a strong scale foundation, but its full grandeur came to life in post by extending this environment with CG.The second season of The Lord of the Rings: The Rings of Power refined its environments, which elevate Middle-earth’s realism.Some of the series’ most striking visual moments were also its most understated. The shift of Gotham’s seasons – transforming sunlit summer shoots into autumn’s muted chill – helped shape the show’s somber tone, reinforcing the bleak, crime-ridden undercurrent. The city’s bridges and skyscrapers were meticulously augmented, stretching Gotham beyond the limits of practical sets while preserving its grounded, brutalist aesthetic. Even the scars and wounds on Sofia Falcone were enhanced through digital artistry, ensuring that her past traumas remained ever-present, etched into her skin.

    The series wasn’t without its large-scale effects – far from it. Han and his team orchestrated massive sequences of urban devastation. “The floodwaters were one of our biggest challenges,” Han notes, referring to the ongoing impact of the catastrophic deluge that left Gotham in ruins. One particularly harrowing sequence required simulating a tsunami tearing through the streets – not as an action set piece, but as a deeply personal moment of loss. “Telling Victor’s story of how he lost his entire family in the bombing and floods of Gotham was heartbreaking,” Han says. “Normally, you create an event like that for excitement, for tension. But for us, it was about capturing emotional devastation.”

    Perhaps the most technically intricate sequences were the shootouts, hallmarks of Gotham’s criminal underbelly. “We programmed millisecond-accurate synced flash guns to mimic dramatic gunfire light,” Han explains, ensuring that the interplay of practical and digital elements remained imperceptible. Every muzzle flash, every ricochet was meticulously planned and rendered. The ultimate achievement for Han and his team wasn’t crafting the biggest explosion or the most elaborate digital sequence – it was making Gotham itself feel inescapably real. He says, “Nothing was more important to us than for you to forget that there are 3,100 VFX shots in this series.”

    The challenge for The Residence was making one of the most recognizable buildings in the world feel both immersive and narratively engaging.Bringing the universe of Dune to life on TV for HBO’s Dune: Prophecy requires a delicate balance of realism and imagination, grounded in natural physics, yet awe-inspiring in scale. Dune: Prophecy looks to challenge traditional fantasy dominance with its stunning, desert-bound landscapes and intricate space-faring visuals, uniting the grandeur of Denis Villeneuve’s films with the demands of episodic storytelling. Set thousands of years before the events of the films, the series explores the early days of the Bene Gesserit, a secretive order wielding extraordinary abilities. Translating that power into a visual language required technical innovation. “Kudos to Important Looking Pirates for the space folding andAgony work,” says VFX Supervisor Mike Enriquez. No Dune project would be complete without its most iconic inhabitant, the sandworm. VFX Producer Terron Pratt says. “We’re incredibly proud of what the team at Image Engine created. Precise animation conveyed this creature’s weight and massive scale, while incredibly detailed sand simulations integrated it into the environment.” Every grain of sand had to move believably in response to the worm’s colossal presence to ensure the physics of Arrakis remained authentic.

    Floodwaters play a significant part in the destruction of Gotham in The Penguin. One particularly harrowing sequence required simulating a tsunami tearing through the streets.American Primeval integrated visual effects with practical techniques in creative, unconventional ways. The massacre sequence showcases technical mastery and pulls the audience into the brutal reality of the American frontier.For the Zimia spaceport, an enormous hub of interstellar commerce, the Dune: Prophecy production team built a vast practical set to provide a strong scale foundation. However, its full grandeur came to life in post. “By extending this environment with CG, we amplified the scope of our world, making it feel expansive and deeply impactful,” Pratt explains. The result was a sprawling, futuristic cityscape that retained a tangible weight with impeccably amalgamated practical and digital elements.

    Wētā FX sought to advance digital world-building for Season 2 of The Lord of the Rings: The Rings of Power while staying true to J.R.R. Tolkien’s vision.Visual effects extended beyond character work for Lady in the Lake, playing a key role in the show’s immersive world-building.For House of the Dragon VFX Supervisor Daði Einarsson, Season 2 presented some of the HBO show’s most complex and ambitious visual effects work. The Battle at Rook’s Rest in Episode 4 was a milestone for the series, marking the first full-scale dragon-on-dragon aerial battle. “We were tasked with pitting three dragons against each other in an all-out aerial war above a castle siege,” Einarsson says. Capturing the actors’ performances mid-flight required a combination of motion-controlled cameras, preprogrammed motion bases with saddles and LED volume lighting – all mapped directly from fully animated previsualized sequences approved by director Alan Taylor and Showrunner Ryan J. Condal. On the ground, the battlefield required digital crowd replication, extensive environment extensions, and pyrotechnic enhancements to create a war zone that felt both vast and intimately chaotic. “In the air, we created a fully CG version of the environment to have full control over the camera work,” Einarsson explains. Under the supervision of Sven Martin, the Pixomondo team stitched together breathtaking aerial combat, ensuring the dragons moved with the weight and raw power befitting their legendary status.

    Blood, weapon effects and period-accurate muzzle flashes heightened the intensity of the brutal fight sequences in American Primeval. The natural elements and violence reflected the harsh realities of the American west in 1857.The Residence brings a refined, detailed approach to environmental augmentation, using visual effects to take the audience on a journey through the White House in this political murder mystery.Episode 7 introduced Hugh Hammer’s claim of Vermithor, Westeros’ second-largest dragon. Rather than breaking the sequence into multiple shots, Einarsson and director Loni Peristere saw an opportunity to craft something exceptional: a single, uninterrupted long take reminiscent of Children of Men and Gravity. “It took a lot of planning to design a series of beats that cohesively flowed from one into the next, with Hugh leading the camera by action and reaction,” Einarsson says. The sequence, which involved Hugh dodging Vermithor’s flames and ultimately claiming the beast through sheer bravery, was technically demanding. To achieve this, the team stitched together five separate takes of Hugh’s performance, shot over two separate days weeks apart, due to the set needing to be struck and rebuilt in different configurations. VFX Supervisor Wayne Stables and the team at Wētā ensured the transitions were imperceptible, uniting practical and digital elements into a continuous, immersive moment. “The Dragonmont Cavern environment was a beautiful, raised gantry and cave designed byJim Clay and expanded by Wētā,” Einarsson says. Then Rowley Imran’s stunt team and Mike Dawson’s SFX team engulfed the set in practical flames so every element, from fire to dust to movement, contributed to the illusion of real-time danger.

    For Einarsson, the most significant challenge wasn’t just in making these sequences visually spectacular – it was ensuring they belonged within the same world as the quiet, dialogue-driven moments in King’s Landing. “The aim is for incredibly complex and spectacular visual effects scenes to feel like they belong in the same world as two people talking in a council chamber,” he states. Every dragon, flame and gust of wind had to feel as lived-in as the politics playing out beneath them.

    Season 4 of The Boys delivered the fully CG octopus character, Ambrosius. A challenge was crafting a believable yet expressive sea creature and keeping it grounded while still embracing the show’s signature absurdity.In The Penguin, Gotham isn’t just a city; it’s a living, breathing entity shaped by destruction, decay and the quiet menace lurking beneath its streets.The Boys continues to defy genre norms, delivering audacious, technically complex effects that lean into its hyperviolent, satirical take on superheroes. For The Boys VFX Supervisor Stephan Fleet, Season 4 delivered some of the Amazon Prime show’s most dramatic effects yet, from the self-replicating Splinter to the fully CG octopus character, Ambrosius. Splinter, who has the ability to duplicate himself, presented a unique challenge. Fleet says, “His introduction on the podium was a complex motion control sequence. Eight hours of rehearsal, six hours of filming – for one shot.” Splinter’s design came with an added layer of difficulty. “We had to figure out how to make a nude male clone,” Fleet says. “Normally, you can hide doubles’ bodies in clothes – not this time!” The final effect required a mix of prosthetic cover-up pieces and VFX face replacement, requiring multiple iterations to make it work. Ambrosius became one of The Boys’ most unexpected breakout characters. “It’s fun making a full-on character in the show that’s an octopus,” Fleet reveals in a nod to the show’s absurd side. “As much as possible, we aim for a grounded approach and try to attain a level of thought and detail you don’t often find on TV.”

    While the battle for outstanding visual effects will likely be dominated by large-scale fantasy and sci-fi productions, several standout series are also making waves with their innovative and immersive visual storytelling. Netflix’s The Residence, led by VFX Supervisor Seth Hill, brings a refined, detailed approach to environmental augmentation, enhancing the grandeur of the White House setting in this political murder mystery. “Using visual effects to take the audience on a journey through an iconic location like the White House was really fun,” Hill says. “It’s a cool and unique use of visual effects.” One of the most ambitious sequences involved what the team called the Doll House, a digital rendering of the White House with its south façade removed, exposing the interior like a cross-section of a dollhouse. Hill explains. “Going back and forth from filmed footage to full CGI – that jump from grounded realism to abstract yet still real – was quite tricky,” he says, adding, “VFX is best when it is in service of the storytelling, and The Residence presented a unique opportunity to do just that. It was a big challenge and a tough nut to crack, but those creative and technical hurdles are a good part of what makes it so rewarding.”

    “We were tasked with pitting three dragons against each other in an all-out aerial war above a castle siege. In the air, we created a fully CG version of the environment to have full control over the camera work.”—Daði Einarsson, VFX Supervisor, House of the Dragon

    The Battle at Rook’s Rest in Episode 4 of House of the Dragon Season 2 was a major milestone for the series, marking the first full-scale dragon-on-dragon aerial battle.Season 2 of House of the Dragon presented some of the most complex and ambitious visual effects work for the show to date.For Jay Worth, VFX Supervisor on Apple TV+’s Lady in the Lake, the challenge was two-fold: create seamless effects and preserve the raw emotional truth of a performance. One of the most significant technical achievements was de-aging Natalie Portman. “It seems so easy on paper, but the reality was far more challenging,” Worth admits. Worth had tackled de-aging before, but never with the same level of success. “For me, it is simply because of her performance.” Portman delivered a nuanced, youthful portrayal that felt entirely authentic to the time period. “It made our job both so much easier and set the bar so high for us. Sometimes, you can hide in a scene like this – you pull the camera back, cut away before the most expressive parts of the dialogue, or the illusion breaks,” Worth explains. In Lady in the Lake, there was nowhere to hide. “I think that is what I am most proud of with these shots. It felt like the longer you stayed on them, the more you believed them. That is a real feat with this sort of work.” Skully VFX handled the de-aging. “They nailed the look early on and delivered throughout the project on this difficult task.” Working alongside Production Designer Jc Molina, the VFX team helped shape a world that felt rich, lived-in and historically precise. “We were entrusted with the most important part of this show – do we believe this performance from this character in this part of her journey? – and we feel like we were able to deliver on this challenge.”

