• Inside a Wooded Hideaway Where Every Room Opens to Nature, Even the Sauna

    #inside #wooded #hideaway #where #every
    Inside a Wooded Hideaway Where Every Room Opens to Nature, Even the Sauna
    #inside #wooded #hideaway #where #every
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  • Pope-Leighey House: Frank Lloyd Wright’s Usonian Ideal in Built Form

    Pope-Leighey House | © Peter Thomas via Unsplash
    Constructed in 1940, the Pope-Leighey House represents Frank Lloyd Wright’s Usonian vision, his architectural response to the social, economic, and aesthetic conditions of mid-20th-century America. Designed for middle-class clients, the Usonian houses were intended to democratize quality design, providing spatial dignity at an affordable cost. In stark contrast to the mass-produced suburban housing of the post-Depression era, Wright sought to design individualized homes rooted in site, economy, and human scale.

    Pope-Leighey House Technical Information

    Architects1-6: Frank Lloyd Wright
    Original Location: Falls Church, Virginia, USA
    Current Location: Woodlawn Plantation, Alexandria, Virginia, USA
    Gross Area: 111.5 m2 | 1,200 Sq. Ft.
    Project Years: 1939 – 1940
    Relocation: 1964Photographs: © Photographer

    The house of moderate cost is not only America’s major architectural problem but the problem most difficult for her major architects. I would rather solve it with satisfaction to myself and Usonia than anything I can think of.
    – Frank Lloyd Wright 7

    Pope-Leighey House Photographs

    © Lincoln Barbour

    © Peter Thomas via Unsplash

    © Peter Thomas via Unsplash

    © Lincoln Barbour

    © Lincoln Barbour

    © Peter Thomas via Unsplash

    © Peter Thomas via Unsplash

    © Peter Thomas via Unsplash
    Contextual Framework and Commissioning
    The house, commissioned by journalist Loren Pope, was initially situated in Falls Church, Virginia, on a wooded lot chosen to amplify Wright’s principles of organic architecture. Working within a modest budget, Pope approached Wright after reading his critique of conventional American housing. Wright accepted the commission and delivered a design reflecting his social idealism and formal ingenuity.
    In 1964, the house was relocated to the grounds of the Woodlawn Plantation in Alexandria, Virginia, due to the construction of Interstate 66. While disrupting the original site specificity, this preservation affirms the cultural value placed on the work and raises enduring questions about the transposability of architecture designed for a particular place.
    Design Principles and Architectural Language
    The Pope-Leighey House distills the essential characteristics of Wright’s Usonian ideology. Modest in scale, the 1,200-square-foot house is arranged in an L-shaped plan, responding to programmatic needs and solar orientation. The linearity of the bedroom wing intersects perpendicularly with the open-plan living space, forming a sheltered outdoor terrace that extends the perceived interior volume into the landscape.
    Wright’s orchestration of spatial experience is central to the house’s architectural impact. The low-ceilinged entrance compresses space, setting up a dynamic release into the double-height living area, an architectural maneuver reminiscent of his earlier Prairie houses. Here, horizontality is emphasized in elevation and experience, reinforced by continuous bands of clerestory windows and built-in furnishings that draw the eye laterally across space.
    Materially, the house embodies a deliberate economy. Red tidewater cypress, brick, and concrete are left exposed, articulating their structural and tectonic roles without ornament. The poured concrete floor contains radiant heating, a functional and experiential feature that foregrounds the integration of structure, comfort, and environmental control. Window mullions extend into perforated wooden panels, demonstrating Wright’s inclination to merge architecture and craft, blurring the line between enclosure and furnishing.
    Structural Rationality and Construction Methodology
    A defining feature of the Usonian series, particularly the Pope-Leighey House, is the modular planning system. Based on a two-foot grid, the plan promotes construction efficiency while enabling spatial flexibility. This systemic logic underpins the entire design, from wall placements to window dimensions, allowing the house to feel simultaneously rigorous and organic.
    Construction strategies were purposefully stripped of excess. The flat roof, cantilevered overhangs, and minimal interior partitions reflect an architecture of subtraction. Without a basement or attic, the house resists hierarchy in its vertical organization. Walls are built with simple sandwich panel techniques, and furniture is integrated into the architecture, reducing material use and creating visual unity.
    Despite the constraints, the house achieves a high level of tectonic expression. The integration of structure and detail is particularly evident in the living room’s perforated wood screens, which serve as decorative elements, light diffusers, and spatial dividers. These craft elements reinforce the Gesamtkunstwerk ambition in Wright’s residential works: a house as a total, synthesized environment.
    Legacy and Architectural Significance
    Today, the Pope-Leighey House is a critical touchstone in Wright’s late-career trajectory. It encapsulates a radical yet modest vision, architecture not as monumentality but as a refined environment for everyday life. Preserved by the National Trust for Historic Preservation, the house continues to serve as a pedagogical model, offering insights into material stewardship, compact living, and formal economy.
    In architectural discourse, Wright’s larger commissions often overshadow the Usonian homes. Yet the Pope-Leighey House demands recognition for what it accomplishes within limitations. It is a project that questions conventional paradigms of domestic space and asserts that thoughtful design is not a luxury reserved for the elite but a right that can and should be extended to all.
    The house’s quiet radicalism remains relevant in today’s discussions of affordable housing, sustainable design, and spatial minimalism. Its influence is evident in contemporary explorations of prefab architecture, passive environmental systems, and spatial efficiency, fields that continue to grapple with the same questions Wright addressed eight decades ago.
    Pope-Leighey House Plans

    Floor Plan | © Frank Lloyd Wright

    Section | © Frank Lloyd Wright

    East Elevation | © Frank Lloyd Wright

    North Elevation | © Frank Lloyd Wright

    West Elevation | © Frank Lloyd Wright
    Pope-Leighey House Image Gallery

    About Frank Lloyd Wright
    Frank Lloyd Wrightwas an American architect widely regarded as one of the most influential figures in modern architecture. Known for developing the philosophy of organic architecture, he sought harmony between human habitation and the natural world through forms, materials, and spatial compositions that responded to context. His prolific career includes iconic works such as Fallingwater, the Guggenheim Museum, and the Usonian houses, redefined residential architecture in the 20th century.
    Credits and Additional Notes

    Original Client: Loren Pope
    Architectural Style: Usonian
    Structure: Wood frame on a concrete slab with radiant heating
    Materials: Tidewater cypress, brick, concrete, glass
    Design Team: Frank Lloyd Wright and Taliesin Fellowship apprentices
    Preservation: Owned and maintained by the National Trust for Historic Preservation
    #popeleighey #house #frank #lloyd #wrights
    Pope-Leighey House: Frank Lloyd Wright’s Usonian Ideal in Built Form
    Pope-Leighey House | © Peter Thomas via Unsplash Constructed in 1940, the Pope-Leighey House represents Frank Lloyd Wright’s Usonian vision, his architectural response to the social, economic, and aesthetic conditions of mid-20th-century America. Designed for middle-class clients, the Usonian houses were intended to democratize quality design, providing spatial dignity at an affordable cost. In stark contrast to the mass-produced suburban housing of the post-Depression era, Wright sought to design individualized homes rooted in site, economy, and human scale. Pope-Leighey House Technical Information Architects1-6: Frank Lloyd Wright Original Location: Falls Church, Virginia, USA Current Location: Woodlawn Plantation, Alexandria, Virginia, USA Gross Area: 111.5 m2 | 1,200 Sq. Ft. Project Years: 1939 – 1940 Relocation: 1964Photographs: © Photographer The house of moderate cost is not only America’s major architectural problem but the problem most difficult for her major architects. I would rather solve it with satisfaction to myself and Usonia than anything I can think of. – Frank Lloyd Wright 7 Pope-Leighey House Photographs © Lincoln Barbour © Peter Thomas via Unsplash © Peter Thomas via Unsplash © Lincoln Barbour © Lincoln Barbour © Peter Thomas via Unsplash © Peter Thomas via Unsplash © Peter Thomas via Unsplash Contextual Framework and Commissioning The house, commissioned by journalist Loren Pope, was initially situated in Falls Church, Virginia, on a wooded lot chosen to amplify Wright’s principles of organic architecture. Working within a modest budget, Pope approached Wright after reading his critique of conventional American housing. Wright accepted the commission and delivered a design reflecting his social idealism and formal ingenuity. In 1964, the house was relocated to the grounds of the Woodlawn Plantation in Alexandria, Virginia, due to the construction of Interstate 66. While disrupting the original site specificity, this preservation affirms the cultural value placed on the work and raises enduring questions about the transposability of architecture designed for a particular place. Design Principles and Architectural Language The Pope-Leighey House distills the essential characteristics of Wright’s Usonian ideology. Modest in scale, the 1,200-square-foot house is arranged in an L-shaped plan, responding to programmatic needs and solar orientation. The linearity of the bedroom wing intersects perpendicularly with the open-plan living space, forming a sheltered outdoor terrace that extends the perceived interior volume into the landscape. Wright’s orchestration of spatial experience is central to the house’s architectural impact. The low-ceilinged entrance compresses space, setting up a dynamic release into the double-height living area, an architectural maneuver reminiscent of his earlier Prairie houses. Here, horizontality is emphasized in elevation and experience, reinforced by continuous bands of clerestory windows and built-in furnishings that draw the eye laterally across space. Materially, the house embodies a deliberate economy. Red tidewater cypress, brick, and concrete are left exposed, articulating their structural and tectonic roles without ornament. The poured concrete floor contains radiant heating, a functional and experiential feature that foregrounds the integration of structure, comfort, and environmental control. Window mullions extend into perforated wooden panels, demonstrating Wright’s inclination to merge architecture and craft, blurring the line between enclosure and furnishing. Structural Rationality and Construction Methodology A defining feature of the Usonian series, particularly the Pope-Leighey House, is the modular planning system. Based on a two-foot grid, the plan promotes construction efficiency while enabling spatial flexibility. This systemic logic underpins the entire design, from wall placements to window dimensions, allowing the house to feel simultaneously rigorous and organic. Construction strategies were purposefully stripped of excess. The flat roof, cantilevered overhangs, and minimal interior partitions reflect an architecture of subtraction. Without a basement or attic, the house resists hierarchy in its vertical organization. Walls are built with simple sandwich panel techniques, and furniture is integrated into the architecture, reducing material use and creating visual unity. Despite the constraints, the house achieves a high level of tectonic expression. The integration of structure and detail is particularly evident in the living room’s perforated wood screens, which serve as decorative elements, light diffusers, and spatial dividers. These craft elements reinforce the Gesamtkunstwerk ambition in Wright’s residential works: a house as a total, synthesized environment. Legacy and Architectural Significance Today, the Pope-Leighey House is a critical touchstone in Wright’s late-career trajectory. It encapsulates a radical yet modest vision, architecture not as monumentality but as a refined environment for everyday life. Preserved by the National Trust for Historic Preservation, the house continues to serve as a pedagogical model, offering insights into material stewardship, compact living, and formal economy. In architectural discourse, Wright’s larger commissions often overshadow the Usonian homes. Yet the Pope-Leighey House demands recognition for what it accomplishes within limitations. It is a project that questions conventional paradigms of domestic space and asserts that thoughtful design is not a luxury reserved for the elite but a right that can and should be extended to all. The house’s quiet radicalism remains relevant in today’s discussions of affordable housing, sustainable design, and spatial minimalism. Its influence is evident in contemporary explorations of prefab architecture, passive environmental systems, and spatial efficiency, fields that continue to grapple with the same questions Wright addressed eight decades ago. Pope-Leighey House Plans Floor Plan | © Frank Lloyd Wright Section | © Frank Lloyd Wright East Elevation | © Frank Lloyd Wright North Elevation | © Frank Lloyd Wright West Elevation | © Frank Lloyd Wright Pope-Leighey House Image Gallery About Frank Lloyd Wright Frank Lloyd Wrightwas an American architect widely regarded as one of the most influential figures in modern architecture. Known for developing the philosophy of organic architecture, he sought harmony between human habitation and the natural world through forms, materials, and spatial compositions that responded to context. His prolific career includes iconic works such as Fallingwater, the Guggenheim Museum, and the Usonian houses, redefined residential architecture in the 20th century. Credits and Additional Notes Original Client: Loren Pope Architectural Style: Usonian Structure: Wood frame on a concrete slab with radiant heating Materials: Tidewater cypress, brick, concrete, glass Design Team: Frank Lloyd Wright and Taliesin Fellowship apprentices Preservation: Owned and maintained by the National Trust for Historic Preservation #popeleighey #house #frank #lloyd #wrights
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    Pope-Leighey House: Frank Lloyd Wright’s Usonian Ideal in Built Form
    Pope-Leighey House | © Peter Thomas via Unsplash Constructed in 1940, the Pope-Leighey House represents Frank Lloyd Wright’s Usonian vision, his architectural response to the social, economic, and aesthetic conditions of mid-20th-century America. Designed for middle-class clients, the Usonian houses were intended to democratize quality design, providing spatial dignity at an affordable cost. In stark contrast to the mass-produced suburban housing of the post-Depression era, Wright sought to design individualized homes rooted in site, economy, and human scale. Pope-Leighey House Technical Information Architects1-6: Frank Lloyd Wright Original Location: Falls Church, Virginia, USA Current Location: Woodlawn Plantation, Alexandria, Virginia, USA Gross Area: 111.5 m2 | 1,200 Sq. Ft. Project Years: 1939 – 1940 Relocation: 1964 (due to the construction of Interstate 66) Photographs: © Photographer The house of moderate cost is not only America’s major architectural problem but the problem most difficult for her major architects. I would rather solve it with satisfaction to myself and Usonia than anything I can think of. – Frank Lloyd Wright 7 Pope-Leighey House Photographs © Lincoln Barbour © Peter Thomas via Unsplash © Peter Thomas via Unsplash © Lincoln Barbour © Lincoln Barbour © Peter Thomas via Unsplash © Peter Thomas via Unsplash © Peter Thomas via Unsplash Contextual Framework and Commissioning The house, commissioned by journalist Loren Pope, was initially situated in Falls Church, Virginia, on a wooded lot chosen to amplify Wright’s principles of organic architecture. Working within a modest budget, Pope approached Wright after reading his critique of conventional American housing. Wright accepted the commission and delivered a design reflecting his social idealism and formal ingenuity. In 1964, the house was relocated to the grounds of the Woodlawn Plantation in Alexandria, Virginia, due to the construction of Interstate 66. While disrupting the original site specificity, this preservation affirms the cultural value placed on the work and raises enduring questions about the transposability of architecture designed for a particular place. Design Principles and Architectural Language The Pope-Leighey House distills the essential characteristics of Wright’s Usonian ideology. Modest in scale, the 1,200-square-foot house is arranged in an L-shaped plan, responding to programmatic needs and solar orientation. The linearity of the bedroom wing intersects perpendicularly with the open-plan living space, forming a sheltered outdoor terrace that extends the perceived interior volume into the landscape. Wright’s orchestration of spatial experience is central to the house’s architectural impact. The low-ceilinged entrance compresses space, setting up a dynamic release into the double-height living area, an architectural maneuver reminiscent of his earlier Prairie houses. Here, horizontality is emphasized in elevation and experience, reinforced by continuous bands of clerestory windows and built-in furnishings that draw the eye laterally across space. Materially, the house embodies a deliberate economy. Red tidewater cypress, brick, and concrete are left exposed, articulating their structural and tectonic roles without ornament. The poured concrete floor contains radiant heating, a functional and experiential feature that foregrounds the integration of structure, comfort, and environmental control. Window mullions extend into perforated wooden panels, demonstrating Wright’s inclination to merge architecture and craft, blurring the line between enclosure and furnishing. Structural Rationality and Construction Methodology A defining feature of the Usonian series, particularly the Pope-Leighey House, is the modular planning system. Based on a two-foot grid, the plan promotes construction efficiency while enabling spatial flexibility. This systemic logic underpins the entire design, from wall placements to window dimensions, allowing the house to feel simultaneously rigorous and organic. Construction strategies were purposefully stripped of excess. The flat roof, cantilevered overhangs, and minimal interior partitions reflect an architecture of subtraction. Without a basement or attic, the house resists hierarchy in its vertical organization. Walls are built with simple sandwich panel techniques, and furniture is integrated into the architecture, reducing material use and creating visual unity. Despite the constraints, the house achieves a high level of tectonic expression. The integration of structure and detail is particularly evident in the living room’s perforated wood screens, which serve as decorative elements, light diffusers, and spatial dividers. These craft elements reinforce the Gesamtkunstwerk ambition in Wright’s residential works: a house as a total, synthesized environment. Legacy and Architectural Significance Today, the Pope-Leighey House is a critical touchstone in Wright’s late-career trajectory. It encapsulates a radical yet modest vision, architecture not as monumentality but as a refined environment for everyday life. Preserved by the National Trust for Historic Preservation, the house continues to serve as a pedagogical model, offering insights into material stewardship, compact living, and formal economy. In architectural discourse, Wright’s larger commissions often overshadow the Usonian homes. Yet the Pope-Leighey House demands recognition for what it accomplishes within limitations. It is a project that questions conventional paradigms of domestic space and asserts that thoughtful design is not a luxury reserved for the elite but a right that can and should be extended to all. The house’s quiet radicalism remains relevant in today’s discussions of affordable housing, sustainable design, and spatial minimalism. Its influence is evident in contemporary explorations of prefab architecture, passive environmental systems, and spatial efficiency, fields that continue to grapple with the same questions Wright addressed eight decades ago. Pope-Leighey House Plans Floor Plan | © Frank Lloyd Wright Section | © Frank Lloyd Wright East Elevation | © Frank Lloyd Wright North Elevation | © Frank Lloyd Wright West Elevation | © Frank Lloyd Wright Pope-Leighey House Image Gallery About Frank Lloyd Wright Frank Lloyd Wright (1867–1959) was an American architect widely regarded as one of the most influential figures in modern architecture. Known for developing the philosophy of organic architecture, he sought harmony between human habitation and the natural world through forms, materials, and spatial compositions that responded to context. His prolific career includes iconic works such as Fallingwater, the Guggenheim Museum, and the Usonian houses, redefined residential architecture in the 20th century. Credits and Additional Notes Original Client: Loren Pope Architectural Style: Usonian Structure: Wood frame on a concrete slab with radiant heating Materials: Tidewater cypress, brick, concrete, glass Design Team: Frank Lloyd Wright and Taliesin Fellowship apprentices Preservation: Owned and maintained by the National Trust for Historic Preservation
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  • An Architect’s Guide to Venice and its Modern Architecture   