    On the other end of the spectrum, Netflix’s American Primeval, under the guidance of VFX Supervisor Andrew Ceperley, delivers rugged, visceral realism in its portrayal of the untamed American frontier. With brutal battle sequences, sprawling landscapes and historical re-creations that interweave practical and digital effects, the series stands as a testament to how VFX can enhance grounded, historical storytelling. Ceperley says, “The standout is definitely the nearly three-minute single-shot massacre sequence in the forest episode.” Designed to immerse the audience in the raw, chaotic violence of the frontier, the scene captures every brutal detail with unrelenting intensity. The challenge was crafting invisible visual effects, enhancing practical stunts and destruction without breaking the immersive, handheld camera style. “The sequence was designed to be one shot made up of 10 individual takes, shot over seven days, seamlessly stitched together, all while using a handheld camera on an extremely wide-angle lens.” One of the most complex moments involved a bull smashing through a wagon while the characters hid underneath. Rather than relying on CGI, the team took a practical approach, placing a 360-degree camera under the wagon while the special effects team rigged it to explode in a way that simulated an impact. “A real bull was then guided to run toward the 360 camera and leap over it,” Ceperley says. The footage was blended with live-action shots of the actors with minimal CGI enhancements – just dust and debris – to complete the effect. Adding to the difficulty, the scene was set at sunset, giving the team an extremely limited window to capture each day’s footage. The massacre sequence was a prime example of integrating visual effects with practical techniques in creative, unconventional ways, blending old-school in-camera effects with modern stitching techniques to create a visceral cinematic moment that stayed true to the show’s raw, historical aesthetic. “Using old techniques in new, even strange ways and seeing it pay off and deliver on the original vision was the most rewarding part.”
    #vfx #emmy #contenders #setting #benchmark
    VFX EMMY CONTENDERS: SETTING THE BENCHMARK FOR VISUAL EFFECTS ON TV
    By JENNIFER CHAMPAGNE House of the Dragon expands its dragon-filled world in its second season, offering more large-scale battles and heightened aerial warfare.The 2025 Emmy race for outstanding visual effects is shaping up to be one of the most competitive in years with major genre heavyweights breaking new ground on what’s possible on television. As prestige fantasy and sci-fi continue to dominate, the battle for the category will likely come down to sheer scale, technical innovation and how seamlessly effects are integrated into storytelling. Returning titans like House of the Dragon and The Lord of the Rings: The Rings of Power have proven their ability to deliver breathtaking visuals. At the same time, Dune: Prophecy enters the conversation as a visually stunning newcomer. The Boys remains the category’s wildcard, bringing its own brand of hyper-realistic, shock-value effects to the race. With its subtle yet immersive world-building, The Penguin stands apart from the spectacle-driven contenders, using “invisible” VFX to transform Gotham into a post-flooded, decaying metropolis. Each series offers a distinct approach to digital effects, making for an intriguing showdown between blockbuster-scale world-building and more nuanced, atmospheric craftsmanship. Sharing the arena with marquee pacesetters HBO’s The Last of Us, Disney+’s Andor and Netflix’s Squid Game, these series lead the charge in ensuring that the 2025 Emmy race isn’t just about visual spectacle; it’s about which shows will set the next benchmark for visual effects on television. The following insights and highlights from VFX supervisors of likely Emmy contenders illustrate why their award-worthy shows have caught the attention of TV watchers and VFX Emmy voters. The Penguin, with its subtle yet immersive world-building, stands apart from the spectacle-driven contenders, using “invisible” VFX to transform Gotham into a post-flooded, decaying metropolis. For The Lord of the Rings: The Rings of Power VFX Supervisor Jason Smith, the second season presented some of the Amazon series’ most ambitious visual effects challenges. From the epic Battle of Eregion to the painstaking design of the Entwives, Smith and his team at Wētā FX sought to advance digital world-building while staying true to J.R.R. Tolkien’s vision. “The Battle of Eregion was amazing to work on – and challenging too, because it’s a pivotal moment in Tolkien’s story,” Smith states. Unlike typical large-scale clashes, this battle begins as a siege culminating in an explosive cavalry charge. “We looked for every way we could to heighten the action during the siege by keeping the armies interacting, even at a distance,” Smith explains. His team introduced projectiles and siege weaponry to create dynamic action, ensuring the prolonged standoff felt kinetic. The environment work for Eregion posed another challenge. The city was initially constructed as a massive digital asset in Season 1, showcasing the collaborative brilliance of the Elves and Dwarves. In Season 2, that grandeur had to be systematically razed to the ground. “The progression of destruction had to be planned extremely carefully,” Smith notes. His team devised seven distinct levels of damage, mapping out in granular detail which areas would be smoldering, reduced to rubble or utterly consumed by fire. “Our goal was to have the audience feel the loss that the Elves feel as this beautiful symbol of the height of Elvendom is utterly razed.” The SSVFX team helped shape a world for Lady in the Lake that felt rich, lived-in and historically precise.One of most ambitious effects for Season 4 of The Boys was Splinter, who has the ability to duplicate himself. The sequence required eight hours of rehearsal, six hours of filming, for one shot. The final effect was a mix of prosthetic cover-up pieces and VFX face replacement.The Penguin, HBO Max’s spinoff series of The Batman, centers on Oswald ‘Oz’ Cobb’s ruthless rise to power, and relies on meticulous environmental effects, smoothly integrating CG elements to enhance Gotham’s noir aesthetic without ever calling attention to the work itself. “The most rewarding part of our work was crafting VFX that don’t feel like VFX,” says VFX Supervisor Johnny Han. Across the series’ 3,100 VFX shots, every collapsing freeway, skyline extension and flicker of light from a muzzle flash had to feel utterly real – woven so naturally into the world of Gotham that viewers never stopped to question its authenticity. Zimia spaceport, an enormous hub of interstellar commerce in Dune: Prophecy. The production team built a vast practical set to provide a strong scale foundation, but its full grandeur came to life in post by extending this environment with CG.The second season of The Lord of the Rings: The Rings of Power refined its environments, which elevate Middle-earth’s realism.Some of the series’ most striking visual moments were also its most understated. The shift of Gotham’s seasons – transforming sunlit summer shoots into autumn’s muted chill – helped shape the show’s somber tone, reinforcing the bleak, crime-ridden undercurrent. The city’s bridges and skyscrapers were meticulously augmented, stretching Gotham beyond the limits of practical sets while preserving its grounded, brutalist aesthetic. Even the scars and wounds on Sofia Falcone were enhanced through digital artistry, ensuring that her past traumas remained ever-present, etched into her skin. The series wasn’t without its large-scale effects – far from it. Han and his team orchestrated massive sequences of urban devastation. “The floodwaters were one of our biggest challenges,” Han notes, referring to the ongoing impact of the catastrophic deluge that left Gotham in ruins. One particularly harrowing sequence required simulating a tsunami tearing through the streets – not as an action set piece, but as a deeply personal moment of loss. “Telling Victor’s story of how he lost his entire family in the bombing and floods of Gotham was heartbreaking,” Han says. “Normally, you create an event like that for excitement, for tension. But for us, it was about capturing emotional devastation.” Perhaps the most technically intricate sequences were the shootouts, hallmarks of Gotham’s criminal underbelly. “We programmed millisecond-accurate synced flash guns to mimic dramatic gunfire light,” Han explains, ensuring that the interplay of practical and digital elements remained imperceptible. Every muzzle flash, every ricochet was meticulously planned and rendered. The ultimate achievement for Han and his team wasn’t crafting the biggest explosion or the most elaborate digital sequence – it was making Gotham itself feel inescapably real. He says, “Nothing was more important to us than for you to forget that there are 3,100 VFX shots in this series.” The challenge for The Residence was making one of the most recognizable buildings in the world feel both immersive and narratively engaging.Bringing the universe of Dune to life on TV for HBO’s Dune: Prophecy requires a delicate balance of realism and imagination, grounded in natural physics, yet awe-inspiring in scale. Dune: Prophecy looks to challenge traditional fantasy dominance with its stunning, desert-bound landscapes and intricate space-faring visuals, uniting the grandeur of Denis Villeneuve’s films with the demands of episodic storytelling. Set thousands of years before the events of the films, the series explores the early days of the Bene Gesserit, a secretive order wielding extraordinary abilities. Translating that power into a visual language required technical innovation. “Kudos to Important Looking Pirates for the space folding andAgony work,” says VFX Supervisor Mike Enriquez. No Dune project would be complete without its most iconic inhabitant, the sandworm. VFX Producer Terron Pratt says. “We’re incredibly proud of what the team at Image Engine created. Precise animation conveyed this creature’s weight and massive scale, while incredibly detailed sand simulations integrated it into the environment.” Every grain of sand had to move believably in response to the worm’s colossal presence to ensure the physics of Arrakis remained authentic. Floodwaters play a significant part in the destruction of Gotham in The Penguin. One particularly harrowing sequence required simulating a tsunami tearing through the streets.American Primeval integrated visual effects with practical techniques in creative, unconventional ways. The massacre sequence showcases technical mastery and pulls the audience into the brutal reality of the American frontier.For the Zimia spaceport, an enormous hub of interstellar commerce, the Dune: Prophecy production team built a vast practical set to provide a strong scale foundation. However, its full grandeur came to life in post. “By extending this environment with CG, we amplified the scope of our world, making it feel expansive and deeply impactful,” Pratt explains. The result was a sprawling, futuristic cityscape that retained a tangible weight with impeccably amalgamated practical and digital elements. Wētā FX sought to advance digital world-building for Season 2 of The Lord of the Rings: The Rings of Power while staying true to J.R.R. Tolkien’s vision.Visual effects extended beyond character work for Lady in the Lake, playing a key role in the show’s immersive world-building.For House of the Dragon VFX Supervisor Daði Einarsson, Season 2 presented some of the HBO show’s most complex and ambitious visual effects work. The Battle at Rook’s Rest in Episode 4 was a milestone for the series, marking the first full-scale dragon-on-dragon aerial battle. “We were tasked with pitting three dragons against each other in an all-out aerial war above a castle siege,” Einarsson says. Capturing the actors’ performances mid-flight required a combination of motion-controlled cameras, preprogrammed motion bases with saddles and LED volume lighting – all mapped directly from fully animated previsualized sequences approved by director Alan Taylor and Showrunner Ryan J. Condal. On the ground, the battlefield required digital crowd replication, extensive environment extensions, and pyrotechnic enhancements to create a war zone that felt both vast and intimately chaotic. “In the air, we created a fully CG version of the environment to have full control over the camera work,” Einarsson explains. Under the supervision of Sven Martin, the Pixomondo team stitched together breathtaking aerial combat, ensuring the dragons moved with the weight and raw power befitting their legendary status. Blood, weapon effects and period-accurate muzzle flashes heightened the intensity of the brutal fight sequences in American Primeval. The natural elements and violence reflected the harsh realities of the American west in 1857.The Residence brings a refined, detailed approach to environmental augmentation, using visual effects to take the audience on a journey through the White House in this political murder mystery.Episode 7 introduced Hugh Hammer’s claim of Vermithor, Westeros’ second-largest dragon. Rather than breaking the sequence into multiple shots, Einarsson and director Loni Peristere saw an opportunity to craft something exceptional: a single, uninterrupted long take reminiscent of Children of Men and Gravity. “It took a lot of planning to design a series of beats that cohesively flowed from one into the next, with Hugh leading the camera by action and reaction,” Einarsson says. The sequence, which involved Hugh dodging Vermithor’s flames and ultimately claiming the beast through sheer bravery, was technically demanding. To achieve this, the team stitched together five separate takes of Hugh’s performance, shot over two separate days weeks apart, due to the set needing to be struck and rebuilt in different configurations. VFX Supervisor Wayne Stables and the team at Wētā ensured the transitions were imperceptible, uniting practical and digital elements into a continuous, immersive moment. “The Dragonmont Cavern environment was a beautiful, raised gantry and cave designed byJim Clay and expanded by Wētā,” Einarsson says. Then Rowley Imran’s stunt team and Mike Dawson’s SFX team engulfed the set in practical flames so every element, from fire to dust to movement, contributed to the illusion of real-time danger. For Einarsson, the most significant challenge wasn’t just in making these sequences visually spectacular – it was ensuring they belonged within the same world as the quiet, dialogue-driven moments in King’s Landing. “The aim is for incredibly complex and spectacular visual effects scenes to feel like they belong in the same world as two people talking in a council chamber,” he states. Every dragon, flame and gust of wind had to feel as lived-in as the politics playing out beneath them. Season 4 of The Boys delivered the fully CG octopus character, Ambrosius. A challenge was crafting a believable yet expressive sea creature and keeping it grounded while still embracing the show’s signature absurdity.In The Penguin, Gotham isn’t just a city; it’s a living, breathing entity shaped by destruction, decay and the quiet menace lurking beneath its streets.The Boys continues to defy genre norms, delivering audacious, technically complex effects that lean into its hyperviolent, satirical take on superheroes. For The Boys VFX Supervisor Stephan Fleet, Season 4 delivered some of the Amazon Prime show’s most dramatic effects yet, from the self-replicating Splinter to the fully CG octopus character, Ambrosius. Splinter, who has the ability to duplicate himself, presented a unique challenge. Fleet says, “His introduction on the podium was a complex motion control sequence. Eight hours of rehearsal, six hours of filming – for one shot.” Splinter’s design came with an added layer of difficulty. “We had to figure out how to make a nude male clone,” Fleet says. “Normally, you can hide doubles’ bodies in clothes – not this time!” The final effect required a mix of prosthetic cover-up pieces and VFX face replacement, requiring multiple iterations to make it work. Ambrosius became one of The Boys’ most unexpected breakout characters. “It’s fun making a full-on character in the show that’s an octopus,” Fleet reveals in a nod to the show’s absurd side. “As much as possible, we aim for a grounded approach and try to attain a level of thought and detail you don’t often find on TV.” While the battle for outstanding visual effects will likely be dominated by large-scale fantasy and sci-fi productions, several standout series are also making waves with their innovative and immersive visual storytelling. Netflix’s The Residence, led by VFX Supervisor Seth Hill, brings a refined, detailed approach to environmental augmentation, enhancing the grandeur of the White House setting in this political murder mystery. “Using visual effects to take the audience on a journey through an iconic location like the White House was really fun,” Hill says. “It’s a cool and unique use of visual effects.” One of the most ambitious sequences involved what the team called the Doll House, a digital rendering of the White House with its south façade removed, exposing the interior like a cross-section of a dollhouse. Hill explains. “Going back and forth from filmed footage to full CGI – that jump from grounded realism to abstract yet still real – was quite tricky,” he says, adding, “VFX is best when it is in service of the storytelling, and The Residence presented a unique opportunity to do just that. It was a big challenge and a tough nut to crack, but those creative and technical hurdles are a good part of what makes it so rewarding.” “We were tasked with pitting three dragons against each other in an all-out aerial war above a castle siege. In the air, we created a fully CG version of the environment to have full control over the camera work.”—Daði Einarsson, VFX Supervisor, House of the Dragon The Battle at Rook’s Rest in Episode 4 of House of the Dragon Season 2 was a major milestone for the series, marking the first full-scale dragon-on-dragon aerial battle.Season 2 of House of the Dragon presented some of the most complex and ambitious visual effects work for the show to date.For Jay Worth, VFX Supervisor on Apple TV+’s Lady in the Lake, the challenge was two-fold: create seamless effects and preserve the raw emotional truth of a performance. One of the most significant technical achievements was de-aging Natalie Portman. “It seems so easy on paper, but the reality was far more challenging,” Worth admits. Worth had tackled de-aging before, but never with the same level of success. “For me, it is simply because of her performance.” Portman delivered a nuanced, youthful portrayal that felt entirely authentic to the time period. “It made our job both so much easier and set the bar so high for us. Sometimes, you can hide in a scene like this – you pull the camera back, cut away before the most expressive parts of the dialogue, or the illusion breaks,” Worth explains. In Lady in the Lake, there was nowhere to hide. “I think that is what I am most proud of with these shots. It felt like the longer you stayed on them, the more you believed them. That is a real feat with this sort of work.” Skully VFX handled the de-aging. “They nailed the look early on and delivered throughout the project on this difficult task.” Working alongside Production Designer Jc Molina, the VFX team helped shape a world that felt rich, lived-in and historically precise. “We were entrusted with the most important part of this show – do we believe this performance from this character in this part of her journey? – and we feel like we were able to deliver on this challenge.” On the other end of the spectrum, Netflix’s American Primeval, under the guidance of VFX Supervisor Andrew Ceperley, delivers rugged, visceral realism in its portrayal of the untamed American frontier. With brutal battle sequences, sprawling landscapes and historical re-creations that interweave practical and digital effects, the series stands as a testament to how VFX can enhance grounded, historical storytelling. Ceperley says, “The standout is definitely the nearly three-minute single-shot massacre sequence in the forest episode.” Designed to immerse the audience in the raw, chaotic violence of the frontier, the scene captures every brutal detail with unrelenting intensity. The challenge was crafting invisible visual effects, enhancing practical stunts and destruction without breaking the immersive, handheld camera style. “The sequence was designed to be one shot made up of 10 individual takes, shot over seven days, seamlessly stitched together, all while using a handheld camera on an extremely wide-angle lens.” One of the most complex moments involved a bull smashing through a wagon while the characters hid underneath. Rather than relying on CGI, the team took a practical approach, placing a 360-degree camera under the wagon while the special effects team rigged it to explode in a way that simulated an impact. “A real bull was then guided to run toward the 360 camera and leap over it,” Ceperley says. The footage was blended with live-action shots of the actors with minimal CGI enhancements – just dust and debris – to complete the effect. Adding to the difficulty, the scene was set at sunset, giving the team an extremely limited window to capture each day’s footage. The massacre sequence was a prime example of integrating visual effects with practical techniques in creative, unconventional ways, blending old-school in-camera effects with modern stitching techniques to create a visceral cinematic moment that stayed true to the show’s raw, historical aesthetic. “Using old techniques in new, even strange ways and seeing it pay off and deliver on the original vision was the most rewarding part.” #vfx #emmy #contenders #setting #benchmark