    Whether you’re heading to this year’s Biennale, planning a future visit, or simply daydreaming about Venice, this guide—contributed by Hamilton-based architect Bill Curran—offers insights and ideas for exploring the canal-crossed city.
    Venice is like eating an entire box of chocolate liqueurs in one go.
    – Truman Capote
    Venice is my mystical addiction and I soon will make my 26th trip there, always for about 10 days or more. I keep getting asked why, and asked by other architects to share what to do and what to see. Only Italo Calvino could have reimaginedsuch a magical, unique place, a water-born gem forged from 120 islands linked by 400 bridges and beset by a crazy-quilt medieval street and canal pattern. Abstract, dancing light forms dappling off water, the distinct automobile-less quiet. La Serenissima, The Most Serene One.
    Most buildings along the Grand Canal were warehouses with the family home above on the piano nobile floor above, and servant apartments above that in the attics, in a sea-faring nation state of global traders and merchants like Marco Polo. Uniquely built on a foundation of 1,000-year-old wood pilings, its uneven, wonky buildings have forged a rich place in history, literature and movies: Joseph Brodsky’s Watermark, Hemingway’s Across the River and into the Trees, Don’t Look Now starring Donald Sutherland, Mann’s Death in Venice, The Comfort of Strangers with Christopher Walken, Henry James’ The Wings of the Dove and The Aspern Papers, Kate Hepburn’s ‘Summertime. Yes, yes, Ruskin’s Stones of Venice is an option, as are Merchant of Venice and Casanova.
    Palazzo Querini Stampalia: Photo via Wikipedia
    THE MODERN ARCHITECTURE OF VENICE
    Much of Venetian life is lived in centuries-old buildings, with a crushing post-war recession leaving it preserved in amber for decades until the mass tourists found it. Now somewhat relieved of at least the cruise ship daytrippers, it is a reasonable place again, except maybe in peak summer. The weight of history, a conservatism for preservation and post-war anti-Americanism led to architectural stagnation. So there are few new, modern buildings, mostly on the edges, and some fine interior interventions, mostly invisible. For modern architecture enthusiasts Venice is a challenge.
    Carlo Scarpa– Photo via Wikipedia, licensed under the Creative Commons Attribution 2.0 Generic license
    Here is what modern architects should see:
    Carlo Scarpa‘s Must-See Works:
    Go see any of Scarpa’s interventions, demonstrating his mastery of detailing, materials, joinery and his approach to blending with existing fabric. He is Italy’s organicist, their Frank Lloyd Wright, and they even worked together.
    Negozio Olivetti: The tiny former Olivetti typewriter showroom enfronting Piazza San Marco is perhaps the most wonderful of his works. It is open now to visit as a heritage museum. ”God is in the details”; Scarpa carefully considered every detail, material and connection.
    Le magasin Olivetti de Carlo Scarpa. Photo via Wikipedia. This file is licensed under the Creative Commons Attribution 2.0 Generic license
    The Fondazione Querini Stampalia is a must see, a renovated palazzo with ground floor exhibit spaces with tidewater allowed to rise up inside in one area you bridge across. The former entrance bridge is a lovely gem of exquisite detailing, rendered obsolete by a meh renovation by Mario Botta. A MUST is to have a coffee or prosecco in Scarpa’s garden and see the craft and detail of its amazing water feature. The original palazzo rooms are a lovely semi-public library inhabited by uni students; sign up as a member on-line for free. Walk up the spiral stair.
    The entry gate to the UIAV Architecture School in Campo Tolentini  is an unexpected wonder. A brutalist yet crisply detailed sliding concrete and steel gate, a sculpted concrete lychgate, then an ancient doorway placed on the lawn as a basin.
    Main Gate of the Tolentini building headquarters of Iuav university of Venice designed by Carlo Scarpa. Photo via Wikipedia, licensed under the Creative Commons Attribution 2.0 Generic license
    OTHER MODERN ARCHITECTURE TO SEE:
    Minimalist Dave Chipperfield expanded an area of suede-like concrete columbariums on the St. Michele cemetery island. Sublime. Extra points if you can find the tomb Scarpa designed nearby.
    The Ponte della Costituzioneis the fourth bridge over the Grand Canal in Venice, Italy. It was designed by Santiago Calatrava.Calatrava’s Ponte della Constituzione bridge is an elegant, springing gazelle over the entrance to the Grand Central. But the glass steps are slippery and are being replaced soon, and the City is suing Calatrava, oops. The barrier-free lift pod died soon after opening. It is lovely though.
     
    Le Canal della Giudecca, la Punta della Dogana, la basilique Santa Maria della Salute de Venise et le Canal Grande à Venise. Photo via Wikipedia
    Tadao Ando’s Punte Della Dognana museum is large, with sublime, super-minimalist, steel and glass and velvety exposed concrete interventions, while his Palazzo Grassi Museum was more restoration. A little known fact is that Ando used Scarpa’s lovely woven basketweave metal gate design in homage. An important hidden gem is the Teatrino Grassi behind the Museum, a small but fabulous, spatially dramatic theatre that often has events, a must-see!
    Fondaco dei Tedeschi: At the foot of Rialto Bridge and renovated by Rem Koolhaas, this former German trading post had been transformed into a luxury shopping mall but closed last month, a financial failure. Graced with a stunning atrium and a not well know fabulous rooftop viewing terrace, its future is now uncertain. The atrium bar is by Phillipe Starck and is cool. Try it just in case.
    Fondaco dei Tedeschi. Photo via Wikipedia
    Procuratie Vecchie: This iconic 16th storey building is one of Piazza San Marco’s defining buildings, and David Chipperfield’s restoration and renovation of this building, which defines Piazza San Marco, is all about preservation with a few modern, minimalist interventions. It operates as a Biennale exhibit space.
    Infill housing on former industrial sites on Guidecca Island includes several interesting new developments called the Fregnans, IACP and Junghans sites. A small site called Campo di Marte includes side-by-sides by Alvaro Siza, Aldo Rossi and Carlo Aymonino; some day there will be a Rafael Moneo on the empty lot.
     

     

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    A post shared by Denton Corker MarshallAT THE BIENNALE:
    At the Biennale grounds there is much to see, with the only recent project the Australia Pavilion by Denton Corker, a black granite box hovering along a canal. Famous buildings include the Nordic Pavilion, Venezuela Pavilion, Finland Pavilion, former Ticket Booth, Giardino dell Sculture, Bookstoreand there are some fab modern interiors inside the old boat factory buildings. Canada’s Pavilion by the Milan firm BBPRfrom 1956 is awkward, weird and much loathed by artists and curators.
    Le pavillon des pays nordiques. Photo via Wikipedia, licensed under the Creative Commons Attribution 2.0 Generic license.
    Just outside the Biennale on the Zattere waterfront is a stirring Monument to the Women Partisans of WWII, laid in the water by Augusto Maurer over a simple stepped-base designed by Scarpa.
    Venezia – Complesso monastico di San Giorgio Maggiore. Photo via Wikipedia,  licensed under the Creative Commons Attribution-Share Alike 4.0 International license.
    BEYOND THE BIENNALE
    The Vatican Chapels: In 2018 the Vatican decided to participate in the Biennale for the first time for some reason and commissioned ten architects to design chapels that are located in a wooded area on the Venetian island of San Giorgio Maggiore, behind Palladio’s church. The architects include Norman Foster, Eduardo Souto de Moura, and Smiljan Radic, and includes The Asplund Pavilion, like the Woodland Chapel  that inspired it. It is intended as a “place of orientation, encounter, meditation, and salutation.” The 10 chapels each symbolize one of the Ten Commandments, and offer 10 unique interpretations of the original Woodland Chapel; many are open air. These are fab and make you think!
    Chiese San Giorgio Maggiore was designed by Palladio and is fine. But its bell tower offers magnificent city views and avoids the long lines, crowds and costs of Piazza San Marco’s Campanile. Next to San Giorgio you should tour the Cini Foundation, with an amazing stair by Longhera, the modern Monica Lunga Libraryand a lovely Borges-inspired labyrinth garden. Behind San Giorgio en route to the Chapels is the Museo del Vetro and the fabulous Le Stanze della Fotografiafeaturing a Mapplethorpe retrospective this year.An unknown MUST DO is a concert in the stunning Auditorium Lo Squero, with but 200 comfy seats in an adapted boat workshop with a stage wall of glass onto the lagoon and the Venitian cityscape.
    La Fenice Opera House in Venice, Italy. Image via: Wikipedia
    La Fenice Opera House: after burning down in 1996, Aldo Rossi supervised the rebuilding, more or less ‘as it was, as it is’, the Italian heritage cop-out. There is no Rossi to see here, but it is a lovely grand hall. Book a concert with private box seats.
    Venice Marco Polo Airport is definitely Aldo Rossi-inspired in its language, materials and colours. The ‘Gateway Terminal’ boat bus and taxi dock is a true grand gateway.
    Venice Marco Polo airport. Photo via Wikipedia
    HIDDEN GEMS
    Fondazione Vendova by Renzo Piano features automated displays of huge paintings by a local abstract modernist moving about a wonderful huge open warehouse and around viewers. Bizarre and fascinating.
    Massimo Scolari was a colleague or Rossi’s and is a brilliant, Rationalist visionary and painter, renown to those of us devotees of the Scarpa/Rossi/Scolari cult in the 1980’s. His ‘Wings’ sculpture is a large scale artwork motif from his drawings now perched on the roof of the UIAV School of Architecture, and from the 1991 Biennale. Do yourself a favour, dear reader, look up his work. Krier, Duany and the New Urbanists took note. He reminds me of the 1920s Italian Futurists.
    You can tour all the fine old churches you want, but only one matters to me: Santa Maria dei Miracoli, a barrel-vaulted, marble and wood-roofed confection. San Nicolo dei Mendicoli is admittedly pretty fab, and featured in ‘Don’t Look Now’.  And the Basilica of Santa Maria Assunta on Torcello has an amazing mosaic floor, very unusual stone slab window shutters.
    For the Scarpiani: There is a courtroom, the Manilo Capitolo, inside the Venice Civic Tribunale building in the Rialto Market that was renovated by Scarpa, and is amazing in its detail, including furniture and furnishings. You have to pass security to get in, and wait until court ends if on. It is worth it!
    The Aula Mario Baratto is a large classroom in a Palazzo overlooking the Grand Canal designed by Carlo Scarpa with amazing wood details and furniture. The room has stunning frescoes also. You can book a tour through Universite Ca’ Foscari. The view at a bend in the Grand Canal is stunning, and you can see the Fondazione Masieribuilding off to the left across the side canal.
    Within the Accademia Galleries and Correr Museum are a number of small renovations, stairs and art stands designed by Scarpa. Next to the Chiesa di San Sebastino decorated by Veronese is the Scarpa entrance to a linguistics library for the Universita Ca’ Foscari.
    Fondation W – Wilmotte & Associés: A French architect who is not shy and presumably rather wealthy runs his own exhibition space focused on architecture; ‘…it is both a laboratory and shop window…’,  so one of those. Worth a look.
    There is a recent Courthouse that is sleek, long, narrow, black and compelling on the north side of Piazzalle Roma, but I have not yet wandered in.
     
    FOOD AND DRINKS FOR ARCHITECTS
    Philippe Starck’s lobby bar at the Palazzina Grassi hotel is the only cool, mod bar in town. Wow! Ask the barman to see the secret Krug Room and use the PG bar’s unique selfie washroom. I love this bar: old, new, electic. Also, Starck has a house on Burano, next to the pescheria. He wants you to drop by.
    Restaurant Algiubagiò is the only cool, modern restaurant and it has fab food. It also has a great terrace over the water. Go!
    Zanze XVI is a nice clean mod interior and Michelin food. Worth it.
    Ristorante Lineadombra: A lovely, crisp modern interior and crisp modern Venetian food. A great terrace on the water also.
    Local Venice is a newer, clean, crisp resto with ‘interesting’ prices. Your call.
    Osteria Alla Bifora, while in a traditional workshop space, is a clean open loft, adorned modernly with a lovely array of industrial and historic relics. It is a lovely bar with charcuterie and a patio on the buzzy campo for students. Great for late night.
    Cicchetti are Venetian tapas, a standard lunch you must try. All’ Arco near Rialto has excellent nouveau food and 50m away is the lovely old school Do Mori. Osteria Al Squero in Dorsoduro overlooks one of the last working gondola workshops, and 100m away is the great Cantino del Vino già Schiavi. Basegò has creative, nouveau cichetti.
    Drinks on a patio along the Grand Canal can only be had economically at Taverna al Remer, or in Campo Erberia at Nanzaria, Bancogira, Al Pesador or Osteria Al Cichetteria. Avoid any place around Rialto Bridge except these. El Sbarlefo San Pantalon has a Scarpa vibe and a hip, young crowd. There is a Banksy 50’ away.
    Ristorante Venissa is a short bridge from Burano to Mazzorbo island, a Michelin-starred delight set in its own vineyard.
     
    Since restaurant design cannot tie you up here, try some fab local joints:
    Trattoria Anzolo Raffaele : The owner’s wife is from Montreal, which is something. A favorite!
    Pietra Rossa: A fab, smart place with a hidden garden run by a hip, fun young restauranteur, Andrea. Ask for the Canadian architect discount.
    Oste Mauro Lorenzon : An entertaining wine and charcuterie bar run by the hip young restauranteur’s larger than life father, and nearby. Mauro is a true iconoclast. Only open evenings and I dare you to hang there late.
    Anice Stellato: A great family run spot, especially for fish. Excellent food always.
    La Colonna Ristorante: A nice, neighbourhood joint hidden in a small campo.
    Il Paradiso Perduto: A very lively joint with good food and, rarely in Venice, music. Buzzy and fun.
    Busa da Lele: Great neighbourhood joint on Murano in a lovely Campo.
    Trattoria Da Romano: Best local joint on Burano. Starck hangs here, as did Bourdain.
     
    Cafes:
    Bacaro aea Pescaria is at the corner by Campo de la Becarie. Tiny, but run by lovely guys who cater to pescaria staff. Stand outside with a prosecco and watch the market street theatre. Extra points if you come by for a late night drink.
    Bar ai Artisti is my second fav café, in Campo S. Barnaba facing where Kate Hepburn splashed into the canal. Real, fab pastries, great terrace in Campo too.
    Café at Querini Stampalia: get a free visit to Scarpa’s garden and wander it with a coffee or prosecco. Make sure to see the bookstore also.
    Carlo Scarpa à la Fondation Querini Stampalia. Photo via Wikipedia,
    A lesser known place is the nice café in the Biennale Office next to Hotel Monaco, called Ombra del Leone.
    The café in the Galleria Internationale d’Arte Moderna Ca’ Pesaro is great with a terrace on the Grand Canal.
     
    Cocktail bars:
    Retro Venezia: Cool, retro vibe. The owner’s wife dated a Canadian hockey player. You must know him.
    Il Mercante: A fabulous cocktail bar. Go.
    Time Social Bar:  Another cool cocktail bar.
    Vero Vino: A fab wine bar where you can sit along a canal. Many good restaurants nearby!
    Arts Bar Venice: If you must have a cocktail with a compelling story, and are ok with a pricetag. Claims Scarpa design influence, I say no. But read the cocktail stories, they are smart and are named for artists including Scarpa.
    Bar Longhi in in the Gritti Hotel is a classic, although cheesey to me. Hemingway liked it. It has a Grand Canal terrace.
    The Hilton Stucky Hotel is a fabulous former flour factory from when they built plants to look like castles, but now has a bland, soulless Hilton interior like you are in Dayton. But it has a rooftop bar and terrace with amazing sunset views!
    While traditional, the stunning, ornate lobby, atrium and main stair of the Hotel Danieli are a must-see. Have a drink in the lobby bar by the piano player some evening.
     
    STAYING MODERN
    Palazzina Grassi is the only modern hotel in Venice, with a really lovely, unique lobby/bar/restaurant all done by Philippe Starck. At least see the fab bar! Johnny Depp’s favourite.
    Generator Hostel: A hip new-age ‘design-focused’ hostel well worth a look. Not like any hostel I ever patronized, no kegs on the porch. Go visit the lobby for the design. A Euro chain.
    DD724 is a small boutique hotel by an Italian architect with thoughtful detailing and colours, near the Peggy Guggenheim Museum, and they have a small remote outpost with fabulous apartment called iQS that is lovely. The owner’s brother is the architect. My fave!
    Avogaria: Not just a 5 room hotel, it is ‘a concept’, which is great, right?  But very cool. An architect is one of the owners.
    German minimalist architect Matteo Thun’s JW Mariott Venice Resort Hotel and Spa is an expensive convent renovation on its own lagoon island that shows how blandness is yawningly close to minimalism.
    The Hotel Bauer Palazzo has a really lovely mid-century modern section facing Campo San Moise, but it is shrouded in construction scaffolding for now.
     
    SHOPPING MODERN FOR ARCHITECTS
    It is hard to find cool modern shopping options, but here is where you can:
    Libreria Acqua Alta: Used books and a lovely, unexpected, fab, alt experience. You must see and wander this experience! It has cats too.
    Giovanna Zanella: Shoes that are absolute works of art! At least look in her window.
    Bancolotto N10: Stunning women’s clothing made in the women’ prison as a job skill training program. Impeccable clothes; save a moll from a life of crime.
    Designs188: Giorgio Nason makes fabulous glass jewellery around the corner from the Peggy Guggenheim Museum.
    Davide Penso: Artisan made glass jewellery on Murano.
    Ferrovetro Murano: Artisan made jewellery, bags, scarfs..
    Madera: All the cool designer housewares and jewellery.
    DECLARE: Cool, modern leathergoods in a very sweet modern shop with exquisite metal detailing. A must see!
    Ottica Urbani: Cool Italian eyewear and sunglasses.
    Paperowl: Handmade paper, products, classes.
    Feeling Venice: Cool design and tourist bling can be found only here. No shot glasses.
     
    MISSED OPPORTUNITIES, MEMORIES AND B-SIDES
    The Masieri Foundation: Look up the tragic story of this project, a lovely, small memorial to a young architect who died in a car accident on his honeymoon en route to visit Fallingwater in 1952. Yep. His widow commissioned Frank Lloyd Wright to design a small student residence and study centre, but it was stopped by anti-American and anti-Modernism sentiments.. This may be Venice’s saddest architectural loss ever. The consolation prize is a very, very lovely Scarpa interior reno. Try to get in, ring the bell!.
    Also cancelled: Lou Kahn’s Palace of Congress set for the Arsenale, Corbusier’s New Venice Hospital which would have been sitting over the Lagoon in Cannaregio near the rail viaduct, Gehry’s Venice Gateway. Also lost was Rossi’s temporary Teatro del Mondo, a barged small theatre that tooted around Venice and was featured in a similar installation in 1988 at the R.C. Harris Water Treatment Plant. All available on-line.
    Teatro del Mondo di Aldo Rossi, Venezia 1980. Photo via Wikipedia, CC BY-SA 4.0
    Itches to scratch: Exercise your design skills to finish the perennial favorite ‘Unfinished Palazzo’ of the Peggy Guggenheim Museum, design a new Masieri Foundation, design the 11th Vatican Chapel or infill the derelict gasometer site next to Palladio’s Chiese San Francisco della Vigna.
     