    WWW.VFXVOICE.COM
    VFX EMMY CONTENDERS: SETTING THE BENCHMARK FOR VISUAL EFFECTS ON TV
    By JENNIFER CHAMPAGNE House of the Dragon expands its dragon-filled world in its second season, offering more large-scale battles and heightened aerial warfare. (Image courtesy of HBO) The 2025 Emmy race for outstanding visual effects is shaping up to be one of the most competitive in years with major genre heavyweights breaking new ground on what’s possible on television. As prestige fantasy and sci-fi continue to dominate, the battle for the category will likely come down to sheer scale, technical innovation and how seamlessly effects are integrated into storytelling. Returning titans like House of the Dragon and The Lord of the Rings: The Rings of Power have proven their ability to deliver breathtaking visuals. At the same time, Dune: Prophecy enters the conversation as a visually stunning newcomer. The Boys remains the category’s wildcard, bringing its own brand of hyper-realistic, shock-value effects to the race. With its subtle yet immersive world-building, The Penguin stands apart from the spectacle-driven contenders, using “invisible” VFX to transform Gotham into a post-flooded, decaying metropolis. Each series offers a distinct approach to digital effects, making for an intriguing showdown between blockbuster-scale world-building and more nuanced, atmospheric craftsmanship. Sharing the arena with marquee pacesetters HBO’s The Last of Us, Disney+’s Andor and Netflix’s Squid Game, these series lead the charge in ensuring that the 2025 Emmy race isn’t just about visual spectacle; it’s about which shows will set the next benchmark for visual effects on television. The following insights and highlights from VFX supervisors of likely Emmy contenders illustrate why their award-worthy shows have caught the attention of TV watchers and VFX Emmy voters. The Penguin, with its subtle yet immersive world-building, stands apart from the spectacle-driven contenders, using “invisible” VFX to transform Gotham into a post-flooded, decaying metropolis.  (Image courtesy of HBO) For The Lord of the Rings: The Rings of Power VFX Supervisor Jason Smith, the second season presented some of the Amazon series’ most ambitious visual effects challenges. From the epic Battle of Eregion to the painstaking design of the Entwives, Smith and his team at Wētā FX sought to advance digital world-building while staying true to J.R.R. Tolkien’s vision. “The Battle of Eregion was amazing to work on – and challenging too, because it’s a pivotal moment in Tolkien’s story,” Smith states. Unlike typical large-scale clashes, this battle begins as a siege culminating in an explosive cavalry charge. “We looked for every way we could to heighten the action during the siege by keeping the armies interacting, even at a distance,” Smith explains. His team introduced projectiles and siege weaponry to create dynamic action, ensuring the prolonged standoff felt kinetic. The environment work for Eregion posed another challenge. The city was initially constructed as a massive digital asset in Season 1, showcasing the collaborative brilliance of the Elves and Dwarves. In Season 2, that grandeur had to be systematically razed to the ground. “The progression of destruction had to be planned extremely carefully,” Smith notes. His team devised seven distinct levels of damage, mapping out in granular detail which areas would be smoldering, reduced to rubble or utterly consumed by fire. “Our goal was to have the audience feel the loss that the Elves feel as this beautiful symbol of the height of Elvendom is utterly razed.” The SSVFX team helped shape a world for Lady in the Lake that felt rich, lived-in and historically precise. (Image courtesy of Apple TV+) One of most ambitious effects for Season 4 of The Boys was Splinter, who has the ability to duplicate himself. The sequence required eight hours of rehearsal, six hours of filming, for one shot. The final effect was a mix of prosthetic cover-up pieces and VFX face replacement. (Image courtesy of Prime Video) The Penguin, HBO Max’s spinoff series of The Batman, centers on Oswald ‘Oz’ Cobb’s ruthless rise to power, and relies on meticulous environmental effects, smoothly integrating CG elements to enhance Gotham’s noir aesthetic without ever calling attention to the work itself. “The most rewarding part of our work was crafting VFX that don’t feel like VFX,” says VFX Supervisor Johnny Han. Across the series’ 3,100 VFX shots, every collapsing freeway, skyline extension and flicker of light from a muzzle flash had to feel utterly real – woven so naturally into the world of Gotham that viewers never stopped to question its authenticity. Zimia spaceport, an enormous hub of interstellar commerce in Dune: Prophecy. The production team built a vast practical set to provide a strong scale foundation, but its full grandeur came to life in post by extending this environment with CG.(Images courtesy of HBO) The second season of The Lord of the Rings: The Rings of Power refined its environments, which elevate Middle-earth’s realism. (Image courtesy of Prime Video) Some of the series’ most striking visual moments were also its most understated. The shift of Gotham’s seasons – transforming sunlit summer shoots into autumn’s muted chill – helped shape the show’s somber tone, reinforcing the bleak, crime-ridden undercurrent. The city’s bridges and skyscrapers were meticulously augmented, stretching Gotham beyond the limits of practical sets while preserving its grounded, brutalist aesthetic. Even the scars and wounds on Sofia Falcone were enhanced through digital artistry, ensuring that her past traumas remained ever-present, etched into her skin. The series wasn’t without its large-scale effects – far from it. Han and his team orchestrated massive sequences of urban devastation. “The floodwaters were one of our biggest challenges,” Han notes, referring to the ongoing impact of the catastrophic deluge that left Gotham in ruins. One particularly harrowing sequence required simulating a tsunami tearing through the streets – not as an action set piece, but as a deeply personal moment of loss. “Telling Victor’s story of how he lost his entire family in the bombing and floods of Gotham was heartbreaking,” Han says. “Normally, you create an event like that for excitement, for tension. But for us, it was about capturing emotional devastation.” Perhaps the most technically intricate sequences were the shootouts, hallmarks of Gotham’s criminal underbelly. “We programmed millisecond-accurate synced flash guns to mimic dramatic gunfire light,” Han explains, ensuring that the interplay of practical and digital elements remained imperceptible. Every muzzle flash, every ricochet was meticulously planned and rendered. The ultimate achievement for Han and his team wasn’t crafting the biggest explosion or the most elaborate digital sequence – it was making Gotham itself feel inescapably real. He says, “Nothing was more important to us than for you to forget that there are 3,100 VFX shots in this series.” The challenge for The Residence was making one of the most recognizable buildings in the world feel both immersive and narratively engaging. (Photo: Erin Simkin. Courtesy of Netflix) Bringing the universe of Dune to life on TV for HBO’s Dune: Prophecy requires a delicate balance of realism and imagination, grounded in natural physics, yet awe-inspiring in scale. Dune: Prophecy looks to challenge traditional fantasy dominance with its stunning, desert-bound landscapes and intricate space-faring visuals, uniting the grandeur of Denis Villeneuve’s films with the demands of episodic storytelling. Set thousands of years before the events of the films, the series explores the early days of the Bene Gesserit, a secretive order wielding extraordinary abilities. Translating that power into a visual language required technical innovation. “Kudos to Important Looking Pirates for the space folding and [Lila’s] Agony work,” says VFX Supervisor Mike Enriquez. No Dune project would be complete without its most iconic inhabitant, the sandworm. VFX Producer Terron Pratt says. “We’re incredibly proud of what the team at Image Engine created. Precise animation conveyed this creature’s weight and massive scale, while incredibly detailed sand simulations integrated it into the environment.” Every grain of sand had to move believably in response to the worm’s colossal presence to ensure the physics of Arrakis remained authentic. Floodwaters play a significant part in the destruction of Gotham in The Penguin. One particularly harrowing sequence required simulating a tsunami tearing through the streets. (Image courtesy of HBO) American Primeval integrated visual effects with practical techniques in creative, unconventional ways. The massacre sequence showcases technical mastery and pulls the audience into the brutal reality of the American frontier. (Photo: Justin Lubin. Courtesy of Netflix) For the Zimia spaceport, an enormous hub of interstellar commerce, the Dune: Prophecy production team built a vast practical set to provide a strong scale foundation. However, its full grandeur came to life in post. “By extending this environment with CG, we amplified the scope of our world, making it feel expansive and deeply impactful,” Pratt explains. The result was a sprawling, futuristic cityscape that retained a tangible weight with impeccably amalgamated practical and digital elements. Wētā FX sought to advance digital world-building for Season 2 of The Lord of the Rings: The Rings of Power while staying true to J.R.R. Tolkien’s vision. (Image courtesy of Prime Video) Visual effects extended beyond character work for Lady in the Lake, playing a key role in the show’s immersive world-building. (Image courtesy of Apple TV+) For House of the Dragon VFX Supervisor Daði Einarsson, Season 2 presented some of the HBO show’s most complex and ambitious visual effects work. The Battle at Rook’s Rest in Episode 4 was a milestone for the series, marking the first full-scale dragon-on-dragon aerial battle. “We were tasked with pitting three dragons against each other in an all-out aerial war above a castle siege,” Einarsson says. Capturing the actors’ performances mid-flight required a combination of motion-controlled cameras, preprogrammed motion bases with saddles and LED volume lighting – all mapped directly from fully animated previsualized sequences approved by director Alan Taylor and Showrunner Ryan J. Condal. On the ground, the battlefield required digital crowd replication, extensive environment extensions, and pyrotechnic enhancements to create a war zone that felt both vast and intimately chaotic. “In the air, we created a fully CG version of the environment to have full control over the camera work,” Einarsson explains. Under the supervision of Sven Martin, the Pixomondo team stitched together breathtaking aerial combat, ensuring the dragons moved with the weight and raw power befitting their legendary status. Blood, weapon effects and period-accurate muzzle flashes heightened the intensity of the brutal fight sequences in American Primeval. The natural elements and violence reflected the harsh realities of the American west in 1857. (Image courtesy of Netflix) The Residence brings a refined, detailed approach to environmental augmentation, using visual effects to take the audience on a journey through the White House in this political murder mystery. (Photo: Jessica Brooks. Courtesy of Netflix) Episode 7 introduced Hugh Hammer’s claim of Vermithor, Westeros’ second-largest dragon. Rather than breaking the sequence into multiple shots, Einarsson and director Loni Peristere saw an opportunity to craft something exceptional: a single, uninterrupted long take reminiscent of Children of Men and Gravity. “It took a lot of planning to design a series of beats that cohesively flowed from one into the next, with Hugh leading the camera by action and reaction,” Einarsson says. The sequence, which involved Hugh dodging Vermithor’s flames and ultimately claiming the beast through sheer bravery, was technically demanding. To achieve this, the team stitched together five separate takes of Hugh’s performance, shot over two separate days weeks apart, due to the set needing to be struck and rebuilt in different configurations. VFX Supervisor Wayne Stables and the team at Wētā ensured the transitions were imperceptible, uniting practical and digital elements into a continuous, immersive moment. “The Dragonmont Cavern environment was a beautiful, raised gantry and cave designed by [Production Designer] Jim Clay and expanded by Wētā,” Einarsson says. Then Rowley Imran’s stunt team and Mike Dawson’s SFX team engulfed the set in practical flames so every element, from fire to dust to movement, contributed to the illusion of real-time danger. For Einarsson, the most significant challenge wasn’t just in making these sequences visually spectacular – it was ensuring they belonged within the same world as the quiet, dialogue-driven moments in King’s Landing. “The aim is for incredibly complex and spectacular visual effects scenes to feel like they belong in the same world as two people talking in a council chamber,” he states. Every dragon, flame and gust of wind had to feel as lived-in as the politics playing out beneath them. Season 4 of The Boys delivered the fully CG octopus character, Ambrosius. A challenge was crafting a believable yet expressive sea creature and keeping it grounded while still embracing the show’s signature absurdity. (Image courtesy of Prime Video) In The Penguin, Gotham isn’t just a city; it’s a living, breathing entity shaped by destruction, decay and the quiet menace lurking beneath its streets. (Images courtesy of HBO) The Boys continues to defy genre norms, delivering audacious, technically complex effects that lean into its hyperviolent, satirical take on superheroes. For The Boys VFX Supervisor Stephan Fleet, Season 4 delivered some of the Amazon Prime show’s most dramatic effects yet, from the self-replicating Splinter to the fully CG octopus character, Ambrosius. Splinter, who has the ability to duplicate himself, presented a unique challenge. Fleet says, “His introduction on the podium was a complex motion control sequence. Eight hours of rehearsal, six hours of filming – for one shot.” Splinter’s design came with an added layer of difficulty. “We had to figure out how to make a nude male clone,” Fleet says. “Normally, you can hide doubles’ bodies in clothes – not this time!” The final effect required a mix of prosthetic cover-up pieces and VFX face replacement, requiring multiple iterations to make it work. Ambrosius became one of The Boys’ most unexpected breakout characters. “It’s fun making a full-on character in the show that’s an octopus,” Fleet reveals in a nod to the show’s absurd side. “As much as possible, we aim for a grounded approach and try to attain a level of thought and detail you don’t often find on TV.” While the battle for outstanding visual effects will likely be dominated by large-scale fantasy and sci-fi productions, several standout series are also making waves with their innovative and immersive visual storytelling. Netflix’s The Residence, led by VFX Supervisor Seth Hill, brings a refined, detailed approach to environmental augmentation, enhancing the grandeur of the White House setting in this political murder mystery. “Using visual effects to take the audience on a journey through an iconic location like the White House was really fun,” Hill says. “It’s a cool and unique use of visual effects.” One of the most ambitious sequences involved what the team called the Doll House, a digital rendering of the White House with its south façade removed, exposing the interior like a cross-section of a dollhouse. Hill explains. “Going back and forth from filmed footage to full CGI – that jump from grounded realism to abstract yet still real – was quite tricky,” he says, adding, “VFX is best when it is in service of the storytelling, and The Residence presented a unique opportunity to do just that. It was a big challenge and a tough nut to crack, but those creative and technical hurdles are a good part of what makes it so rewarding.” “We were tasked with pitting three dragons against each other in an all-out aerial war above a castle siege. In the air, we created a fully CG version of the environment to have full control over the camera work.”—Daði Einarsson, VFX Supervisor, House of the Dragon The Battle at Rook’s Rest in Episode 4 of House of the Dragon Season 2 was a major milestone for the series, marking the first full-scale dragon-on-dragon aerial battle. (Image courtesy of HBO) Season 2 of House of the Dragon presented some of the most complex and ambitious visual effects work for the show to date. (Photo: Theo Whiteman. Courtesy of HBO) For Jay Worth, VFX Supervisor on Apple TV+’s Lady in the Lake, the challenge was two-fold: create seamless effects and preserve the raw emotional truth of a performance. One of the most significant technical achievements was de-aging Natalie Portman. “It seems so easy on paper, but the reality was far more challenging,” Worth admits. Worth had tackled de-aging before, but never with the same level of success. “For me, it is simply because of her performance.” Portman delivered a nuanced, youthful portrayal that felt entirely authentic to the time period. “It made our job both so much easier and set the bar so high for us. Sometimes, you can hide in a scene like this – you pull the camera back, cut away before the most expressive parts of the dialogue, or the illusion breaks,” Worth explains. In Lady in the Lake, there was nowhere to hide. “I think that is what I am most proud of with these shots. It felt like the longer you stayed on them, the more you believed them. That is a real feat with this sort of work.” Skully VFX handled the de-aging. “They nailed the look early on and delivered throughout the project on this difficult task.” Working alongside Production Designer Jc Molina, the VFX team helped shape a world that felt rich, lived-in and historically precise. “We were entrusted with the most important part of this show – do we believe this performance from this character in this part of her journey? – and we feel like we were able to deliver on this challenge.” On the other end of the spectrum, Netflix’s American Primeval, under the guidance of VFX Supervisor Andrew Ceperley, delivers rugged, visceral realism in its portrayal of the untamed American frontier. With brutal battle sequences, sprawling landscapes and historical re-creations that interweave practical and digital effects, the series stands as a testament to how VFX can enhance grounded, historical storytelling. Ceperley says, “The standout is definitely the nearly three-minute single-shot massacre sequence in the forest episode.” Designed to immerse the audience in the raw, chaotic violence of the frontier, the scene captures every brutal detail with unrelenting intensity. The challenge was crafting invisible visual effects, enhancing practical stunts and destruction without breaking the immersive, handheld camera style. “The sequence was designed to be one shot made up of 10 individual takes, shot over seven days, seamlessly stitched together, all while using a handheld camera on an extremely wide-angle lens.” One of the most complex moments involved a bull smashing through a wagon while the characters hid underneath. Rather than relying on CGI, the team took a practical approach, placing a 360-degree camera under the wagon while the special effects team rigged it to explode in a way that simulated an impact. “A real bull was then guided to run toward the 360 camera and leap over it,” Ceperley says. The footage was blended with live-action shots of the actors with minimal CGI enhancements – just dust and debris – to complete the effect. Adding to the difficulty, the scene was set at sunset, giving the team an extremely limited window to capture each day’s footage. The massacre sequence was a prime example of integrating visual effects with practical techniques in creative, unconventional ways, blending old-school in-camera effects with modern stitching techniques to create a visceral cinematic moment that stayed true to the show’s raw, historical aesthetic. “Using old techniques in new, even strange ways and seeing it pay off and deliver on the original vision was the most rewarding part.”
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  • Security Is Not Privacy, Part 1: The Mobile Target