    FURTHER AFIELD
    Within an hour’s drive, you can see the simply amazing Tombe Brion in San Vito Altivole and the tiny, stunning Giptotecha Canova in Possagna, the Nardini Grappa Distillery in Bassano del Grappa by Maximillio Fuksas, and a ferry and taxi will get you to Richard Meier’s Jesolo Lido Condos on the beach. A longer drive of two hours into the mountains near Cortina will bring you to Scarpa’s lovely and little known Nostra Signore di Cadora Church. It is sublime! Check out the floor! Zaha Hadid’s stunning Messner Mountain Museum floats above Cortina, accessible by cable car.
    The recent M-09 Museum on mainland Mestre, a quick 10 minute train ride from Venice, by Sauerbruch + Hutton is a lovely urban museum with dynamic cladding.
    Castelvecchio Museum. Photo via Wikipedia
    The Veneto region is home to many cool things, and fab train service gets you quickly to Verona, Vicenza. There are Palladio villas scattered about the Veneto, and you can daytrip by canal boat from Venice to them.
    Go stand where Hemingway was wounded in WWI near Fossalta Di Piave, which led to his famous novel, ‘A Farewell to Arms’. He never got to visit Venice until 1948, then fell in love with the city, leading to ‘Across the River and into the Trees’. He also threatened to burn down FLW’s Masieri Foundation if built.
     
    OTHER GOOD ARCHITECTURAL REFERENCES
    Venice Modern Architecture Map
    The only guidebook to Modern Architecture in Venice
     