    In technical fields like information technology, definitions are fundamental. They are the building blocks for constructing useful applications and systems. Yet, despite this, it’s easy to assume a term’s definition and wield it confidently before discovering its true meaning. The two closely related cases that stand out to me are “security” and “privacy.”
    I say this with full awareness that, in my many writings on information security, I never adequately distinguished these two concepts. It was only after observing enough conflation of these terms that I resolved to examine my own casual treatment of them.
    So, with the aim of solidifying my own understanding, let’s properly differentiate “information security” and “information privacy.”
    Security vs. Privacy: Definitions That Matter
    In the context of information technology, what exactly are security and privacy?

    Security is the property of denying unauthorized parties from accessing or altering your data.
    Privacy is the property of preventing the observation of your activities by any third parties to whom you do not expressly consent to observe those activities.

    As you can see, these principles are related, which is one reason why they’re commonly interchanged. This distinction becomes comprehensible with examples.
    Let’s start with an instance where security applies, but privacy does not.
    Spotify uses digital rights managementsoftware to keep its media secure but not private. DRM is a whole topic of its own, but it essentially uses cryptography to enforce copyright. In Spotify’s case, it’s what constitutes streaming rather than just downloading: the song’s file is present on your devicejust as if you’d downloaded it, but Spotify’s DRM cryptography prevents you from opening the file without the Spotify application.
    The data on Spotifyare secure because only users of the application can stream audio, and streamed content can’t be retained, opened, or transmitted to non-users. However, Spotify’s data is not private because nearly anyone with an email address can be a user. Thus, in practice, the company cannot control who exactly can access its data.
    A more complex example of security without privacy is social media.
    When you sign up for a social media platform, you accept an end-user license agreementauthorizing the platform to share your data with its partners and affiliates. Your data stored with “authorized parties” on servers controlled by the platform and its affiliates would be considered secure, provided all these entities successfully defend your data against theft by unauthorized parties.
    In other words, if everyone who is allowedto have your data encrypts it in transit and at rest, insulates and segments their networks, etc., then your data is secure no matter how many affiliates receive it. In practice, the more parties that have your data, the more likely it is that any one of them is breached, but in theory, they could all defend your data.

    On the other hand, any data you fork over to the social network is not private because you can’t control who uses your data and how. As soon as your data lands on the platform’s servers, you can’t restrict what they do with it, including sharing your data with other entities, which you also can’t control.
    Both examples illustrate security without privacy. That’s because privacy entails security, but not the reverse. All squares are rectangles, but not all rectangles are squares. If you have privacy, meaning you can completely enforce how any party uses your data, it is secure by definition because only authorized parties can access your data.
    Mobile Devices: Secure but Not Private
    Casually mixing security and privacy can lead people to misunderstand the information security properties that apply to their data in any given scenario. By reevaluating for ourselves whether a given technology affords us security and privacy, we can have a more accurate understanding of how accessible our data really is.
    One significant misconception I’ve noticed concerns mobile devices. I get the impression that the digital privacy content sphere regards mobile devices as not secure because they aren’t private. But while mobile is designed not to be private, it is specifically designed to be secure.
    Why is that?
    Because the value of data is in keeping it in your hands and out of your competitor’s. If you collect data but anyone else can grab your copy, you are not only at no advantage but also at a disadvantage since you’re the only party that spent time and money to collect it from the source.
    With modest scrutiny, we’ll find that every element of a mobile OS that might be marketed as a privacy feature is, in fact, strictly a security feature.
    Cybersecurity professionals have hailed application permissions as a major stride in privacy. But whom are they designed to help? These menus apply to applications that request access to certain hardware, from microphones and cameras to flash memory storage and wireless radios. This access restriction feature serves the OS developer by letting users lock out as much of their competition as possible from taking their data. The mobile OS developer controls the OS with un-auditable compiled code. For all you know, permission controls on all the OS’s native apps could be ignored.

    However, even if we assume that the OS developer doesn’t thwart your restrictions on their own apps, the first-party apps still enjoy pride of place. There are more of them; they are preinstalled on your device, facilitate core mobile device features, require more permissions, and often lose core functions when those permissions are denied.
    Mobile OSes also sandbox every application, forcing each to run in an isolated software environment, oblivious to other applications and the underlying operating system. This, too, benefits the OS vendor. Like the app permission settings, this functionality makes it harder for third parties to grab the same data the OS effortlessly ingests. The OS relies on its own background processes to obtain the most valuable data and walls off every other app from those processes.
    Mobile Security Isn’t Designed With You in Mind
    The most powerful mobile security control is the denial of root privileges to all applications and users. While it goes a long way toward keeping the user’s data safe, it is just as effective at subjecting everything and everyone using the device to the dictates of the OS. The security advantage is undeniable: if your user account can’t use root, then any malware that compromises it can’t either.
    By the same token, because you don’t have complete control over the OS, you are unable to reconfigure your device for privacy from the OS vendor.
    I’m not disparaging any of these security controls. All of them reinforce the protection of your data. I’m saying that they are not done primarily for the user’s benefit; that is secondary.
    Those of you familiar with my work might see the scroll bar near the bottom of this page and wonder why I haven’t mentioned Linux yet. The answer is that desktop operating systems, my preferred kind of Linux OS, benefit from their own examination. In a follow-up to this piece, I will discuss the paradox of desktop security and privacy.
    Please stay tuned.
    #security #not #privacy #part #mobile
    Security Is Not Privacy, Part 1: The Mobile Target
    In technical fields like information technology, definitions are fundamental. They are the building blocks for constructing useful applications and systems. Yet, despite this, it’s easy to assume a term’s definition and wield it confidently before discovering its true meaning. The two closely related cases that stand out to me are “security” and “privacy.” I say this with full awareness that, in my many writings on information security, I never adequately distinguished these two concepts. It was only after observing enough conflation of these terms that I resolved to examine my own casual treatment of them. So, with the aim of solidifying my own understanding, let’s properly differentiate “information security” and “information privacy.” Security vs. Privacy: Definitions That Matter In the context of information technology, what exactly are security and privacy? Security is the property of denying unauthorized parties from accessing or altering your data. Privacy is the property of preventing the observation of your activities by any third parties to whom you do not expressly consent to observe those activities. As you can see, these principles are related, which is one reason why they’re commonly interchanged. This distinction becomes comprehensible with examples. Let’s start with an instance where security applies, but privacy does not. Spotify uses digital rights managementsoftware to keep its media secure but not private. DRM is a whole topic of its own, but it essentially uses cryptography to enforce copyright. In Spotify’s case, it’s what constitutes streaming rather than just downloading: the song’s file is present on your devicejust as if you’d downloaded it, but Spotify’s DRM cryptography prevents you from opening the file without the Spotify application. The data on Spotifyare secure because only users of the application can stream audio, and streamed content can’t be retained, opened, or transmitted to non-users. However, Spotify’s data is not private because nearly anyone with an email address can be a user. Thus, in practice, the company cannot control who exactly can access its data. A more complex example of security without privacy is social media. When you sign up for a social media platform, you accept an end-user license agreementauthorizing the platform to share your data with its partners and affiliates. Your data stored with “authorized parties” on servers controlled by the platform and its affiliates would be considered secure, provided all these entities successfully defend your data against theft by unauthorized parties. In other words, if everyone who is allowedto have your data encrypts it in transit and at rest, insulates and segments their networks, etc., then your data is secure no matter how many affiliates receive it. In practice, the more parties that have your data, the more likely it is that any one of them is breached, but in theory, they could all defend your data. On the other hand, any data you fork over to the social network is not private because you can’t control who uses your data and how. As soon as your data lands on the platform’s servers, you can’t restrict what they do with it, including sharing your data with other entities, which you also can’t control. Both examples illustrate security without privacy. That’s because privacy entails security, but not the reverse. All squares are rectangles, but not all rectangles are squares. If you have privacy, meaning you can completely enforce how any party uses your data, it is secure by definition because only authorized parties can access your data. Mobile Devices: Secure but Not Private Casually mixing security and privacy can lead people to misunderstand the information security properties that apply to their data in any given scenario. By reevaluating for ourselves whether a given technology affords us security and privacy, we can have a more accurate understanding of how accessible our data really is. One significant misconception I’ve noticed concerns mobile devices. I get the impression that the digital privacy content sphere regards mobile devices as not secure because they aren’t private. But while mobile is designed not to be private, it is specifically designed to be secure. Why is that? Because the value of data is in keeping it in your hands and out of your competitor’s. If you collect data but anyone else can grab your copy, you are not only at no advantage but also at a disadvantage since you’re the only party that spent time and money to collect it from the source. With modest scrutiny, we’ll find that every element of a mobile OS that might be marketed as a privacy feature is, in fact, strictly a security feature. Cybersecurity professionals have hailed application permissions as a major stride in privacy. But whom are they designed to help? These menus apply to applications that request access to certain hardware, from microphones and cameras to flash memory storage and wireless radios. This access restriction feature serves the OS developer by letting users lock out as much of their competition as possible from taking their data. The mobile OS developer controls the OS with un-auditable compiled code. For all you know, permission controls on all the OS’s native apps could be ignored. However, even if we assume that the OS developer doesn’t thwart your restrictions on their own apps, the first-party apps still enjoy pride of place. There are more of them; they are preinstalled on your device, facilitate core mobile device features, require more permissions, and often lose core functions when those permissions are denied. Mobile OSes also sandbox every application, forcing each to run in an isolated software environment, oblivious to other applications and the underlying operating system. This, too, benefits the OS vendor. Like the app permission settings, this functionality makes it harder for third parties to grab the same data the OS effortlessly ingests. The OS relies on its own background processes to obtain the most valuable data and walls off every other app from those processes. Mobile Security Isn’t Designed With You in Mind The most powerful mobile security control is the denial of root privileges to all applications and users. While it goes a long way toward keeping the user’s data safe, it is just as effective at subjecting everything and everyone using the device to the dictates of the OS. The security advantage is undeniable: if your user account can’t use root, then any malware that compromises it can’t either. By the same token, because you don’t have complete control over the OS, you are unable to reconfigure your device for privacy from the OS vendor. I’m not disparaging any of these security controls. All of them reinforce the protection of your data. I’m saying that they are not done primarily for the user’s benefit; that is secondary. Those of you familiar with my work might see the scroll bar near the bottom of this page and wonder why I haven’t mentioned Linux yet. The answer is that desktop operating systems, my preferred kind of Linux OS, benefit from their own examination. In a follow-up to this piece, I will discuss the paradox of desktop security and privacy. Please stay tuned. #security #not #privacy #part #mobile
    Security Is Not Privacy, Part 1: The Mobile Target
    In technical fields like information technology, definitions are fundamental. They are the building blocks for constructing useful applications and systems. Yet, despite this, it’s easy to assume a term’s definition and wield it confidently before discovering its true meaning. The two closely related cases that stand out to me are “security” and “privacy.” I say this with full awareness that, in my many writings on information security, I never adequately distinguished these two concepts. It was only after observing enough conflation of these terms that I resolved to examine my own casual treatment of them. So, with the aim of solidifying my own understanding, let’s properly differentiate “information security” and “information privacy.” Security vs. Privacy: Definitions That Matter In the context of information technology, what exactly are security and privacy? Security is the property of denying unauthorized parties from accessing or altering your data. Privacy is the property of preventing the observation of your activities by any third parties to whom you do not expressly consent to observe those activities. As you can see, these principles are related, which is one reason why they’re commonly interchanged. This distinction becomes comprehensible with examples. Let’s start with an instance where security applies, but privacy does not. Spotify uses digital rights management (DRM) software to keep its media secure but not private. DRM is a whole topic of its own, but it essentially uses cryptography to enforce copyright. In Spotify’s case, it’s what constitutes streaming rather than just downloading: the song’s file is present on your device (at least temporarily) just as if you’d downloaded it, but Spotify’s DRM cryptography prevents you from opening the file without the Spotify application. The data on Spotify (audio files) are secure because only users of the application can stream audio, and streamed content can’t be retained, opened, or transmitted to non-users. However, Spotify’s data is not private because nearly anyone with an email address can be a user. Thus, in practice, the company cannot control who exactly can access its data. A more complex example of security without privacy is social media. When you sign up for a social media platform, you accept an end-user license agreement (EULA) authorizing the platform to share your data with its partners and affiliates. Your data stored with “authorized parties” on servers controlled by the platform and its affiliates would be considered secure, provided all these entities successfully defend your data against theft by unauthorized parties. In other words, if everyone who is allowed (by agreement) to have your data encrypts it in transit and at rest, insulates and segments their networks, etc., then your data is secure no matter how many affiliates receive it. In practice, the more parties that have your data, the more likely it is that any one of them is breached, but in theory, they could all defend your data. On the other hand, any data you fork over to the social network is not private because you can’t control who uses your data and how. As soon as your data lands on the platform’s servers, you can’t restrict what they do with it, including sharing your data with other entities, which you also can’t control. Both examples illustrate security without privacy. That’s because privacy entails security, but not the reverse. All squares are rectangles, but not all rectangles are squares. If you have privacy, meaning you can completely enforce how any party uses your data (or doesn’t), it is secure by definition because only authorized parties can access your data. Mobile Devices: Secure but Not Private Casually mixing security and privacy can lead people to misunderstand the information security properties that apply to their data in any given scenario. By reevaluating for ourselves whether a given technology affords us security and privacy, we can have a more accurate understanding of how accessible our data really is. One significant misconception I’ve noticed concerns mobile devices. I get the impression that the digital privacy content sphere regards mobile devices as not secure because they aren’t private. But while mobile is designed not to be private, it is specifically designed to be secure. Why is that? Because the value of data is in keeping it in your hands and out of your competitor’s. If you collect data but anyone else can grab your copy, you are not only at no advantage but also at a disadvantage since you’re the only party that spent time and money to collect it from the source. With modest scrutiny, we’ll find that every element of a mobile OS that might be marketed as a privacy feature is, in fact, strictly a security feature. Cybersecurity professionals have hailed application permissions as a major stride in privacy. But whom are they designed to help? These menus apply to applications that request access to certain hardware, from microphones and cameras to flash memory storage and wireless radios. This access restriction feature serves the OS developer by letting users lock out as much of their competition as possible from taking their data. The mobile OS developer controls the OS with un-auditable compiled code. For all you know, permission controls on all the OS’s native apps could be ignored. However, even if we assume that the OS developer doesn’t thwart your restrictions on their own apps, the first-party apps still enjoy pride of place. There are more of them; they are preinstalled on your device, facilitate core mobile device features, require more permissions, and often lose core functions when those permissions are denied. Mobile OSes also sandbox every application, forcing each to run in an isolated software environment, oblivious to other applications and the underlying operating system. This, too, benefits the OS vendor. Like the app permission settings, this functionality makes it harder for third parties to grab the same data the OS effortlessly ingests. The OS relies on its own background processes to obtain the most valuable data and walls off every other app from those processes. Mobile Security Isn’t Designed With You in Mind The most powerful mobile security control is the denial of root privileges to all applications and users (besides, again, the OS itself). While it goes a long way toward keeping the user’s data safe, it is just as effective at subjecting everything and everyone using the device to the dictates of the OS. The security advantage is undeniable: if your user account can’t use root, then any malware that compromises it can’t either. By the same token, because you don’t have complete control over the OS, you are unable to reconfigure your device for privacy from the OS vendor. I’m not disparaging any of these security controls. All of them reinforce the protection of your data. I’m saying that they are not done primarily for the user’s benefit; that is secondary. Those of you familiar with my work might see the scroll bar near the bottom of this page and wonder why I haven’t mentioned Linux yet. The answer is that desktop operating systems, my preferred kind of Linux OS, benefit from their own examination. In a follow-up to this piece, I will discuss the paradox of desktop security and privacy. Please stay tuned.
    0 Kommentare 0 Anteile
  • A housing design catalogue for the 21st century

    The housing catalogue includes 50 low-rise home designs, including for garden suites, duplexes, four-plexes and six-plexes. Each design was developed by local architecture and engineering teams with the intent of aligning with regional building codes, planning rules, climate zones, construction methods and materials.

    TEXT John Lorinc
    RENDERINGS Office In Search Of
    During the spring election, the Liberals leaned into messaging that evoked a historic moment from the late 1940s, when Ottawa succeeded in confronting a severe housing crisis. 
    “We used to build things in this country,” begins Prime Minister Mark Carney in a nostalgic ad filled with archival images of streets lined with brand new post-World War II “strawberry box” bungalows, built for returning Canadian soldiers and their young families. 

    The video also includes montages from the now-iconic design “catalogues,” published by Canada Mortgage and Housing Corporation. These supplied floor plans and unlocked cheap mortgages for tens of thousands of simple suburban houses found in communities across the country. “The government built prefabricated homes that were easy to assemble and inexpensive,” Carney said in the voice-over. “And those homes are still here.” 
    Over the past year, CMHC has initiated a 21st century re-do of that design catalogue, and the first tranche of 50 plans—for garden suites, duplexes, four-plexes and six-plexes—went live in early March. A second tranche, with plans for small apartments, is under development. 
    Unlike the postwar versions, these focus on infill sites, not green fields. One of CMHC’s goals is to promote so-called gentle density to residential properties with easily constructed plans that reflect regional variations, local zoning and building-code regulations, accessibility features and low-carbon design. As with those postwar catalogues, CMHC’s other goal was to tamp down on soft costs for homeowners or small builders looking to develop these kinds of housing by providing no-cost designs that were effectively permit sets.
    The early reviews are generally positive. “I find the design really very compelling in a kind of understated way,” says SvN principal Sam Dufaux. By making available vetted plans that can be either pre-approved or approved as of right, CMHC will remove some of the friction that impedes this scale of housing. “One of the elements of the housing crisis has to do with how do we approve these kinds of projects,” Dufaux adds. “I’m hoping it is a bit of a new beginning.”
    Yet other observers offer cautions about the extent to which the CMHC program can blunt the housing crisis. “It’s a small piece and a positive one,” says missing middle advocate and economist Mike Moffatt, who is executive in residence at the Smart Prosperity Institute and an assistant professor at Western’s Ivey Business School. “Butone that probably captures a disproportionate amount of attention because it’s something people can visualize in a way that they can’t with an apartment tax credit.”
    This kind of new-build infill is unlikely to provide much in the way of affordable or deeply affordable housing, adds Carolyn Whitzman, housing and social policy researcher, and author of Home Truths: Fixing Canada’s Housing Crisis. She estimates Canada needs about three million new dwellings that can be rented for per month or less. The policies that will enable new housing at that scale, she says, involve financing subsidies, publicly owned land, and construction innovation, e.g., prefabricated or factory-built components, as well as “consistent and permissive zoning and consistent and permissive building codes.” 
    Indeed, the make-or-break question hovering over CMHC’s design catalogue is whether municipalities will green-light these plans or simply find new ways to hold up approvals.
     
    An axonometric of a rowhouse development from the Housing Catalogue, designed for Alberta.
    A team effort
    Janna Levitt, partner at LGA Architectural Partners, says that when CMHC issued an RFP for the design catalogue, her firm decided to pitch a team of architects and peer reviewers from across Canada, with LGA serving as project manager. After they were selected, Levitt says they had to quickly clarify a key detail, which was the assumption that the program could deliver pre-approved, permit-ready plans absent a piece of property to build on. “Even in 1947,” she says, “it wasn’t a permit set until you had a site.”
    LGA’s team and CMHC agreed to expand the scope of the assignment so that the finished product wasn’t just a catalogue of plans but also included details about local regulations and typical lot sizes. Re-Housing co-founder Michael Piper, an associate professor at U of T’s John H. Daniels Faculty of Architecture, Landscape, and Design, came on board to carry out research on similar programs, and found initiatives in places like Georgia, Indiana and Texas. “I have not found any that moved forward,” he says. “Canada’s national design catalogue is pretty novel in that regard, which is exciting.” The noteworthy exceptions are California, which has made significant advances in recent years in pre-approving ADUs across the state, and British Columbia, which last fall released its own standardized design catalogue. 
    He also carried out a scan of land use and zoning rules in Ontario for 15 to 20 municipalities. “We looked to seetheir zoning permitted and what the rules were, and as you might expect, they’re all over the place,” he says. “Hence the challenge with the standardized design.”
    At present, high-level overviews for the 50 designs are available, including basic floor plans, 3D axonometrics, and building dimensions. Full architectural design packages are expected to be released later this year.
    Levitt says the architects on the team set out to come up with designs that used wood frame construction, had no basements, and drew on vernacular architectural styles. They researched representative lot sizes in the various regions, and configured designs to suit small, medium and large properties. Some versions have accessibility features—CMHC’s remit included both accessible units and aging-in-place as objectives—or can be adapted later on. 
    As for climate and energy efficiency considerations, the recommended materials include low-carbon components and cladding. The designs do reflect geographical variations, but Levitt says there’s only so much her team could do in terms of energy modelling. “How do you do heat energy calculations when you don’t have a site? You don’t have north, south, east, westand you don’t have what zone are you in. In B.C. and Ontario, there are seven climatic regions. There was a lot of working through those kinds of very practical requirements, which were very complicated and actually fed into the design work quite significantly.” As Levitt adds, “in 1947, there were no heat loss models because the world wasn’t like that.”
    LGA provided the architects on the team with templates for interior elements, such as bathrooms, as well as standards for features such as bedroom sizes, dining areas, storage sufficient to hold strollers, and access to outdoor space, either at grade or via a balcony. “We gathered together these ideas about the quality of life that we wanted baked into each of the designs, so thatexpressed a really good quality of life—modest but good quality,” she says. “It’s not about the finishes. People had to be able to live there and live there well.”
    “This isn’t a boutique home solution,” Whitzman says. “This is a cheap and mass-produced solution. And compared to other cheap and mass-produced solutions, whether they be condos or suburban subdivisions,look fine to my untrained eye.”
    A selection of Housing Catalogue designs for the Atlantic region.
    Will it succeed? 
    With the plans now public, the other important variables, besides their conformity with local bylaws, have to do with cost and visibility to potential users, including homeowners, contractors and developers specializing in smaller-scale projects. 
    On the costing side, N. Barry Lyons Consultantshas been retained by CMHC to develop models to accompany the design catalogue, but those figures have yet to be released. While pricing is inevitably dynamic, the calculus behind the entire exercise turns on whether the savings on design outlays and the use of prefabricated components will make such small-scale projects pencil, particularly at a time when there are live concerns about tariffs, skilled labour shortages, and supply chain interruptions on building materials. 
    Finally, there’s the horse-to-water problem. While the design catalogue has received a reasonable amount of media attention since it launched, does CMHC need to find ways to market it more aggressively? “From my experience,” says Levitt, “they are extremely proactive, and have assembled a kind of dream team with a huge range of experience and expertise. They are doing very concerted and deep work with municipalities across the country.”
    Proper promotion, observes Moffatt, “is going to be important in particular, just for political reasons. The prime minister has made a lot of bold promises about500,000 homes.” Carney’s pledge to get Canada back into building will take time to ramp up, he adds. “I do think the federal government needs to visibly show progress, and if they can’t point to abuilding across the road, they could at least, `We’ve got this design catalogue. Here’s how it works. We’ve already got so many builders and developers looking at this.’” 
    While it’s far too soon to draw conclusions about the success of this ambitious program, Levitt is well aware of the long and rich legacy of the predecessor CMHC catalogues from the late 40s and the 1950s, all of which gave many young Canadian architects their earliest commissions and then left an enduring aesthetic on countless communities across Canada.  
    She hopes the updated 21st-century catalogue—fitted out as it is for 21st-century concerns about carbon, resilience and urban density—will acquire a similar cachet. 
    “These are architecturally designed houses for a group of people across the country who will have never lived in an architecturally designed house,” she muses. “I would love it if, 80 years from now, the consistent feedbackwas that they were able to live generously and well in those houses, and that everything was where it should be.”
    ARCHITECTURE FIRM COLLABORATORS Michael Green Architecture, Dub Architects, 5468796 Architecture Inc, Oxbow Architecture, LGA Architectural Partners, KANVA Architecture, Abbott Brown Architects, Taylor Architecture Group