    These architectural guide folks do tours geared to architects: Architecture Tour Venice – Guiding Architects
    Venice Architecture City Guide: 15 Historical and Contemporary Attractions to Discover in Italy’s City of Canals | ArchDaily
    Venice architecture, what to see: buildings by Scarpa, Chipperfield and other great architects
    The post An Architect’s Guide to Venice and its Modern Architecture    appeared first on Canadian Architect.
    #architects #guide #venice #its #modern
    An Architect’s Guide to Venice and its Modern Architecture   
    Whether you’re heading to this year’s Biennale, planning a future visit, or simply daydreaming about Venice, this guide—contributed by Hamilton-based architect Bill Curran—offers insights and ideas for exploring the canal-crossed city. Venice is like eating an entire box of chocolate liqueurs in one go. – Truman Capote Venice is my mystical addiction and I soon will make my 26th trip there, always for about 10 days or more. I keep getting asked why, and asked by other architects to share what to do and what to see. Only Italo Calvino could have reimaginedsuch a magical, unique place, a water-born gem forged from 120 islands linked by 400 bridges and beset by a crazy-quilt medieval street and canal pattern. Abstract, dancing light forms dappling off water, the distinct automobile-less quiet. La Serenissima, The Most Serene One. Most buildings along the Grand Canal were warehouses with the family home above on the piano nobile floor above, and servant apartments above that in the attics, in a sea-faring nation state of global traders and merchants like Marco Polo. Uniquely built on a foundation of 1,000-year-old wood pilings, its uneven, wonky buildings have forged a rich place in history, literature and movies: Joseph Brodsky’s Watermark, Hemingway’s Across the River and into the Trees, Don’t Look Now starring Donald Sutherland, Mann’s Death in Venice, The Comfort of Strangers with Christopher Walken, Henry James’ The Wings of the Dove and The Aspern Papers, Kate Hepburn’s ‘Summertime. Yes, yes, Ruskin’s Stones of Venice is an option, as are Merchant of Venice and Casanova. Palazzo Querini Stampalia: Photo via Wikipedia THE MODERN ARCHITECTURE OF VENICE Much of Venetian life is lived in centuries-old buildings, with a crushing post-war recession leaving it preserved in amber for decades until the mass tourists found it. Now somewhat relieved of at least the cruise ship daytrippers, it is a reasonable place again, except maybe in peak summer. The weight of history, a conservatism for preservation and post-war anti-Americanism led to architectural stagnation. So there are few new, modern buildings, mostly on the edges, and some fine interior interventions, mostly invisible. For modern architecture enthusiasts Venice is a challenge. Carlo Scarpa– Photo via Wikipedia, licensed under the Creative Commons Attribution 2.0 Generic license Here is what modern architects should see: Carlo Scarpa‘s Must-See Works: Go see any of Scarpa’s interventions, demonstrating his mastery of detailing, materials, joinery and his approach to blending with existing fabric. He is Italy’s organicist, their Frank Lloyd Wright, and they even worked together. Negozio Olivetti: The tiny former Olivetti typewriter showroom enfronting Piazza San Marco is perhaps the most wonderful of his works. It is open now to visit as a heritage museum. ”God is in the details”; Scarpa carefully considered every detail, material and connection. Le magasin Olivetti de Carlo Scarpa. Photo via Wikipedia. This file is licensed under the Creative Commons Attribution 2.0 Generic license The Fondazione Querini Stampalia is a must see, a renovated palazzo with ground floor exhibit spaces with tidewater allowed to rise up inside in one area you bridge across. The former entrance bridge is a lovely gem of exquisite detailing, rendered obsolete by a meh renovation by Mario Botta. A MUST is to have a coffee or prosecco in Scarpa’s garden and see the craft and detail of its amazing water feature. The original palazzo rooms are a lovely semi-public library inhabited by uni students; sign up as a member on-line for free. Walk up the spiral stair. The entry gate to the UIAV Architecture School in Campo Tolentini  is an unexpected wonder. A brutalist yet crisply detailed sliding concrete and steel gate, a sculpted concrete lychgate, then an ancient doorway placed on the lawn as a basin. Main Gate of the Tolentini building headquarters of Iuav university of Venice designed by Carlo Scarpa. Photo via Wikipedia, licensed under the Creative Commons Attribution 2.0 Generic license OTHER MODERN ARCHITECTURE TO SEE: Minimalist Dave Chipperfield expanded an area of suede-like concrete columbariums on the St. Michele cemetery island. Sublime. Extra points if you can find the tomb Scarpa designed nearby. The Ponte della Costituzioneis the fourth bridge over the Grand Canal in Venice, Italy. It was designed by Santiago Calatrava.Calatrava’s Ponte della Constituzione bridge is an elegant, springing gazelle over the entrance to the Grand Central. But the glass steps are slippery and are being replaced soon, and the City is suing Calatrava, oops. The barrier-free lift pod died soon after opening. It is lovely though.   Le Canal della Giudecca, la Punta della Dogana, la basilique Santa Maria della Salute de Venise et le Canal Grande à Venise. Photo via Wikipedia Tadao Ando’s Punte Della Dognana museum is large, with sublime, super-minimalist, steel and glass and velvety exposed concrete interventions, while his Palazzo Grassi Museum was more restoration. A little known fact is that Ando used Scarpa’s lovely woven basketweave metal gate design in homage. An important hidden gem is the Teatrino Grassi behind the Museum, a small but fabulous, spatially dramatic theatre that often has events, a must-see! Fondaco dei Tedeschi: At the foot of Rialto Bridge and renovated by Rem Koolhaas, this former German trading post had been transformed into a luxury shopping mall but closed last month, a financial failure. Graced with a stunning atrium and a not well know fabulous rooftop viewing terrace, its future is now uncertain. The atrium bar is by Phillipe Starck and is cool. Try it just in case. Fondaco dei Tedeschi. Photo via Wikipedia Procuratie Vecchie: This iconic 16th storey building is one of Piazza San Marco’s defining buildings, and David Chipperfield’s restoration and renovation of this building, which defines Piazza San Marco, is all about preservation with a few modern, minimalist interventions. It operates as a Biennale exhibit space. Infill housing on former industrial sites on Guidecca Island includes several interesting new developments called the Fregnans, IACP and Junghans sites. A small site called Campo di Marte includes side-by-sides by Alvaro Siza, Aldo Rossi and Carlo Aymonino; some day there will be a Rafael Moneo on the empty lot.     View this post on Instagram   A post shared by Denton Corker MarshallAT THE BIENNALE: At the Biennale grounds there is much to see, with the only recent project the Australia Pavilion by Denton Corker, a black granite box hovering along a canal. Famous buildings include the Nordic Pavilion, Venezuela Pavilion, Finland Pavilion, former Ticket Booth, Giardino dell Sculture, Bookstoreand there are some fab modern interiors inside the old boat factory buildings. Canada’s Pavilion by the Milan firm BBPRfrom 1956 is awkward, weird and much loathed by artists and curators. Le pavillon des pays nordiques. Photo via Wikipedia, licensed under the Creative Commons Attribution 2.0 Generic license. Just outside the Biennale on the Zattere waterfront is a stirring Monument to the Women Partisans of WWII, laid in the water by Augusto Maurer over a simple stepped-base designed by Scarpa. Venezia – Complesso monastico di San Giorgio Maggiore. Photo via Wikipedia,  licensed under the Creative Commons Attribution-Share Alike 4.0 International license. BEYOND THE BIENNALE The Vatican Chapels: In 2018 the Vatican decided to participate in the Biennale for the first time for some reason and commissioned ten architects to design chapels that are located in a wooded area on the Venetian island of San Giorgio Maggiore, behind Palladio’s church. The architects include Norman Foster, Eduardo Souto de Moura, and Smiljan Radic, and includes The Asplund Pavilion, like the Woodland Chapel  that inspired it. It is intended as a “place of orientation, encounter, meditation, and salutation.” The 10 chapels each symbolize one of the Ten Commandments, and offer 10 unique interpretations of the original Woodland Chapel; many are open air. These are fab and make you think! Chiese San Giorgio Maggiore was designed by Palladio and is fine. But its bell tower offers magnificent city views and avoids the long lines, crowds and costs of Piazza San Marco’s Campanile. Next to San Giorgio you should tour the Cini Foundation, with an amazing stair by Longhera, the modern Monica Lunga Libraryand a lovely Borges-inspired labyrinth garden. Behind San Giorgio en route to the Chapels is the Museo del Vetro and the fabulous Le Stanze della Fotografiafeaturing a Mapplethorpe retrospective this year.An unknown MUST DO is a concert in the stunning Auditorium Lo Squero, with but 200 comfy seats in an adapted boat workshop with a stage wall of glass onto the lagoon and the Venitian cityscape. La Fenice Opera House in Venice, Italy. Image via: Wikipedia La Fenice Opera House: after burning down in 1996, Aldo Rossi supervised the rebuilding, more or less ‘as it was, as it is’, the Italian heritage cop-out. There is no Rossi to see here, but it is a lovely grand hall. Book a concert with private box seats. Venice Marco Polo Airport is definitely Aldo Rossi-inspired in its language, materials and colours. The ‘Gateway Terminal’ boat bus and taxi dock is a true grand gateway. Venice Marco Polo airport. Photo via Wikipedia HIDDEN GEMS Fondazione Vendova by Renzo Piano features automated displays of huge paintings by a local abstract modernist moving about a wonderful huge open warehouse and around viewers. Bizarre and fascinating. Massimo Scolari was a colleague or Rossi’s and is a brilliant, Rationalist visionary and painter, renown to those of us devotees of the Scarpa/Rossi/Scolari cult in the 1980’s. His ‘Wings’ sculpture is a large scale artwork motif from his drawings now perched on the roof of the UIAV School of Architecture, and from the 1991 Biennale. Do yourself a favour, dear reader, look up his work. Krier, Duany and the New Urbanists took note. He reminds me of the 1920s Italian Futurists. You can tour all the fine old churches you want, but only one matters to me: Santa Maria dei Miracoli, a barrel-vaulted, marble and wood-roofed confection. San Nicolo dei Mendicoli is admittedly pretty fab, and featured in ‘Don’t Look Now’.  And the Basilica of Santa Maria Assunta on Torcello has an amazing mosaic floor, very unusual stone slab window shutters. For the Scarpiani: There is a courtroom, the Manilo Capitolo, inside the Venice Civic Tribunale building in the Rialto Market that was renovated by Scarpa, and is amazing in its detail, including furniture and furnishings. You have to pass security to get in, and wait until court ends if on. It is worth it! The Aula Mario Baratto is a large classroom in a Palazzo overlooking the Grand Canal designed by Carlo Scarpa with amazing wood details and furniture. The room has stunning frescoes also. You can book a tour through Universite Ca’ Foscari. The view at a bend in the Grand Canal is stunning, and you can see the Fondazione Masieribuilding off to the left across the side canal. Within the Accademia Galleries and Correr Museum are a number of small renovations, stairs and art stands designed by Scarpa. Next to the Chiesa di San Sebastino decorated by Veronese is the Scarpa entrance to a linguistics library for the Universita Ca’ Foscari. Fondation W – Wilmotte & Associés: A French architect who is not shy and presumably rather wealthy runs his own exhibition space focused on architecture; ‘…it is both a laboratory and shop window…’,  so one of those. Worth a look. There is a recent Courthouse that is sleek, long, narrow, black and compelling on the north side of Piazzalle Roma, but I have not yet wandered in.   FOOD AND DRINKS FOR ARCHITECTS Philippe Starck’s lobby bar at the Palazzina Grassi hotel is the only cool, mod bar in town. Wow! Ask the barman to see the secret Krug Room and use the PG bar’s unique selfie washroom. I love this bar: old, new, electic. Also, Starck has a house on Burano, next to the pescheria. He wants you to drop by. Restaurant Algiubagiò is the only cool, modern restaurant and it has fab food. It also has a great terrace over the water. Go! Zanze XVI is a nice clean mod interior and Michelin food. Worth it. Ristorante Lineadombra: A lovely, crisp modern interior and crisp modern Venetian food. A great terrace on the water also. Local Venice is a newer, clean, crisp resto with ‘interesting’ prices. Your call. Osteria Alla Bifora, while in a traditional workshop space, is a clean open loft, adorned modernly with a lovely array of industrial and historic relics. It is a lovely bar with charcuterie and a patio on the buzzy campo for students. Great for late night. Cicchetti are Venetian tapas, a standard lunch you must try. All’ Arco near Rialto has excellent nouveau food and 50m away is the lovely old school Do Mori. Osteria Al Squero in Dorsoduro overlooks one of the last working gondola workshops, and 100m away is the great Cantino del Vino già Schiavi. Basegò has creative, nouveau cichetti. Drinks on a patio along the Grand Canal can only be had economically at Taverna al Remer, or in Campo Erberia at Nanzaria, Bancogira, Al Pesador or Osteria Al Cichetteria. Avoid any place around Rialto Bridge except these. El Sbarlefo San Pantalon has a Scarpa vibe and a hip, young crowd. There is a Banksy 50’ away. Ristorante Venissa is a short bridge from Burano to Mazzorbo island, a Michelin-starred delight set in its own vineyard.   Since restaurant design cannot tie you up here, try some fab local joints: Trattoria Anzolo Raffaele : The owner’s wife is from Montreal, which is something. A favorite! Pietra Rossa: A fab, smart place with a hidden garden run by a hip, fun young restauranteur, Andrea. Ask for the Canadian architect discount. Oste Mauro Lorenzon : An entertaining wine and charcuterie bar run by the hip young restauranteur’s larger than life father, and nearby. Mauro is a true iconoclast. Only open evenings and I dare you to hang there late. Anice Stellato: A great family run spot, especially for fish. Excellent food always. La Colonna Ristorante: A nice, neighbourhood joint hidden in a small campo. Il Paradiso Perduto: A very lively joint with good food and, rarely in Venice, music. Buzzy and fun. Busa da Lele: Great neighbourhood joint on Murano in a lovely Campo. Trattoria Da Romano: Best local joint on Burano. Starck hangs here, as did Bourdain.   Cafes: Bacaro aea Pescaria is at the corner by Campo de la Becarie. Tiny, but run by lovely guys who cater to pescaria staff. Stand outside with a prosecco and watch the market street theatre. Extra points if you come by for a late night drink. Bar ai Artisti is my second fav café, in Campo S. Barnaba facing where Kate Hepburn splashed into the canal. Real, fab pastries, great terrace in Campo too. Café at Querini Stampalia: get a free visit to Scarpa’s garden and wander it with a coffee or prosecco. Make sure to see the bookstore also. Carlo Scarpa à la Fondation Querini Stampalia. Photo via Wikipedia, A lesser known place is the nice café in the Biennale Office next to Hotel Monaco, called Ombra del Leone. The café in the Galleria Internationale d’Arte Moderna Ca’ Pesaro is great with a terrace on the Grand Canal.   Cocktail bars: Retro Venezia: Cool, retro vibe. The owner’s wife dated a Canadian hockey player. You must know him. Il Mercante: A fabulous cocktail bar. Go. Time Social Bar:  Another cool cocktail bar. Vero Vino: A fab wine bar where you can sit along a canal. Many good restaurants nearby! Arts Bar Venice: If you must have a cocktail with a compelling story, and are ok with a pricetag. Claims Scarpa design influence, I say no. But read the cocktail stories, they are smart and are named for artists including Scarpa. Bar Longhi in in the Gritti Hotel is a classic, although cheesey to me. Hemingway liked it. It has a Grand Canal terrace. The Hilton Stucky Hotel is a fabulous former flour factory from when they built plants to look like castles, but now has a bland, soulless Hilton interior like you are in Dayton. But it has a rooftop bar and terrace with amazing sunset views! While traditional, the stunning, ornate lobby, atrium and main stair of the Hotel Danieli are a must-see. Have a drink in the lobby bar by the piano player some evening.   STAYING MODERN Palazzina Grassi is the only modern hotel in Venice, with a really lovely, unique lobby/bar/restaurant all done by Philippe Starck. At least see the fab bar! Johnny Depp’s favourite. Generator Hostel: A hip new-age ‘design-focused’ hostel well worth a look. Not like any hostel I ever patronized, no kegs on the porch. Go visit the lobby for the design. A Euro chain. DD724 is a small boutique hotel by an Italian architect with thoughtful detailing and colours, near the Peggy Guggenheim Museum, and they have a small remote outpost with fabulous apartment called iQS that is lovely. The owner’s brother is the architect. My fave! Avogaria: Not just a 5 room hotel, it is ‘a concept’, which is great, right?  But very cool. An architect is one of the owners. German minimalist architect Matteo Thun’s JW Mariott Venice Resort Hotel and Spa is an expensive convent renovation on its own lagoon island that shows how blandness is yawningly close to minimalism. The Hotel Bauer Palazzo has a really lovely mid-century modern section facing Campo San Moise, but it is shrouded in construction scaffolding for now.   SHOPPING MODERN FOR ARCHITECTS It is hard to find cool modern shopping options, but here is where you can: Libreria Acqua Alta: Used books and a lovely, unexpected, fab, alt experience. You must see and wander this experience! It has cats too. Giovanna Zanella: Shoes that are absolute works of art! At least look in her window. Bancolotto N10: Stunning women’s clothing made in the women’ prison as a job skill training program. Impeccable clothes; save a moll from a life of crime. Designs188: Giorgio Nason makes fabulous glass jewellery around the corner from the Peggy Guggenheim Museum. Davide Penso: Artisan made glass jewellery on Murano. Ferrovetro Murano: Artisan made jewellery, bags, scarfs.. Madera: All the cool designer housewares and jewellery. DECLARE: Cool, modern leathergoods in a very sweet modern shop with exquisite metal detailing. A must see! Ottica Urbani: Cool Italian eyewear and sunglasses. Paperowl: Handmade paper, products, classes. Feeling Venice: Cool design and tourist bling can be found only here. No shot glasses.   MISSED OPPORTUNITIES, MEMORIES AND B-SIDES The Masieri Foundation: Look up the tragic story of this project, a lovely, small memorial to a young architect who died in a car accident on his honeymoon en route to visit Fallingwater in 1952. Yep. His widow commissioned Frank Lloyd Wright to design a small student residence and study centre, but it was stopped by anti-American and anti-Modernism sentiments.. This may be Venice’s saddest architectural loss ever. The consolation prize is a very, very lovely Scarpa interior reno. Try to get in, ring the bell!. Also cancelled: Lou Kahn’s Palace of Congress set for the Arsenale, Corbusier’s New Venice Hospital which would have been sitting over the Lagoon in Cannaregio near the rail viaduct, Gehry’s Venice Gateway. Also lost was Rossi’s temporary Teatro del Mondo, a barged small theatre that tooted around Venice and was featured in a similar installation in 1988 at the R.C. Harris Water Treatment Plant. All available on-line. Teatro del Mondo di Aldo Rossi, Venezia 1980. Photo via Wikipedia, CC BY-SA 4.0 Itches to scratch: Exercise your design skills to finish the perennial favorite ‘Unfinished Palazzo’ of the Peggy Guggenheim Museum, design a new Masieri Foundation, design the 11th Vatican Chapel or infill the derelict gasometer site next to Palladio’s Chiese San Francisco della Vigna.   FURTHER AFIELD Within an hour’s drive, you can see the simply amazing Tombe Brion in San Vito Altivole and the tiny, stunning Giptotecha Canova in Possagna, the Nardini Grappa Distillery in Bassano del Grappa by Maximillio Fuksas, and a ferry and taxi will get you to Richard Meier’s Jesolo Lido Condos on the beach. A longer drive of two hours into the mountains near Cortina will bring you to Scarpa’s lovely and little known Nostra Signore di Cadora Church. It is sublime! Check out the floor! Zaha Hadid’s stunning Messner Mountain Museum floats above Cortina, accessible by cable car. The recent M-09 Museum on mainland Mestre, a quick 10 minute train ride from Venice, by Sauerbruch + Hutton is a lovely urban museum with dynamic cladding. Castelvecchio Museum. Photo via Wikipedia The Veneto region is home to many cool things, and fab train service gets you quickly to Verona, Vicenza. There are Palladio villas scattered about the Veneto, and you can daytrip by canal boat from Venice to them. Go stand where Hemingway was wounded in WWI near Fossalta Di Piave, which led to his famous novel, ‘A Farewell to Arms’. He never got to visit Venice until 1948, then fell in love with the city, leading to ‘Across the River and into the Trees’. He also threatened to burn down FLW’s Masieri Foundation if built.   OTHER GOOD ARCHITECTURAL REFERENCES Venice Modern Architecture Map The only guidebook to Modern Architecture in Venice   These architectural guide folks do tours geared to architects: Architecture Tour Venice – Guiding Architects Venice Architecture City Guide: 15 Historical and Contemporary Attractions to Discover in Italy’s City of Canals | ArchDaily Venice architecture, what to see: buildings by Scarpa, Chipperfield and other great architects The post An Architect’s Guide to Venice and its Modern Architecture    appeared first on Canadian Architect. #architects #guide #venice #its #modern
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    An Architect’s Guide to Venice and its Modern Architecture   