     As appeared in the June 2025 issue of Canadian Architect magazine 

    The post A housing design catalogue for the 21st century appeared first on Canadian Architect.
    #housing #design #catalogue #21st #century
    A housing design catalogue for the 21st century
    The housing catalogue includes 50 low-rise home designs, including for garden suites, duplexes, four-plexes and six-plexes. Each design was developed by local architecture and engineering teams with the intent of aligning with regional building codes, planning rules, climate zones, construction methods and materials. TEXT John Lorinc RENDERINGS Office In Search Of During the spring election, the Liberals leaned into messaging that evoked a historic moment from the late 1940s, when Ottawa succeeded in confronting a severe housing crisis.  “We used to build things in this country,” begins Prime Minister Mark Carney in a nostalgic ad filled with archival images of streets lined with brand new post-World War II “strawberry box” bungalows, built for returning Canadian soldiers and their young families.  The video also includes montages from the now-iconic design “catalogues,” published by Canada Mortgage and Housing Corporation. These supplied floor plans and unlocked cheap mortgages for tens of thousands of simple suburban houses found in communities across the country. “The government built prefabricated homes that were easy to assemble and inexpensive,” Carney said in the voice-over. “And those homes are still here.”  Over the past year, CMHC has initiated a 21st century re-do of that design catalogue, and the first tranche of 50 plans—for garden suites, duplexes, four-plexes and six-plexes—went live in early March. A second tranche, with plans for small apartments, is under development.  Unlike the postwar versions, these focus on infill sites, not green fields. One of CMHC’s goals is to promote so-called gentle density to residential properties with easily constructed plans that reflect regional variations, local zoning and building-code regulations, accessibility features and low-carbon design. As with those postwar catalogues, CMHC’s other goal was to tamp down on soft costs for homeowners or small builders looking to develop these kinds of housing by providing no-cost designs that were effectively permit sets. The early reviews are generally positive. “I find the design really very compelling in a kind of understated way,” says SvN principal Sam Dufaux. By making available vetted plans that can be either pre-approved or approved as of right, CMHC will remove some of the friction that impedes this scale of housing. “One of the elements of the housing crisis has to do with how do we approve these kinds of projects,” Dufaux adds. “I’m hoping it is a bit of a new beginning.” Yet other observers offer cautions about the extent to which the CMHC program can blunt the housing crisis. “It’s a small piece and a positive one,” says missing middle advocate and economist Mike Moffatt, who is executive in residence at the Smart Prosperity Institute and an assistant professor at Western’s Ivey Business School. “Butone that probably captures a disproportionate amount of attention because it’s something people can visualize in a way that they can’t with an apartment tax credit.” This kind of new-build infill is unlikely to provide much in the way of affordable or deeply affordable housing, adds Carolyn Whitzman, housing and social policy researcher, and author of Home Truths: Fixing Canada’s Housing Crisis. She estimates Canada needs about three million new dwellings that can be rented for per month or less. The policies that will enable new housing at that scale, she says, involve financing subsidies, publicly owned land, and construction innovation, e.g., prefabricated or factory-built components, as well as “consistent and permissive zoning and consistent and permissive building codes.”  Indeed, the make-or-break question hovering over CMHC’s design catalogue is whether municipalities will green-light these plans or simply find new ways to hold up approvals.   An axonometric of a rowhouse development from the Housing Catalogue, designed for Alberta. A team effort Janna Levitt, partner at LGA Architectural Partners, says that when CMHC issued an RFP for the design catalogue, her firm decided to pitch a team of architects and peer reviewers from across Canada, with LGA serving as project manager. After they were selected, Levitt says they had to quickly clarify a key detail, which was the assumption that the program could deliver pre-approved, permit-ready plans absent a piece of property to build on. “Even in 1947,” she says, “it wasn’t a permit set until you had a site.” LGA’s team and CMHC agreed to expand the scope of the assignment so that the finished product wasn’t just a catalogue of plans but also included details about local regulations and typical lot sizes. Re-Housing co-founder Michael Piper, an associate professor at U of T’s John H. Daniels Faculty of Architecture, Landscape, and Design, came on board to carry out research on similar programs, and found initiatives in places like Georgia, Indiana and Texas. “I have not found any that moved forward,” he says. “Canada’s national design catalogue is pretty novel in that regard, which is exciting.” The noteworthy exceptions are California, which has made significant advances in recent years in pre-approving ADUs across the state, and British Columbia, which last fall released its own standardized design catalogue.  He also carried out a scan of land use and zoning rules in Ontario for 15 to 20 municipalities. “We looked to seetheir zoning permitted and what the rules were, and as you might expect, they’re all over the place,” he says. “Hence the challenge with the standardized design.” At present, high-level overviews for the 50 designs are available, including basic floor plans, 3D axonometrics, and building dimensions. Full architectural design packages are expected to be released later this year. Levitt says the architects on the team set out to come up with designs that used wood frame construction, had no basements, and drew on vernacular architectural styles. They researched representative lot sizes in the various regions, and configured designs to suit small, medium and large properties. Some versions have accessibility features—CMHC’s remit included both accessible units and aging-in-place as objectives—or can be adapted later on.  As for climate and energy efficiency considerations, the recommended materials include low-carbon components and cladding. The designs do reflect geographical variations, but Levitt says there’s only so much her team could do in terms of energy modelling. “How do you do heat energy calculations when you don’t have a site? You don’t have north, south, east, westand you don’t have what zone are you in. In B.C. and Ontario, there are seven climatic regions. There was a lot of working through those kinds of very practical requirements, which were very complicated and actually fed into the design work quite significantly.” As Levitt adds, “in 1947, there were no heat loss models because the world wasn’t like that.” LGA provided the architects on the team with templates for interior elements, such as bathrooms, as well as standards for features such as bedroom sizes, dining areas, storage sufficient to hold strollers, and access to outdoor space, either at grade or via a balcony. “We gathered together these ideas about the quality of life that we wanted baked into each of the designs, so thatexpressed a really good quality of life—modest but good quality,” she says. “It’s not about the finishes. People had to be able to live there and live there well.” “This isn’t a boutique home solution,” Whitzman says. “This is a cheap and mass-produced solution. And compared to other cheap and mass-produced solutions, whether they be condos or suburban subdivisions,look fine to my untrained eye.” A selection of Housing Catalogue designs for the Atlantic region. Will it succeed?  With the plans now public, the other important variables, besides their conformity with local bylaws, have to do with cost and visibility to potential users, including homeowners, contractors and developers specializing in smaller-scale projects.  On the costing side, N. Barry Lyons Consultantshas been retained by CMHC to develop models to accompany the design catalogue, but those figures have yet to be released. While pricing is inevitably dynamic, the calculus behind the entire exercise turns on whether the savings on design outlays and the use of prefabricated components will make such small-scale projects pencil, particularly at a time when there are live concerns about tariffs, skilled labour shortages, and supply chain interruptions on building materials.  Finally, there’s the horse-to-water problem. While the design catalogue has received a reasonable amount of media attention since it launched, does CMHC need to find ways to market it more aggressively? “From my experience,” says Levitt, “they are extremely proactive, and have assembled a kind of dream team with a huge range of experience and expertise. They are doing very concerted and deep work with municipalities across the country.” Proper promotion, observes Moffatt, “is going to be important in particular, just for political reasons. The prime minister has made a lot of bold promises about500,000 homes.” Carney’s pledge to get Canada back into building will take time to ramp up, he adds. “I do think the federal government needs to visibly show progress, and if they can’t point to abuilding across the road, they could at least, `We’ve got this design catalogue. Here’s how it works. We’ve already got so many builders and developers looking at this.’”  While it’s far too soon to draw conclusions about the success of this ambitious program, Levitt is well aware of the long and rich legacy of the predecessor CMHC catalogues from the late 40s and the 1950s, all of which gave many young Canadian architects their earliest commissions and then left an enduring aesthetic on countless communities across Canada.   She hopes the updated 21st-century catalogue—fitted out as it is for 21st-century concerns about carbon, resilience and urban density—will acquire a similar cachet.  “These are architecturally designed houses for a group of people across the country who will have never lived in an architecturally designed house,” she muses. “I would love it if, 80 years from now, the consistent feedbackwas that they were able to live generously and well in those houses, and that everything was where it should be.” ARCHITECTURE FIRM COLLABORATORS Michael Green Architecture, Dub Architects, 5468796 Architecture Inc, Oxbow Architecture, LGA Architectural Partners, KANVA Architecture, Abbott Brown Architects, Taylor Architecture Group  As appeared in the June 2025 issue of Canadian Architect magazine  The post A housing design catalogue for the 21st century appeared first on Canadian Architect. #housing #design #catalogue #21st #century
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    A housing design catalogue for the 21st century
    The housing catalogue includes 50 low-rise home designs, including for garden suites, duplexes, four-plexes and six-plexes. Each design was developed by local architecture and engineering teams with the intent of aligning with regional building codes, planning rules, climate zones, construction methods and materials. TEXT John Lorinc RENDERINGS Office In Search Of During the spring election, the Liberals leaned into messaging that evoked a historic moment from the late 1940s, when Ottawa succeeded in confronting a severe housing crisis.  “We used to build things in this country,” begins Prime Minister Mark Carney in a nostalgic ad filled with archival images of streets lined with brand new post-World War II “strawberry box” bungalows, built for returning Canadian soldiers and their young families.  The video also includes montages from the now-iconic design “catalogues,” published by Canada Mortgage and Housing Corporation (CMHC). These supplied floor plans and unlocked cheap mortgages for tens of thousands of simple suburban houses found in communities across the country. “The government built prefabricated homes that were easy to assemble and inexpensive,” Carney said in the voice-over. “And those homes are still here.”  Over the past year, CMHC has initiated a 21st century re-do of that design catalogue, and the first tranche of 50 plans—for garden suites, duplexes, four-plexes and six-plexes—went live in early March. A second tranche, with plans for small apartments, is under development.  Unlike the postwar versions, these focus on infill sites, not green fields. One of CMHC’s goals is to promote so-called gentle density to residential properties with easily constructed plans that reflect regional variations, local zoning and building-code regulations, accessibility features and low-carbon design. As with those postwar catalogues, CMHC’s other goal was to tamp down on soft costs for homeowners or small builders looking to develop these kinds of housing by providing no-cost designs that were effectively permit sets. The early reviews are generally positive. “I find the design really very compelling in a kind of understated way,” says SvN principal Sam Dufaux. By making available vetted plans that can be either pre-approved or approved as of right, CMHC will remove some of the friction that impedes this scale of housing. “One of the elements of the housing crisis has to do with how do we approve these kinds of projects,” Dufaux adds. “I’m hoping it is a bit of a new beginning.” Yet other observers offer cautions about the extent to which the CMHC program can blunt the housing crisis. “It’s a small piece and a positive one,” says missing middle advocate and economist Mike Moffatt, who is executive in residence at the Smart Prosperity Institute and an assistant professor at Western’s Ivey Business School. “But [it’s] one that probably captures a disproportionate amount of attention because it’s something people can visualize in a way that they can’t with an apartment tax credit.” This kind of new-build infill is unlikely to provide much in the way of affordable or deeply affordable housing, adds Carolyn Whitzman, housing and social policy researcher, and author of Home Truths: Fixing Canada’s Housing Crisis (UBC Press, 2024). She estimates Canada needs about three million new dwellings that can be rented for $1,000 per month or less. The policies that will enable new housing at that scale, she says, involve financing subsidies, publicly owned land, and construction innovation, e.g., prefabricated or factory-built components, as well as “consistent and permissive zoning and consistent and permissive building codes.”  Indeed, the make-or-break question hovering over CMHC’s design catalogue is whether municipalities will green-light these plans or simply find new ways to hold up approvals.   An axonometric of a rowhouse development from the Housing Catalogue, designed for Alberta. A team effort Janna Levitt, partner at LGA Architectural Partners, says that when CMHC issued an RFP for the design catalogue, her firm decided to pitch a team of architects and peer reviewers from across Canada, with LGA serving as project manager. After they were selected, Levitt says they had to quickly clarify a key detail, which was the assumption that the program could deliver pre-approved, permit-ready plans absent a piece of property to build on. “Even in 1947,” she says, “it wasn’t a permit set until you had a site.” LGA’s team and CMHC agreed to expand the scope of the assignment so that the finished product wasn’t just a catalogue of plans but also included details about local regulations and typical lot sizes. Re-Housing co-founder Michael Piper, an associate professor at U of T’s John H. Daniels Faculty of Architecture, Landscape, and Design, came on board to carry out research on similar programs, and found initiatives in places like Georgia, Indiana and Texas. “I have not found any that moved forward,” he says. “Canada’s national design catalogue is pretty novel in that regard, which is exciting.” The noteworthy exceptions are California, which has made significant advances in recent years in pre-approving ADUs across the state, and British Columbia, which last fall released its own standardized design catalogue.  He also carried out a scan of land use and zoning rules in Ontario for 15 to 20 municipalities. “We looked to see [what] their zoning permitted and what the rules were, and as you might expect, they’re all over the place,” he says. “Hence the challenge with the standardized design.” At present, high-level overviews for the 50 designs are available, including basic floor plans, 3D axonometrics, and building dimensions. Full architectural design packages are expected to be released later this year. Levitt says the architects on the team set out to come up with designs that used wood frame construction, had no basements (to save on cost and reduce embodied carbon), and drew on vernacular architectural styles. They researched representative lot sizes in the various regions, and configured designs to suit small, medium and large properties. Some versions have accessibility features—CMHC’s remit included both accessible units and aging-in-place as objectives—or can be adapted later on.  As for climate and energy efficiency considerations, the recommended materials include low-carbon components and cladding. The designs do reflect geographical variations, but Levitt says there’s only so much her team could do in terms of energy modelling. “How do you do heat energy calculations when you don’t have a site? You don’t have north, south, east, west [orientations] and you don’t have what zone are you in. In B.C. and Ontario, there are seven climatic regions. There was a lot of working through those kinds of very practical requirements, which were very complicated and actually fed into the design work quite significantly.” As Levitt adds, “in 1947, there were no heat loss models because the world wasn’t like that.” LGA provided the architects on the team with templates for interior elements, such as bathrooms, as well as standards for features such as bedroom sizes, dining areas, storage sufficient to hold strollers, and access to outdoor space, either at grade or via a balcony. “We gathered together these ideas about the quality of life that we wanted baked into each of the designs, so that [they] expressed a really good quality of life—modest but good quality,” she says. “It’s not about the finishes. People had to be able to live there and live there well.” “This isn’t a boutique home solution,” Whitzman says. “This is a cheap and mass-produced solution. And compared to other cheap and mass-produced solutions, whether they be condos or suburban subdivisions, [the catalogue designs] look fine to my untrained eye.” A selection of Housing Catalogue designs for the Atlantic region. Will it succeed?  With the plans now public, the other important variables, besides their conformity with local bylaws, have to do with cost and visibility to potential users, including homeowners, contractors and developers specializing in smaller-scale projects.  On the costing side, N. Barry Lyons Consultants (NBLC) has been retained by CMHC to develop models to accompany the design catalogue, but those figures have yet to be released. While pricing is inevitably dynamic, the calculus behind the entire exercise turns on whether the savings on design outlays and the use of prefabricated components will make such small-scale projects pencil, particularly at a time when there are live concerns about tariffs, skilled labour shortages, and supply chain interruptions on building materials.  Finally, there’s the horse-to-water problem. While the design catalogue has received a reasonable amount of media attention since it launched, does CMHC need to find ways to market it more aggressively? “From my experience,” says Levitt, “they are extremely proactive, and have assembled a kind of dream team with a huge range of experience and expertise. They are doing very concerted and deep work with municipalities across the country.” Proper promotion, observes Moffatt, “is going to be important in particular, just for political reasons. The prime minister has made a lot of bold promises about [adding] 500,000 homes.” Carney’s pledge to get Canada back into building will take time to ramp up, he adds. “I do think the federal government needs to visibly show progress, and if they can’t point to a [new] building across the road, they could at least [say], `We’ve got this design catalogue. Here’s how it works. We’ve already got so many builders and developers looking at this.’”  While it’s far too soon to draw conclusions about the success of this ambitious program, Levitt is well aware of the long and rich legacy of the predecessor CMHC catalogues from the late 40s and the 1950s, all of which gave many young Canadian architects their earliest commissions and then left an enduring aesthetic on countless communities across Canada.   She hopes the updated 21st-century catalogue—fitted out as it is for 21st-century concerns about carbon, resilience and urban density—will acquire a similar cachet.  “These are architecturally designed houses for a group of people across the country who will have never lived in an architecturally designed house,” she muses. “I would love it if, 80 years from now, the consistent feedback [from occupants] was that they were able to live generously and well in those houses, and that everything was where it should be.” ARCHITECTURE FIRM COLLABORATORS Michael Green Architecture, Dub Architects, 5468796 Architecture Inc, Oxbow Architecture, LGA Architectural Partners, KANVA Architecture, Abbott Brown Architects, Taylor Architecture Group  As appeared in the June 2025 issue of Canadian Architect magazine  The post A housing design catalogue for the 21st century appeared first on Canadian Architect.
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  • This guy has a quick fix for the crisis on Brooklyn’s busiest highway—and few are paying attention

    New York City’s Brooklyn-Queens Expressway is falling apart. Built between 1946 and 1964, the urban highway runs 12.1 miles through the heart of the two boroughs to connect on either end with the interstate highway system—a relic of midcentury car-oriented infrastructure, and a prime example of the dwindling lifespan of roads built during that time. 