    Whether you’re heading to this year’s Biennale, planning a future visit, or simply daydreaming about Venice, this guide—contributed by Hamilton-based architect Bill Curran—offers insights and ideas for exploring the canal-crossed city. Venice is like eating an entire box of chocolate liqueurs in one go. – Truman Capote Venice is my mystical addiction and I soon will make my 26th trip there, always for about 10 days or more. I keep getting asked why, and asked by other architects to share what to do and what to see. Only Italo Calvino could have reimagined (in ‘Invisible Cities’) such a magical, unique place, a water-born gem forged from 120 islands linked by 400 bridges and beset by a crazy-quilt medieval street and canal pattern. Abstract, dancing light forms dappling off water, the distinct automobile-less quiet. La Serenissima, The Most Serene One. Most buildings along the Grand Canal were warehouses with the family home above on the piano nobile floor above, and servant apartments above that in the attics, in a sea-faring nation state of global traders and merchants like Marco Polo. Uniquely built on a foundation of 1,000-year-old wood pilings, its uneven, wonky buildings have forged a rich place in history, literature and movies: Joseph Brodsky’s Watermark, Hemingway’s Across the River and into the Trees, Don’t Look Now starring Donald Sutherland, Mann’s Death in Venice, The Comfort of Strangers with Christopher Walken, Henry James’ The Wings of the Dove and The Aspern Papers, Kate Hepburn’s ‘Summertime. Yes, yes, Ruskin’s Stones of Venice is an option, as are Merchant of Venice and Casanova. Palazzo Querini Stampalia (Venice): Photo via Wikipedia THE MODERN ARCHITECTURE OF VENICE Much of Venetian life is lived in centuries-old buildings, with a crushing post-war recession leaving it preserved in amber for decades until the mass tourists found it. Now somewhat relieved of at least the cruise ship daytrippers, it is a reasonable place again, except maybe in peak summer. The weight of history, a conservatism for preservation and post-war anti-Americanism led to architectural stagnation. So there are few new, modern buildings, mostly on the edges, and some fine interior interventions, mostly invisible. For modern architecture enthusiasts Venice is a challenge. Carlo Scarpa (Giardini, Venise) – Photo via Wikipedia, licensed under the Creative Commons Attribution 2.0 Generic license Here is what modern architects should see: Carlo Scarpa‘s Must-See Works: Go see any of Scarpa’s interventions, demonstrating his mastery of detailing, materials, joinery and his approach to blending with existing fabric. He is Italy’s organicist, their Frank Lloyd Wright, and they even worked together (on the Masieri Foundation). Negozio Olivetti: The tiny former Olivetti typewriter showroom enfronting Piazza San Marco is perhaps the most wonderful of his works. It is open now to visit as a heritage museum. ”God is in the details”; Scarpa carefully considered every detail, material and connection. Le magasin Olivetti de Carlo Scarpa (Venise). Photo via Wikipedia. This file is licensed under the Creative Commons Attribution 2.0 Generic license The Fondazione Querini Stampalia is a must see, a renovated palazzo with ground floor exhibit spaces with tidewater allowed to rise up inside in one area you bridge across. The former entrance bridge is a lovely gem of exquisite detailing, rendered obsolete by a meh renovation by Mario Botta. A MUST is to have a coffee or prosecco in Scarpa’s garden and see the craft and detail of its amazing water feature. The original palazzo rooms are a lovely semi-public library inhabited by uni students; sign up as a member on-line for free. Walk up the spiral stair. The entry gate to the UIAV Architecture School in Campo Tolentini  is an unexpected wonder. A brutalist yet crisply detailed sliding concrete and steel gate, a sculpted concrete lychgate, then an ancient doorway placed on the lawn as a basin. Main Gate of the Tolentini building headquarters of Iuav university of Venice designed by Carlo Scarpa. Photo via Wikipedia, licensed under the Creative Commons Attribution 2.0 Generic license OTHER MODERN ARCHITECTURE TO SEE: Minimalist Dave Chipperfield expanded an area of suede-like concrete columbariums on the St. Michele cemetery island. Sublime. Extra points if you can find the tomb Scarpa designed nearby. The Ponte della Costituzione (English: Constitution Bridge) is the fourth bridge over the Grand Canal in Venice, Italy. It was designed by Santiago Calatrava. (Image via: Wikipedia) Calatrava’s Ponte della Constituzione bridge is an elegant, springing gazelle over the entrance to the Grand Central. But the glass steps are slippery and are being replaced soon, and the City is suing Calatrava, oops. The barrier-free lift pod died soon after opening. It is lovely though.   Le Canal della Giudecca, la Punta della Dogana, la basilique Santa Maria della Salute de Venise et le Canal Grande à Venise (Italie). Photo via Wikipedia Tadao Ando’s Punte Della Dognana museum is large, with sublime, super-minimalist, steel and glass and velvety exposed concrete interventions, while his Palazzo Grassi Museum was more restoration. A little known fact is that Ando used Scarpa’s lovely woven basketweave metal gate design in homage. An important hidden gem is the Teatrino Grassi behind the Museum, a small but fabulous, spatially dramatic theatre that often has events, a must-see! Fondaco dei Tedeschi: At the foot of Rialto Bridge and renovated by Rem Koolhaas, this former German trading post had been transformed into a luxury shopping mall but closed last month, a financial failure. Graced with a stunning atrium and a not well know fabulous rooftop viewing terrace, its future is now uncertain. The atrium bar is by Phillipe Starck and is cool. Try it just in case. Fondaco dei Tedeschi. Photo via Wikipedia Procuratie Vecchie: This iconic 16th storey building is one of Piazza San Marco’s defining buildings, and David Chipperfield’s restoration and renovation of this building, which defines Piazza San Marco, is all about preservation with a few modern, minimalist interventions. It operates as a Biennale exhibit space. Infill housing on former industrial sites on Guidecca Island includes several interesting new developments called the Fregnans, IACP and Junghans sites (look for fine small apartments such as by Cino Zucchi that reinterpret traditional Venetian apartment language). A small site called Campo di Marte includes side-by-sides by Alvaro Siza (disappointing), Aldo Rossi and Carlo Aymonino (ho hum); some day there will be a Rafael Moneo on the empty lot.     View this post on Instagram   A post shared by Denton Corker Marshall (@dentoncorkermarshall) AT THE BIENNALE: At the Biennale grounds there is much to see, with the only recent project the Australia Pavilion by Denton Corker, a black granite box hovering along a canal. Famous buildings include the Nordic Pavilion (Sven Ferre), Venezuela Pavilion (Carlo Scarpa), Finland Pavilion (Alvar Aalto), former Ticket Booth (Carlo Scarpa), Giardino dell Sculture (Carlo Scarpa), Bookstore (James Stirling) and there are some fab modern interiors inside the old boat factory buildings. Canada’s Pavilion by the Milan firm BBPR (don’t ask why) from 1956 is awkward, weird and much loathed by artists and curators. Le pavillon des pays nordiques (Giardini, Venise). Photo via Wikipedia, licensed under the Creative Commons Attribution 2.0 Generic license. Just outside the Biennale on the Zattere waterfront is a stirring Monument to the Women Partisans of WWII, laid in the water by Augusto Maurer over a simple stepped-base designed by Scarpa. Venezia – Complesso monastico di San Giorgio Maggiore. Photo via Wikipedia,  licensed under the Creative Commons Attribution-Share Alike 4.0 International license. BEYOND THE BIENNALE The Vatican Chapels: In 2018 the Vatican decided to participate in the Biennale for the first time for some reason and commissioned ten architects to design chapels that are located in a wooded area on the Venetian island of San Giorgio Maggiore, behind Palladio’s church. The architects include Norman Foster, Eduardo Souto de Moura, and Smiljan Radic, and includes The Asplund Pavilion, like the Woodland Chapel  that inspired it. It is intended as a “place of orientation, encounter, meditation, and salutation.” The 10 chapels each symbolize one of the Ten Commandments, and offer 10 unique interpretations of the original Woodland Chapel; many are open air. These are fab and make you think! Chiese San Giorgio Maggiore was designed by Palladio and is fine. But its bell tower offers magnificent city views and avoids the long lines, crowds and costs of Piazza San Marco’s Campanile. Next to San Giorgio you should tour the Cini Foundation, with an amazing stair by Longhera, the modern Monica Lunga Library (Michele De Lucchi) and a lovely Borges-inspired labyrinth garden. Behind San Giorgio en route to the Chapels is the Museo del Vetro (Glass Museum) and the fabulous Le Stanze della Fotografia (contemporary photography gallery) featuring a Mapplethorpe retrospective this year. (If you’re visiting this year, join me in Piazza San Marco on July 7, 2025, for his ex Patti Smith’s concert.) An unknown MUST DO is a concert in the stunning Auditorium Lo Squero (Cattaruzza Millosevich), with but 200 comfy seats in an adapted boat workshop with a stage wall of glass onto the lagoon and the Venitian cityscape. La Fenice Opera House in Venice, Italy. Image via: Wikipedia La Fenice Opera House: after burning down in 1996, Aldo Rossi supervised the rebuilding, more or less ‘as it was, as it is’, the Italian heritage cop-out. There is no Rossi to see here, but it is a lovely grand hall. Book a concert with private box seats. Venice Marco Polo Airport is definitely Aldo Rossi-inspired in its language, materials and colours. The ‘Gateway Terminal’ boat bus and taxi dock is a true grand gateway (see note about Gehry having designed an unbuilt option below). Venice Marco Polo airport. Photo via Wikipedia HIDDEN GEMS Fondazione Vendova by Renzo Piano features automated displays of huge paintings by a local abstract modernist moving about a wonderful huge open warehouse and around viewers. Bizarre and fascinating. Massimo Scolari was a colleague or Rossi’s and is a brilliant, Rationalist visionary and painter, renown to those of us devotees of the Scarpa/Rossi/Scolari cult in the 1980’s. His ‘Wings’ sculpture is a large scale artwork motif from his drawings now perched on the roof of the UIAV School of Architecture, and from the 1991 Biennale. Do yourself a favour, dear reader, look up his work. Krier, Duany and the New Urbanists took note. He reminds me of the 1920s Italian Futurists. You can tour all the fine old churches you want, but only one matters to me: Santa Maria dei Miracoli, a barrel-vaulted, marble and wood-roofed confection. San Nicolo dei Mendicoli is admittedly pretty fab, and featured in ‘Don’t Look Now’.  And the Basilica of Santa Maria Assunta on Torcello has an amazing mosaic floor, very unusual stone slab window shutters (and is near Locanda Cipriani for a wonderful garden lunch, where Hemingway sat and wrote). For the Scarpiani: There is a courtroom, the Manilo Capitolo, inside the Venice Civic Tribunale building in the Rialto Market that was renovated by Scarpa, and is amazing in its detail, including furniture and furnishings. You have to pass security to get in, and wait until court ends if on. It is worth it! The Aula Mario Baratto is a large classroom in a Palazzo overlooking the Grand Canal designed by Carlo Scarpa with amazing wood details and furniture. The room has stunning frescoes also. You can book a tour through Universite Ca’ Foscari. The view at a bend in the Grand Canal is stunning, and you can see the Fondazione Masieri (Scarpa renovation) building off to the left across the side canal (see Missed Opportunities). Within the Accademia Galleries and Correr Museum are a number of small renovations, stairs and art stands designed by Scarpa. Next to the Chiesa di San Sebastino decorated by Veronese is the Scarpa entrance to a linguistics library for the Universita Ca’ Foscari. Fondation W – Wilmotte & Associés: A French architect who is not shy and presumably rather wealthy runs his own exhibition space focused on architecture; ‘…it is both a laboratory and shop window…’,  so one of those. Worth a look. There is a recent Courthouse that is sleek, long, narrow, black and compelling on the north side of Piazzalle Roma, but I have not yet wandered in.   FOOD AND DRINKS FOR ARCHITECTS Philippe Starck’s lobby bar at the Palazzina Grassi hotel is the only cool, mod bar in town. Wow! Ask the barman to see the secret Krug Room and use the PG bar’s unique selfie washroom. I love this bar: old, new, electic. Also, Starck has a house on Burano, next to the pescheria (sorry, useless ephemera). He wants you to drop by. Restaurant Algiubagiò is the only cool, modern restaurant and it has fab food. It also has a great terrace over the water. Go! Zanze XVI is a nice clean mod interior and Michelin food. Worth it. Ristorante Lineadombra: A lovely, crisp modern interior and crisp modern Venetian food. A great terrace on the water also. Local Venice is a newer, clean, crisp resto with ‘interesting’ prices. Your call. Osteria Alla Bifora, while in a traditional workshop space, is a clean open loft, adorned modernly with a lovely array of industrial and historic relics. It is a lovely bar with charcuterie and a patio on the buzzy campo for students. Great for late night. Cicchetti are Venetian tapas, a standard lunch you must try. All’ Arco near Rialto has excellent nouveau food and 50m away is the lovely old school Do Mori. Osteria Al Squero in Dorsoduro overlooks one of the last working gondola workshops, and 100m away is the great Cantino del Vino già Schiavi. Basegò has creative, nouveau cichetti. Drinks on a patio along the Grand Canal can only be had economically at Taverna al Remer, or in Campo Erberia at Nanzaria, Bancogira, Al Pesador or Osteria Al Cichetteria. Avoid any place around Rialto Bridge except these. El Sbarlefo San Pantalon has a Scarpa vibe and a hip, young crowd. There is a Banksy 50’ away. Ristorante Venissa is a short bridge from Burano to Mazzorbo island, a Michelin-starred delight set in its own vineyard.   Since restaurant design cannot tie you up here, try some fab local joints: Trattoria Anzolo Raffaele : The owner’s wife is from Montreal, which is something. A favorite! Pietra Rossa: A fab, smart place with a hidden garden run by a hip, fun young restauranteur, Andrea. Ask for the Canadian architect discount. Oste Mauro Lorenzon : An entertaining wine and charcuterie bar run by the hip young restauranteur’s larger than life father, and nearby. Mauro is a true iconoclast. Only open evenings and I dare you to hang there late. Anice Stellato: A great family run spot, especially for fish. Excellent food always. La Colonna Ristorante: A nice, neighbourhood joint hidden in a small campo. Il Paradiso Perduto: A very lively joint with good food and, rarely in Venice, music. Buzzy and fun. Busa da Lele: Great neighbourhood joint on Murano in a lovely Campo. Trattoria Da Romano: Best local joint on Burano. Starck hangs here, as did Bourdain.   Cafes: Bacaro aea Pescaria is at the corner by Campo de la Becarie. Tiny, but run by lovely guys who cater to pescaria staff. Stand outside with a prosecco and watch the market street theatre. Extra points if you come by for a late night drink. Bar ai Artisti is my second fav café, in Campo S. Barnaba facing where Kate Hepburn splashed into the canal. Real, fab pastries, great terrace in Campo too. Café at Querini Stampalia: get a free visit to Scarpa’s garden and wander it with a coffee or prosecco. Make sure to see the bookstore also (and the Scarpa exhibition hall adjacent). Carlo Scarpa à la Fondation Querini Stampalia (Venise). Photo via Wikipedia, A lesser known place is the nice café in the Biennale Office next to Hotel Monaco, called Ombra del Leone. The café in the Galleria Internationale d’Arte Moderna Ca’ Pesaro is great with a terrace on the Grand Canal.   Cocktail bars: Retro Venezia: Cool, retro vibe. The owner’s wife dated a Canadian hockey player. You must know him. Il Mercante: A fabulous cocktail bar. Go. Time Social Bar:  Another cool cocktail bar. Vero Vino: A fab wine bar where you can sit along a canal. Many good restaurants nearby! Arts Bar Venice: If you must have a cocktail with a compelling story, and are ok with a $45 pricetag. Claims Scarpa design influence, I say no. But read the cocktail stories, they are smart and are named for artists including Scarpa. Bar Longhi in in the Gritti Hotel is a classic, although cheesey to me. Hemingway liked it. It has a Grand Canal terrace. The Hilton Stucky Hotel is a fabulous former flour factory from when they built plants to look like castles, but now has a bland, soulless Hilton interior like you are in Dayton. But it has a rooftop bar and terrace with amazing sunset views! While traditional, the stunning, ornate lobby, atrium and main stair of the Hotel Danieli are a must-see. Have a drink in the lobby bar by the piano player some evening.   STAYING MODERN Palazzina Grassi is the only modern hotel in Venice, with a really lovely, unique lobby/bar/restaurant all done by Philippe Starck. At least see the fab bar! Johnny Depp’s favourite. Generator Hostel: A hip new-age ‘design-focused’ hostel well worth a look. Not like any hostel I ever patronized, no kegs on the porch. Go visit the lobby for the design. A Euro chain. DD724 is a small boutique hotel by an Italian architect with thoughtful detailing and colours, near the Peggy Guggenheim Museum (the infamous Unfinished Palazzo), and they have a small remote outpost with fabulous apartment called iQS that is lovely. The owner’s brother is the architect. My fave! Avogaria: Not just a 5 room hotel, it is ‘a concept’, which is great, right?  But very cool. An architect is one of the owners. German minimalist architect Matteo Thun’s JW Mariott Venice Resort Hotel and Spa is an expensive convent renovation on its own lagoon island that shows how blandness is yawningly close to minimalism. The Hotel Bauer Palazzo has a really lovely mid-century modern section facing Campo San Moise, but it is shrouded in construction scaffolding for now.   SHOPPING MODERN FOR ARCHITECTS It is hard to find cool modern shopping options, but here is where you can: Libreria Acqua Alta: Used books and a lovely, unexpected, fab, alt experience. You must see and wander this experience! It has cats too. Giovanna Zanella: Shoes that are absolute works of art! At least look in her window. Bancolotto N10: Stunning women’s clothing made in the women’ prison as a job skill training program. Impeccable clothes; save a moll from a life of crime. Designs188: Giorgio Nason makes fabulous glass jewellery around the corner from the Peggy Guggenheim Museum. Davide Penso: Artisan made glass jewellery on Murano. Ferrovetro Murano: Artisan made jewellery, bags, scarfs. (on Murano). Madera: All the cool designer housewares and jewellery. DECLARE: Cool, modern leathergoods in a very sweet modern shop with exquisite metal detailing. A must see! Ottica Urbani: Cool Italian eyewear and sunglasses. Paperowl: Handmade paper, products, classes. Feeling Venice: Cool design and tourist bling can be found only here. No shot glasses.   MISSED OPPORTUNITIES, MEMORIES AND B-SIDES The Masieri Foundation: Look up the tragic story of this project, a lovely, small memorial to a young architect who died in a car accident on his honeymoon en route to visit Fallingwater in 1952. Yep. His widow commissioned Frank Lloyd Wright to design a small student residence and study centre, but it was stopped by anti-American and anti-Modernism sentiments. (Models and renderings are on-line). This may be Venice’s saddest architectural loss ever. The consolation prize is a very, very lovely Scarpa interior reno. Try to get in, ring the bell (it is used as offices by the university)! (Read Troy M. Ainsworth’s thesis on the Masieri project history). Also cancelled: Lou Kahn’s Palace of Congress set for the Arsenale, Corbusier’s New Venice Hospital which would have been sitting over the Lagoon in Cannaregio near the rail viaduct, Gehry’s Venice Gateway (the airport’s ferry/water taxi dock area). Also lost was Rossi’s temporary Teatro del Mondo, a barged small theatre that tooted around Venice and was featured in a similar installation in 1988 at the R.C. Harris Water Treatment Plant. All available on-line. Teatro del Mondo di Aldo Rossi, Venezia 1980. Photo via Wikipedia, CC BY-SA 4.0 Itches to scratch: Exercise your design skills to finish the perennial favorite ‘Unfinished Palazzo’ of the Peggy Guggenheim Museum, design a new Masieri Foundation, design the 11th Vatican Chapel or infill the derelict gasometer site next to Palladio’s Chiese San Francisco della Vigna.   FURTHER AFIELD Within an hour’s drive, you can see the simply amazing Tombe Brion in San Vito Altivole and the tiny, stunning Giptotecha Canova in Possagna (both by Scarpa), the Nardini Grappa Distillery in Bassano del Grappa by Maximillio Fuksas, and a ferry and taxi will get you to Richard Meier’s Jesolo Lido Condos on the beach. A longer drive of two hours into the mountains near Cortina will bring you to Scarpa’s lovely and little known Nostra Signore di Cadora Church. It is sublime! Check out the floor! Zaha Hadid’s stunning Messner Mountain Museum floats above Cortina, accessible by cable car. The recent M-09 Museum on mainland Mestre, a quick 10 minute train ride from Venice, by Sauerbruch + Hutton is a lovely urban museum with dynamic cladding. Castelvecchio Museum. Photo via Wikipedia The Veneto region is home to many cool things, and fab train service gets you quickly to Verona (Scarpa’s Castelvecchio Museum and Banco Populare), Vicenza (Palladio’s Villa Rotonda and Basillicata). There are Palladio villas scattered about the Veneto, and you can daytrip by canal boat from Venice to them. Go stand where Hemingway was wounded in WWI near Fossalta Di Piave (there is a plaque), which led to his famous novel, ‘A Farewell to Arms’. He never got to visit Venice until 1948, then fell in love with the city, leading to ‘Across the River and into the Trees’. He also threatened to burn down FLW’s Masieri Foundation if built (and they both came from Oak Park, Illinois. So not very neighborly).   OTHER GOOD ARCHITECTURAL REFERENCES Venice Modern Architecture Map The only guidebook to Modern Architecture in Venice   These architectural guide folks do tours geared to architects: Architecture Tour Venice – Guiding Architects Venice Architecture City Guide: 15 Historical and Contemporary Attractions to Discover in Italy’s City of Canals | ArchDaily Venice architecture, what to see: buildings by Scarpa, Chipperfield and other great architects The post An Architect’s Guide to Venice and its Modern Architecture    appeared first on Canadian Architect.
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  • Andor – Season 2: Mohen Leo (Production VFX Supervisor), TJ Falls (Production VFX Producer) and Scott Pritchard (ILM VFX Supervisor)