    The degradation is most visible—and most pressing—in a section running alongside Brooklyn Heights known as the triple cantilever. This 0.4-mile section, completed in 1954, is unique among U.S. highways in that it juts out from the side of a hill and stacks the two directions of traffic on balcony-like decks, one slightly overhanging the other. A third level holds a well-loved park, the Brooklyn Heights Promenade. 

    This unusual layer cake of a freeway was a marvel of engineering in its day, though not without controversy. Masterminded by Robert Moses, the city’s all-powerful, often ruthless city planner for more than four decades, the roadway bisects working-class and immigrant neighborhoods that grapple with the health and environmental fallout to this day.

    Like the reputation of the man who built it, the triple cantilever has aged poorly. Its narrow width,has made all but the most basic maintenance incredibly difficult, and its 71-year-old structure is constantly battered by the ever heavier automobiles and trucks. Designed to accommodate around 47,000 vehicles per day, it now carries more than three times that amount. Deteriorating deck joints and failing steel-reinforced concrete have led many to worry the triple cantilever is on the verge of collapse. An expert panel warned in 2020 that the triple cantilever could be unusable by 2026, and only then did interim repairs get made to keep it standing.The mounting concern comes amid a 50-year decline in direct government spending on infrastructure in the U.S., according to a recent analysis by Citigroup. Simply maintaining existing infrastructure is a challenge, the report notes. Meanwhile, the American Society of Civil Engineers’ grade for the country’s infrastructure has improved, from a D+ in 2017 to a C in 2025. Now even private credit firms are circling: As reported in Bloomberg, Apollo Global Management estimates that a boom in infrastructure deals help could grow the private debt market up to a staggering trillion.  

    Independent urban designer Marc Wouters has an idea on how to fix BQE’s cantilever. He’s been working on it for years. “My process is that I always interview people in the community before I do any drawings,” he says. “So I really have listened to pretty much everybody over the past few years.” Unsolicited and developed in his own spare time, Wouters has designed an alternative for the triple cantilever that he named the BQE Streamline Plan.

    BQE Streamline PlanHis concept, based on decades of experience in urban planning, infrastructure, and resilience projects in communities across the country, is relatively simple: extend the width of the two traffic-bearing cantilevers and add support beams to their outside edge, move both directions of traffic onto four lanes on the first level, and turn the second level into a large freeway cap park. Instead of major rebuilding efforts, Wouters’s proposal is more of a reinforcement and expansion, with a High Line-style park plopped on top. Though he’s not an engineer, Wouters is confident that his design would shift enough strain off the existing structure to allow it to continue functioning for the foreseeable future.“What I’ve done is come up with a plan that happens to be much less invasive, faster to build, a lot cheaper, and it encompasses a lot of what the community wants,” he says. “Yet it still handles the same capacity as the highway does right now.”

    So what will it take for this outsider’s idea to be considered a viable design alternative?

    This idea had been brewing in his mind for years. Wouters, who lives near the triple cantilever section of the BQE in Brooklyn Heights, has followed the highway’s planning process for more than a decade. 

    As complex infrastructure projects go, this one is particularly convoluted. The BQE is overseen by both the state of New York and New York City, among others, with the city in charge of the 1.5-mile section that includes the triple cantilever. This dual ownership has complicated the management of the highway and its funding. The city and the state have launched several efforts over the years to reimagine the highway’s entire length.

    In winter 2018, the city’s Department of Transportationreleased two proposals to address the ailing cantilever. Not seeing what they wanted from either one, Brooklyn Heights Association, a nonprofit neighborhood group, retained Wouters and his studio to develop an alternative design. He suggested building a temporary parallel bypass that would allow a full closure and repair of the triple cantilever. That proposal, along with competing ideas developed under the previous mayoral administration, went by the wayside in 2022, when the latest BQE redesign process commenced.

    Wouters found himself following yet another community feedback and planning process for the triple cantilever. The ideas being proposed by the city’s DOT this time around included a plan that would chew into the hillside that currently supports the triple cantilever to move the first tier of traffic directly underneath the second, and add a large girding structure on its open end to hold it all up.

    Other options included reshaping the retaining wall that currently holds up the triple cantilever, moving traffic below grade into a wide tunnel, or tearing the whole thing down and rebuilding from scratch. Each would be time-consuming and disruptive, and many of them cut into another well-loved public space immediately adjacent to the triple cantilever, Brooklyn Bridge Park. None of these options has anything close to unanimous support. And any of them will cost more than billion—a price tag that hits much harder after the Federal Highway Administration rejected an million grant proposal for fixing the BQE back in early 2024.

    BQE Streamline PlanWouters is no highway zealot. In fact, he’s worked on a project heading into construction in Syracuse that will replace an underutilized inner-city highway with a more appropriately sized boulevard and developable land. But he felt sure there was a better way forward—a concept that would work as well in practice as on paper.

    “I just kept going to meetings and waiting to see what I thought was a progressive solution,” Wouters says. Unimpressed and frustrated, he set out to design it himself.

    Wouters released the Streamline Plan in March. The concept quickly gathered interest, receiving a flurry of local news coverage. He has since met with various elected officials to discuss it.

    But as elegant as Wouters’s concept may be, some stakeholders remain unconvinced that the city should be going all in on a reinterpretation of the triple cantilever. What might be more appropriate, critics say, is to make necessary fixes now to keep the triple cantilever safe and functional, and to spend more time thinking about whether this section of highway is even what the city needs in the long term.

    A group of local organizations is calling for a more comprehensive reconsideration of the BQE under the premise that its harms may be outnumbering its benefits. Launched last spring, the Brooklyn-Queens Expressway Environmental Justice Coalition wants any planning for the future of the BQE to include efforts to address its health and environmental impacts on neighboring communities and to seek an alternative that reconnects communities that have been divided by the corridor.

    One member of this coalition is the Riders Alliance, a nonprofit focused on improving public transit in New York. Danny Pearlstein, the group’s policy and communications director, says implementing a major redesign of the triple cantilever would just reinforce car dependency in a place that’s actually well served by public transit. The environmental justice coalition’s worry is that rebuilding this one section in a long-term fashion could make it harder for change across the length of the entire BQE and could increase the environmental impact the highway has on the communities that surround it.

    “This is not just one neighborhood. This is communities up and down the corridor that don’t resemble each other very much in income or background who are united and are standing together for something that’s transformative, rather than doubling down on the old ways,” Pearlstein says.Lara Birnback is executive director of the Brooklyn Heights Association, representing a neighborhood of roughly 20,000 people. Her organization, which worked directly with Wouters in the past, is circumspect about his latest concept. “It’s certainly more interesting and responsive to the kinds of things that the community has been asking for when thinking about the BQE. It’s more of those things than we’ve seen from any of the designs that New York City DOT has presented to us through their engagement process,” she says. “But at the end of the day, it’s still a way of preserving more or less the status quo of the BQE as a major interstate highway running through the borough.”

    She argues it makes more sense to patch up the triple cantilever and use the extra years of service that buys to do a more radical rethinking of the BQE’s future.“We really strongly encourage the city to move forward immediately with a more short-term stabilization plan for the cantilever, with repairs that would last, for example, 20 to 25 years rather than spending billions and billions of dollars rebuilding it for the next 100 years,” Birnback says.

    Birnback says a major rebuilding plan like the one Wouters is proposing—for all its community benefits—could end up doing more harm to the city. “I think going forward now with a plan that both embeds the status quo and most likely forecloses on the possibility of real transformation across the corridor is a mistake,” she says.

    NYC DOT expects to begin its formal environmental review process this year, laying the necessary groundwork for deciding on a plan for what to do with the triple cantilever, either for the short term or the long term. The environmental process will evaluate all concepts equally, according to DOT spokesperson Vincent Barone, who notes that the department is required to review and respond to all feedback that comes in through that process.

    There is technically nothing holding back Wouters’s proposal from being one of the alternatives considered. And he may have some important political support to help make that happen. Earlier this month, Brooklyn’s Community District 2 board formally supported the plan. They are calling for the city’s transportation department to include it in the BQE’s formal environmental review process when it starts later this year.Wouters argues that his proposal solves the pressing structural problems of the triple cantilever while also opening resources to deal with the highway’s big picture challenges. “The several hundred million dollars of savings is now funding that could go to other parts of the BQE. And there are other parts that are really struggling,” he says. “I’m always thinking about the whole length and about all these other communities, not just this one.”