    Interviews

    Andor – Season 2: Mohen Leo, TJ Fallsand Scott PritchardBy Vincent Frei - 22/05/2025

    In 2023, Mohen Leo, TJ Falls, and Scott Pritchardoffered an in-depth look at the visual effects of Andor’s first season. Now, the trio returns to share insights into their work on the second—and final—season of this critically acclaimed series.
    Tony Gilroy is known for his detailed approach to storytelling. Can you talk about how your collaboration with him evolved throughout the production of Andor? How does he influence the VFX decisions and the overall tone of the series?
    Mohen Leo: Our history with Tony, from Rogue One through the first season of Andor, had built a strong foundation of mutual trust. For Season 2, he involved VFX from the earliest story discussions, sharing outlines and inviting our ideas for key sequences. His priority is always to keep the show feeling grounded, ensuring that visual effects serve the story’s core and never become extraneous spectacle that might distract from the narrative.
    TJ Falls: Tony is a master storyteller. As Mohen mentioned, we have a great history with Tony from Rogue One and through Season 1 of Andor. We had a great rapport with Tony, and he had implicit trust in us. We began prepping Season 2 while we were in post for Season 1. We were having ongoing conversations with Tony and Production Designer Luke Hull as we were completing work for S1 and planning out how we would progress into Season 2. We wanted to keep the show grounded and gritty while amping up the action and urgency. Tony had a lot of story to cover in 12 episodes. The time jumps between the story arcs were something we discussed early on, and the need to be able to not only justify the time jumps but also to provide the audience with a visual bridge to tell the stories that happened off-screen.
    Tony would look to us to guide and use our institutional knowledge of Star Wars to help keep him honest within the universe. He, similarly, challenged us to maintain our focus and ensure that the visual tone of the series serviced the story.
    Tony Gilroy and Genevieve O’Reilly on the set of Lucasfilm’s ANDOR Season 2, exclusively on Disney+. Photo by Des Willie. ©2024 Lucasfilm Ltd. & TM. All Rights Reserved.
    As you’ve returned for Season 2, have there been any significant changes or new challenges compared to the first season? How has the production evolved in terms of VFX and storytelling?: The return of nearly all key creatives from Season 1, both internally and at our VFX vendors, was a massive advantage. This continuity built immediate trust and an efficient shorthand. It made everyone comfortable to be more ambitious, allowing us to significantly expand the scope and complexity of the visual effects for Season 2.: We had all new directors this season. The rest of the core creative and production teams stayed consistent from Season 1. We worked to keep the creative process as seamless from Season 1 as we could while working with the new directors and adapting to their process while incorporating their individual skills and ideas that they brought to the table.
    This season we were able to work on location much more than on Season 1. That provided us with a great opportunity to build out the connective tissue between real world constraints and the virtual world we were creating. In the case with Senate Plaza in Coruscant we also had to stay consistent with what has previously been established, so that was a fun challenge.

    How did you go about dividing the workload between the various VFX studios?: I can give an answer, but probably better if TJ does.: We were very specific about how we divided the work on this series. We started, as we usually do, with a detailed breakdown of work for the 12 episodes. Mohen and I then discussed a logical split based on type of work, specific elements, and areas of commonality for particular environments. While cost is always a consideration, we focused our vendor casting around the creative strengths of the studios we were partnering with on the project.
    ILM is in the DNA of Star Wars, so we knew we’d want to be working with them on some of the most complex work. We chose ILM for the opening TIE Avenger hangar sequence and subsequent escape. We utilized ILM for work in every episode, including the CG KX/K2 work, but their main focus was on Coruscant, and they had substantial work in the ninth episode for the big Senate escape sequence. Hybride‘s chief focus was on Palmo Plaza and the Ghorman environments. They dealt with everything Ghorman on the ground from the street extensions and the truck crash, through the Ghorman massacre, sharing shots with ILM with the KX work. For Scanline VFX, we identified three primary areas of focus: the work on Mina Rau, Chandrila, and Yavin.