    With a new presidential administration and a mayoral primary election in June, what happens with the triple cantilever is very much up in the air. But if the environmental review process begins as planned this year, it only makes sense for every option to fall under consideration. What gets built—or torn down, or reconstructed, or reinterpreted—could reshape part of New York City for generations.
    #this #guy #has #quick #fix
    This guy has a quick fix for the crisis on Brooklyn’s busiest highway—and few are paying attention
    New York City’s Brooklyn-Queens Expressway is falling apart. Built between 1946 and 1964, the urban highway runs 12.1 miles through the heart of the two boroughs to connect on either end with the interstate highway system—a relic of midcentury car-oriented infrastructure, and a prime example of the dwindling lifespan of roads built during that time.  The degradation is most visible—and most pressing—in a section running alongside Brooklyn Heights known as the triple cantilever. This 0.4-mile section, completed in 1954, is unique among U.S. highways in that it juts out from the side of a hill and stacks the two directions of traffic on balcony-like decks, one slightly overhanging the other. A third level holds a well-loved park, the Brooklyn Heights Promenade.  This unusual layer cake of a freeway was a marvel of engineering in its day, though not without controversy. Masterminded by Robert Moses, the city’s all-powerful, often ruthless city planner for more than four decades, the roadway bisects working-class and immigrant neighborhoods that grapple with the health and environmental fallout to this day. Like the reputation of the man who built it, the triple cantilever has aged poorly. Its narrow width,has made all but the most basic maintenance incredibly difficult, and its 71-year-old structure is constantly battered by the ever heavier automobiles and trucks. Designed to accommodate around 47,000 vehicles per day, it now carries more than three times that amount. Deteriorating deck joints and failing steel-reinforced concrete have led many to worry the triple cantilever is on the verge of collapse. An expert panel warned in 2020 that the triple cantilever could be unusable by 2026, and only then did interim repairs get made to keep it standing.The mounting concern comes amid a 50-year decline in direct government spending on infrastructure in the U.S., according to a recent analysis by Citigroup. Simply maintaining existing infrastructure is a challenge, the report notes. Meanwhile, the American Society of Civil Engineers’ grade for the country’s infrastructure has improved, from a D+ in 2017 to a C in 2025. Now even private credit firms are circling: As reported in Bloomberg, Apollo Global Management estimates that a boom in infrastructure deals help could grow the private debt market up to a staggering trillion.   Independent urban designer Marc Wouters has an idea on how to fix BQE’s cantilever. He’s been working on it for years. “My process is that I always interview people in the community before I do any drawings,” he says. “So I really have listened to pretty much everybody over the past few years.” Unsolicited and developed in his own spare time, Wouters has designed an alternative for the triple cantilever that he named the BQE Streamline Plan. BQE Streamline PlanHis concept, based on decades of experience in urban planning, infrastructure, and resilience projects in communities across the country, is relatively simple: extend the width of the two traffic-bearing cantilevers and add support beams to their outside edge, move both directions of traffic onto four lanes on the first level, and turn the second level into a large freeway cap park. Instead of major rebuilding efforts, Wouters’s proposal is more of a reinforcement and expansion, with a High Line-style park plopped on top. Though he’s not an engineer, Wouters is confident that his design would shift enough strain off the existing structure to allow it to continue functioning for the foreseeable future.“What I’ve done is come up with a plan that happens to be much less invasive, faster to build, a lot cheaper, and it encompasses a lot of what the community wants,” he says. “Yet it still handles the same capacity as the highway does right now.” So what will it take for this outsider’s idea to be considered a viable design alternative? This idea had been brewing in his mind for years. Wouters, who lives near the triple cantilever section of the BQE in Brooklyn Heights, has followed the highway’s planning process for more than a decade.  As complex infrastructure projects go, this one is particularly convoluted. The BQE is overseen by both the state of New York and New York City, among others, with the city in charge of the 1.5-mile section that includes the triple cantilever. This dual ownership has complicated the management of the highway and its funding. The city and the state have launched several efforts over the years to reimagine the highway’s entire length. In winter 2018, the city’s Department of Transportationreleased two proposals to address the ailing cantilever. Not seeing what they wanted from either one, Brooklyn Heights Association, a nonprofit neighborhood group, retained Wouters and his studio to develop an alternative design. He suggested building a temporary parallel bypass that would allow a full closure and repair of the triple cantilever. That proposal, along with competing ideas developed under the previous mayoral administration, went by the wayside in 2022, when the latest BQE redesign process commenced. Wouters found himself following yet another community feedback and planning process for the triple cantilever. The ideas being proposed by the city’s DOT this time around included a plan that would chew into the hillside that currently supports the triple cantilever to move the first tier of traffic directly underneath the second, and add a large girding structure on its open end to hold it all up. Other options included reshaping the retaining wall that currently holds up the triple cantilever, moving traffic below grade into a wide tunnel, or tearing the whole thing down and rebuilding from scratch. Each would be time-consuming and disruptive, and many of them cut into another well-loved public space immediately adjacent to the triple cantilever, Brooklyn Bridge Park. None of these options has anything close to unanimous support. And any of them will cost more than billion—a price tag that hits much harder after the Federal Highway Administration rejected an million grant proposal for fixing the BQE back in early 2024. BQE Streamline PlanWouters is no highway zealot. In fact, he’s worked on a project heading into construction in Syracuse that will replace an underutilized inner-city highway with a more appropriately sized boulevard and developable land. But he felt sure there was a better way forward—a concept that would work as well in practice as on paper. “I just kept going to meetings and waiting to see what I thought was a progressive solution,” Wouters says. Unimpressed and frustrated, he set out to design it himself. Wouters released the Streamline Plan in March. The concept quickly gathered interest, receiving a flurry of local news coverage. He has since met with various elected officials to discuss it. But as elegant as Wouters’s concept may be, some stakeholders remain unconvinced that the city should be going all in on a reinterpretation of the triple cantilever. What might be more appropriate, critics say, is to make necessary fixes now to keep the triple cantilever safe and functional, and to spend more time thinking about whether this section of highway is even what the city needs in the long term. A group of local organizations is calling for a more comprehensive reconsideration of the BQE under the premise that its harms may be outnumbering its benefits. Launched last spring, the Brooklyn-Queens Expressway Environmental Justice Coalition wants any planning for the future of the BQE to include efforts to address its health and environmental impacts on neighboring communities and to seek an alternative that reconnects communities that have been divided by the corridor. One member of this coalition is the Riders Alliance, a nonprofit focused on improving public transit in New York. Danny Pearlstein, the group’s policy and communications director, says implementing a major redesign of the triple cantilever would just reinforce car dependency in a place that’s actually well served by public transit. The environmental justice coalition’s worry is that rebuilding this one section in a long-term fashion could make it harder for change across the length of the entire BQE and could increase the environmental impact the highway has on the communities that surround it. “This is not just one neighborhood. This is communities up and down the corridor that don’t resemble each other very much in income or background who are united and are standing together for something that’s transformative, rather than doubling down on the old ways,” Pearlstein says.Lara Birnback is executive director of the Brooklyn Heights Association, representing a neighborhood of roughly 20,000 people. Her organization, which worked directly with Wouters in the past, is circumspect about his latest concept. “It’s certainly more interesting and responsive to the kinds of things that the community has been asking for when thinking about the BQE. It’s more of those things than we’ve seen from any of the designs that New York City DOT has presented to us through their engagement process,” she says. “But at the end of the day, it’s still a way of preserving more or less the status quo of the BQE as a major interstate highway running through the borough.” She argues it makes more sense to patch up the triple cantilever and use the extra years of service that buys to do a more radical rethinking of the BQE’s future.“We really strongly encourage the city to move forward immediately with a more short-term stabilization plan for the cantilever, with repairs that would last, for example, 20 to 25 years rather than spending billions and billions of dollars rebuilding it for the next 100 years,” Birnback says. Birnback says a major rebuilding plan like the one Wouters is proposing—for all its community benefits—could end up doing more harm to the city. “I think going forward now with a plan that both embeds the status quo and most likely forecloses on the possibility of real transformation across the corridor is a mistake,” she says. NYC DOT expects to begin its formal environmental review process this year, laying the necessary groundwork for deciding on a plan for what to do with the triple cantilever, either for the short term or the long term. The environmental process will evaluate all concepts equally, according to DOT spokesperson Vincent Barone, who notes that the department is required to review and respond to all feedback that comes in through that process. There is technically nothing holding back Wouters’s proposal from being one of the alternatives considered. And he may have some important political support to help make that happen. Earlier this month, Brooklyn’s Community District 2 board formally supported the plan. They are calling for the city’s transportation department to include it in the BQE’s formal environmental review process when it starts later this year.Wouters argues that his proposal solves the pressing structural problems of the triple cantilever while also opening resources to deal with the highway’s big picture challenges. “The several hundred million dollars of savings is now funding that could go to other parts of the BQE. And there are other parts that are really struggling,” he says. “I’m always thinking about the whole length and about all these other communities, not just this one.” With a new presidential administration and a mayoral primary election in June, what happens with the triple cantilever is very much up in the air. But if the environmental review process begins as planned this year, it only makes sense for every option to fall under consideration. What gets built—or torn down, or reconstructed, or reinterpreted—could reshape part of New York City for generations. #this #guy #has #quick #fix
    WWW.FASTCOMPANY.COM
    This guy has a quick fix for the crisis on Brooklyn’s busiest highway—and few are paying attention
    New York City’s Brooklyn-Queens Expressway is falling apart. Built between 1946 and 1964, the urban highway runs 12.1 miles through the heart of the two boroughs to connect on either end with the interstate highway system—a relic of midcentury car-oriented infrastructure, and a prime example of the dwindling lifespan of roads built during that time.  The degradation is most visible—and most pressing—in a section running alongside Brooklyn Heights known as the triple cantilever. This 0.4-mile section, completed in 1954, is unique among U.S. highways in that it juts out from the side of a hill and stacks the two directions of traffic on balcony-like decks, one slightly overhanging the other. A third level holds a well-loved park, the Brooklyn Heights Promenade.  This unusual layer cake of a freeway was a marvel of engineering in its day, though not without controversy. Masterminded by Robert Moses, the city’s all-powerful, often ruthless city planner for more than four decades, the roadway bisects working-class and immigrant neighborhoods that grapple with the health and environmental fallout to this day. Like the reputation of the man who built it, the triple cantilever has aged poorly. Its narrow width, (33.5 feet for the roadway in either direction) has made all but the most basic maintenance incredibly difficult, and its 71-year-old structure is constantly battered by the ever heavier automobiles and trucks. Designed to accommodate around 47,000 vehicles per day, it now carries more than three times that amount. Deteriorating deck joints and failing steel-reinforced concrete have led many to worry the triple cantilever is on the verge of collapse. An expert panel warned in 2020 that the triple cantilever could be unusable by 2026, and only then did interim repairs get made to keep it standing. [Photo: Alex Potemkin/Getty Images] The mounting concern comes amid a 50-year decline in direct government spending on infrastructure in the U.S., according to a recent analysis by Citigroup. Simply maintaining existing infrastructure is a challenge, the report notes. Meanwhile, the American Society of Civil Engineers’ grade for the country’s infrastructure has improved, from a D+ in 2017 to a C in 2025. Now even private credit firms are circling: As reported in Bloomberg, Apollo Global Management estimates that a boom in infrastructure deals help could grow the private debt market up to a staggering $40 trillion.   Independent urban designer Marc Wouters has an idea on how to fix BQE’s cantilever. He’s been working on it for years. “My process is that I always interview people in the community before I do any drawings,” he says. “So I really have listened to pretty much everybody over the past few years.” Unsolicited and developed in his own spare time, Wouters has designed an alternative for the triple cantilever that he named the BQE Streamline Plan. BQE Streamline Plan [Image: courtesy Marc Wouters | Studios/©2025] His concept, based on decades of experience in urban planning, infrastructure, and resilience projects in communities across the country, is relatively simple: extend the width of the two traffic-bearing cantilevers and add support beams to their outside edge, move both directions of traffic onto four lanes on the first level, and turn the second level into a large freeway cap park. Instead of major rebuilding efforts, Wouters’s proposal is more of a reinforcement and expansion, with a High Line-style park plopped on top. Though he’s not an engineer, Wouters is confident that his design would shift enough strain off the existing structure to allow it to continue functioning for the foreseeable future. (What actual engineers think remains to be seen.) “What I’ve done is come up with a plan that happens to be much less invasive, faster to build, a lot cheaper, and it encompasses a lot of what the community wants,” he says. “Yet it still handles the same capacity as the highway does right now.” So what will it take for this outsider’s idea to be considered a viable design alternative? This idea had been brewing in his mind for years. Wouters, who lives near the triple cantilever section of the BQE in Brooklyn Heights, has followed the highway’s planning process for more than a decade.  As complex infrastructure projects go, this one is particularly convoluted. The BQE is overseen by both the state of New York and New York City, among others, with the city in charge of the 1.5-mile section that includes the triple cantilever. This dual ownership has complicated the management of the highway and its funding. The city and the state have launched several efforts over the years to reimagine the highway’s entire length. In winter 2018, the city’s Department of Transportation (NYC DOT) released two proposals to address the ailing cantilever. Not seeing what they wanted from either one, Brooklyn Heights Association, a nonprofit neighborhood group, retained Wouters and his studio to develop an alternative design. He suggested building a temporary parallel bypass that would allow a full closure and repair of the triple cantilever. That proposal, along with competing ideas developed under the previous mayoral administration, went by the wayside in 2022, when the latest BQE redesign process commenced. Wouters found himself following yet another community feedback and planning process for the triple cantilever. The ideas being proposed by the city’s DOT this time around included a plan that would chew into the hillside that currently supports the triple cantilever to move the first tier of traffic directly underneath the second, and add a large girding structure on its open end to hold it all up. Other options included reshaping the retaining wall that currently holds up the triple cantilever, moving traffic below grade into a wide tunnel, or tearing the whole thing down and rebuilding from scratch. Each would be time-consuming and disruptive, and many of them cut into another well-loved public space immediately adjacent to the triple cantilever, Brooklyn Bridge Park. None of these options has anything close to unanimous support. And any of them will cost more than $1 billion—a price tag that hits much harder after the Federal Highway Administration rejected an $800 million grant proposal for fixing the BQE back in early 2024. BQE Streamline Plan [Image: courtesy Marc Wouters | Studios/©2025] Wouters is no highway zealot. In fact, he’s worked on a project heading into construction in Syracuse that will replace an underutilized inner-city highway with a more appropriately sized boulevard and developable land. But he felt sure there was a better way forward—a concept that would work as well in practice as on paper. “I just kept going to meetings and waiting to see what I thought was a progressive solution,” Wouters says. Unimpressed and frustrated, he set out to design it himself. Wouters released the Streamline Plan in March. The concept quickly gathered interest, receiving a flurry of local news coverage. He has since met with various elected officials to discuss it. But as elegant as Wouters’s concept may be, some stakeholders remain unconvinced that the city should be going all in on a reinterpretation of the triple cantilever. What might be more appropriate, critics say, is to make necessary fixes now to keep the triple cantilever safe and functional, and to spend more time thinking about whether this section of highway is even what the city needs in the long term. A group of local organizations is calling for a more comprehensive reconsideration of the BQE under the premise that its harms may be outnumbering its benefits. Launched last spring, the Brooklyn-Queens Expressway Environmental Justice Coalition wants any planning for the future of the BQE to include efforts to address its health and environmental impacts on neighboring communities and to seek an alternative that reconnects communities that have been divided by the corridor. One member of this coalition is the Riders Alliance, a nonprofit focused on improving public transit in New York. Danny Pearlstein, the group’s policy and communications director, says implementing a major redesign of the triple cantilever would just reinforce car dependency in a place that’s actually well served by public transit. The environmental justice coalition’s worry is that rebuilding this one section in a long-term fashion could make it harder for change across the length of the entire BQE and could increase the environmental impact the highway has on the communities that surround it. “This is not just one neighborhood. This is communities up and down the corridor that don’t resemble each other very much in income or background who are united and are standing together for something that’s transformative, rather than doubling down on the old ways,” Pearlstein says. [Photo: ©NYC DOT] Lara Birnback is executive director of the Brooklyn Heights Association, representing a neighborhood of roughly 20,000 people. Her organization, which worked directly with Wouters in the past, is circumspect about his latest concept. “It’s certainly more interesting and responsive to the kinds of things that the community has been asking for when thinking about the BQE. It’s more of those things than we’ve seen from any of the designs that New York City DOT has presented to us through their engagement process,” she says. “But at the end of the day, it’s still a way of preserving more or less the status quo of the BQE as a major interstate highway running through the borough.” She argues it makes more sense to patch up the triple cantilever and use the extra years of service that buys to do a more radical rethinking of the BQE’s future. (For example, one 2020 proposal by the Brooklyn-based architecture studio Light and Air proposed a simple intervention of installing buttresses on the open-air side of the triple cantilever, propping it up with a relatively small addition of material.) “We really strongly encourage the city to move forward immediately with a more short-term stabilization plan for the cantilever, with repairs that would last, for example, 20 to 25 years rather than spending billions and billions of dollars rebuilding it for the next 100 years,” Birnback says. Birnback says a major rebuilding plan like the one Wouters is proposing—for all its community benefits—could end up doing more harm to the city. “I think going forward now with a plan that both embeds the status quo and most likely forecloses on the possibility of real transformation across the corridor is a mistake,” she says. NYC DOT expects to begin its formal environmental review process this year, laying the necessary groundwork for deciding on a plan for what to do with the triple cantilever, either for the short term or the long term. The environmental process will evaluate all concepts equally, according to DOT spokesperson Vincent Barone, who notes that the department is required to review and respond to all feedback that comes in through that process. There is technically nothing holding back Wouters’s proposal from being one of the alternatives considered. And he may have some important political support to help make that happen. Earlier this month, Brooklyn’s Community District 2 board formally supported the plan. They are calling for the city’s transportation department to include it in the BQE’s formal environmental review process when it starts later this year. [Photo: Sinisa Kukic/Getty Images] Wouters argues that his proposal solves the pressing structural problems of the triple cantilever while also opening resources to deal with the highway’s big picture challenges. “The several hundred million dollars of savings is now funding that could go to other parts of the BQE. And there are other parts that are really struggling,” he says. “I’m always thinking about the whole length and about all these other communities, not just this one.” With a new presidential administration and a mayoral primary election in June, what happens with the triple cantilever is very much up in the air. But if the environmental review process begins as planned this year, it only makes sense for every option to fall under consideration. What gets built—or torn down, or reconstructed, or reinterpreted—could reshape part of New York City for generations.
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