    The TIE Fighter sequence in Season 2 is a standout moment. Can you walk us through the VFX process for that particular sequence? What were some of the technical challenges you faced, and how did you work to make it as intense and realistic as possible?: This is a sequence I’m particularly proud of as VFX played a central role in the sequence coming together from start to finish. We were intimately involved from the initial conversations of the idea for the sequence. Mohen created digital storyboards and we pitched ideas for the sequence to Tony Gilroy. Once we had a sense of the creative brief, we started working with Luke Hulland the art department on the physical hangar set and brought it into previz for virtual scouting. With Jen Kitchingwe had a virtual camera set up that allowed us to virtually use the camera and lenses we would have on our shoot. We blocked out shots with Ariel Kleimanand Christophe Nuyens. This went back through previz and techviz so we could meticulously chart out our plan for the shoot.
    Keeping with our ethos of grounding everything in reality, we wanted to use as much of the practical set as possible. We needed to be sure our handoffs between physical and virtual were seamless – Luke Murphy, our SFX Supervisor, worked closely with us in planning elements and practical effects to be used on the day. Over the course of the shoot, we also had the challenge of the flashing red alarm that goes off once the TIE Avenger crashes into the ceiling. We established the look of the red alarm with Christophe and the lighting team, and then needed to work out the timing. For that, we collaborated with editor John Gilroy to ensure we knew precisely when each alarm beat would flash. Once we had all the pieces, we turned the sequence over to Scott Pritchard and ILM to execute the work.

    Scott Pritchard: This sequence was split between our London and Vancouver studios, with London taking everything inside the hangar, and Vancouver handling the exterior shots after Cassian blasts through the hangar door. We started from a strong foundation thanks to two factors: the amazing hangar set and TIE Avenger prop; and having full sequence previs. The hangar set was built about 2/3 of its overall length, which our environments team extended, adding the hangar doors at the end and also a view to the exterior environment. Extending the hangar was most of the work in the sequence up until the TIE starts moving, where we switched to our CG TIE. As with Season 1, we used a blend of physical SFX work for the pyro effects, augmenting with CG sparks. As TJ mentioned, the hangar’s red warning lighting was a challenge as it had to pulse in a regular tempo throughout the edit. Only the close-up shots of Cassian in the cockpit had practical red lighting, so complex lighting and comp work were required to achieve a consistent look throughout the sequence. ILM London’s compositing supervisor, Claudio Bassi, pitched the idea that as the TIE hit various sections of the ceiling, it would knock out the ceiling lights, progressively darkening the hangar. It was a great motif that helped heighten the tension as we get towards the moment where Cassian faces the range trooper.
    Once we cut to outside the hangar, ILM Vancouver took the reins. The exterior weather conditions were briefed to us as ‘polar night’ – it’s never entirely dark, instead there’s a consistent low-level ambient light. This was a challenge as we had to consider the overall tonal range of each shot and make sure there was enough contrast to guide the viewer’s eye to where it needed to be, not just on individual shots but looking at eye-trace as one shot cut to another. A key moment is when Cassian fires rockets into an ice arch, leading to its collapse. The ice could very easily look like rock, so we needed to see the light from the rocket’s explosions scattered inside the ice. It required detailed work in both lighting and comp to get to the right look. Again, as the ice arch starts to collapse and the two chase TIE Advanced ships get taken out, it needed careful balancing work to make sure viewers could read the situation and the action in each shot.
    The world-building in Andor is impressive, especially with iconic locations like Coruscant and Yavin. How did you approach creating these environments and ensuring they felt as authentic as possible to the Star Wars universe?: Our approach to world-building in Andor relied on a close collaboration between the VFX team and Luke Hull, the production designer, along with his art department. This partnership was established in Season 1 and continued for Season 2. Having worked on many Star Wars projects over the decades, VFX was often able to provide inspiration and references for art department designs.
    For example, for locations like Yavin and Coruscant, VFX provided the art department with existing 3D assets: the Yavin temple model from Rogue One and the Coruscant city layout around the Senate from the Prequel films. The Coruscant model, in particular, involved some ‘digital archaeology.’ The data was stored on tapes from around 2001 and consisted of NURBS models in an older Softimage file format. To make them usable, we had to acquire old Softimage 2010 and XSI licenses, install them on a Windows 7 PC, and then convert the data to the FBX format that current software can read.
    Supplying these original layouts to the art department enabled them to create their new designs and integrate our real-world shooting locations while maintaining consistency with the worlds seen in previous Star Wars productions. Given that Andor is set approximately twenty years after the Prequels, we also had the opportunity to update and adjust layouts and designs to reflect that time difference and realize the specific creative vision Luke Hull and Tony Gilroy had for the show.

    StageCraft technology is a huge part of the production. How did you use it to bring these complex environments, like Coruscant and Yavin, to life? What are the main benefits and limitations of using StageCraft for these settings?: Our use of StageCraft for Season 2 was similar to that on Season 1. We used it to create the exterior views through the windows of the Safehouse on Coruscant. As with our work for the Chandrillan Embassy in Season 1, we created four different times of day/weather conditions. One key difference was that the foreground buildings were much closer to the Safehouse, so we devised three projection points, which would ensure that the perspective of the exterior was correct for each room. On set we retained a large amount of flexibility with our content. We had our own video feed from the unit cameras, and we were able to selectively isolate and grade sections of the city based on their view through the camera. Working in context like this meant that we could make any final tweaks while each shot was being set up and rehearsed.
    While we were shooting a scene set at night, the lighting team rigged a series of lights running above the windows that, when triggered, would flash in sequence, casting a moving light along the floor and walls of the set, as if from a moving car above. I thought we could use the LED wall to do something similar from below, catching highlights on the metal pipework that ran across the ceiling. During a break in shooting, I hatched a plan with colour operator Melissa Goddard, brain bar supervisor Ben Brown, and we came up with a moving rectangular section on the LED wall which matched the practical lights for speed, intensity and colour temperature. We set up two buttons on our iPad to trigger the ‘light’ to move in either direction. We demoed the idea to the DP after lunch, who loved it, and so when it came to shoot, he could either call from a car above from the practical lights, or a car below from the LEDs.: Just to clarify – the Coruscant Safehouse set was the only application of Stagecraft LED screens in Season 2. All other Coruscant scenes relied on urban location photography or stage sets with traditional blue screen extensions.
    The various Yavin locations were achieved primarily with large backlot sets at Longcross Studios. A huge set of the airfield, temple entrance and partial temple interior was extended by Scanline VFX, led by Sue Rowe, in post, creating the iconic temple exterior from A New Hope. VFX also added flying and parked spaceships, and augmented the surrounding forest to feel more tropical.

    Andor blends CG with actual real-world locations. Can you share how you balanced these two elements, especially when creating large-scale environments or specific landscapes that felt grounded in reality?: A great example of this is the environment around the Senate. The plates for this were shot in the City of Arts & Sciences in Valencia. Blending the distinctive Calatrava architecture with well-known Star Wars buildings like the Senate was an amazing challenge, it wasn’t immediately clear how the two could sit alongside each other. Our Vancouver team, led by Tania Richard, did an incredible job taking motifs and details from the Valencia buildings and incorporating them into the Senate building on both large and small scales, but still contiguous with the overall Senate design. The production team was ingenious in how they used each of the Valencia buildings to represent many locations around the Senate and the surrounding areas. For example, the Science Museum was used for the walkway where Cassian shoots Kloris, the main entrance to the Senate, and the interior of the Senate Atrium. It was a major challenge ensuring that all those locations were represented across the larger environment, so viewers understood the geography of the scene, but also blended with the design language of their immediate surroundings.
    Everything in the Senate Plaza had a purpose. When laying out the overall layout of the Plaza, we considered aspects such as how far Senators would realistically walk from their transports to the Senate entrance. When extending the Plaza beyond the extents of the City of Arts & Sciences, we used Calatrava architecture from elsewhere. The bridge just in front of the Senatorial Office Building is based on a Calatrava-designed bridge in my home city of Dublin. As we reach the furthest extents of the Senate Plaza, we begin blending in more traditional Coruscant architecture so as to soften the transition to the far background.

    Coruscant is such a pivotal location in Star Wars. How did you approach creating such a vast, densely populated urban environment? What were the key visual cues that made it feel alive and realistic?: Our approach to Coruscant in Season 2 built upon what we established in the first season: primarily, shooting in real-world city locations whenever feasible. The stunning Calatrava architecture at Valencia’s City of Arts and Sciences, for instance, served as the foundation for the Senate exterior and other affluent districts. For the city’s grittier neighborhoods, we filmed in urban environments in London, like the Barbican and areas around Twickenham Stadium.
    Filming in these actual city locations provided a strong, realistic basis for the cinematography, lighting, and overall mood of each environment. This remained true even when VFX later modified large portions of the frame with Star Wars architecture. This methodology gave the director and DP confidence on set that their vision would carry through to the final shot. Our art department and VFX concept artists then created numerous paintovers based on plates and location photography, offering clear visual guides for transforming each real location into its Coruscant counterpart during post-production. For the broader cityscapes, we took direct inspiration from 3D street maps of cities such as Tokyo, New York, and Hong Kong. We would exaggerate the scale and replace existing buildings with our Coruscant designs while preserving the fundamental urban patterns.

    When it comes to creating environments like Yavin, which has a very natural, jungle-like aesthetic, how do you ensure the VFX stays true to the organic feel of the location while still maintaining the science-fiction elements of Star Wars?: Nearly all of the Yavin jungle scenes were shot in a large wooded area that is part of Longcross Studios. The greens and art departments did an amazing job augmenting the natural forest with tropical plants and vines. The scenes featuring the two rebel factions in the clearing were captured almost entirely in-camera, with VFX primarily adding blaster fire, augmenting the crashed ship, and painting out equipment. Only the shots of the TIE Avenger landing and taking off, as well as the giant creature snatching the two rebels, featured significant CG elements. The key elements connecting these practical locations back to the Yavin established in A New Hope and Rogue One were the iconic temples. The establishing shots approaching the main temple in episode 7 utilized plate photography from South America, which had been shot for another Disney project but ultimately not used. Other aerial shots, such as the U-Wing flying above the jungle in episode 12, were fully computer-generated by ILM.
    K-2SO is a beloved character, and his return is highly anticipated. What can you tell us about the process of bringing him back to life with VFX in Season 2? What new challenges did this bring compared to his original appearance?: We had already updated a regular KX droid for the scene on Niamos in Season 1, so much of the work to update the asset to the latest pipeline requirements had already been done. We now needed to switch over to the textures & shaders specific to K2, and give them the same updates. Unique to Series 2 was that there were a number of scenes involving both a practical and a digital K2 – when he gets crushed on Ghorman in episode 8, and then ‘rebooted’ on Yavin in episode 9. The practical props were a lot more beaten up than our hero asset, so we made bespoke variants to match the practical droid in each sequence. Additionally, for the reboot sequence on Yavin, we realised pretty quickly that the extreme movements meant that we were seeing into areas that previously had not required much detail – for instance, underneath his shoulder armour. We came up with a shoulder joint design that allowed for the required movement while also staying mechanically correct. When we next see him in Episode 10, a year has passed, and he is now the K-2SO as we know him from Rogue One.

    K-2SO has a unique design, particularly in his facial expressions and movement. How did you approach animating him for Season 2, and were there any specific changes or updates made to his character model or animation?: Following Rogue One, Mohen made detailed records of the takeaways learned from creating K-2SO, and he kindly shared these notes with us early on in the show. They were incredibly helpful in tuning the fine details of the animation. Our animation team, led by Mathieu Vig, did a superb job of identifying the nuances of Alan’s performance and making sure they came across. There were plenty of pitfalls to avoid – for instance, the curve to his upper back meant that it was very easy for his neck to look hyperextended. We also had to be very careful with his eyes, as they’re sources of light, they could very easily look cartoonish if they moved around too much. Dialling in just the right amount of eye movement was crucial to a good performance.
    As the eyes also had several separate emissive and reflective components, they required delicate balancing in the comp on a per-shot basis. Luckily, we had great reference from Rogue One to be able to dial in the eyes to suit both the lighting of a shot but also its performance details. One Rogue One shot in particular, where he says ‘Your behavior, Jyn Erso, is continually unexpected’, was a particularly good reference for how we could balance the lights in his eyes to, in effect, enlarge his pupils, and give him a softer expression.
    K-2SO also represented my first opportunity to work with ILM’s new studio in Mumbai. Amongst other shots, they took on the ‘hallway fight’ sequence in Episode 12 where K2 dispatches Heert and his troopers, and they did a fantastic job from animation right through to final comp.
    K-2SO’s interactions with the live-action actors are key to his character. How did you work with the actors to ensure his presence felt as real and integrated as possible on screen, especially in terms of timing and reactions?: Alan Tudyk truly defined K-2SO in Rogue One, so his return for Andor Season 2 was absolutely critical to us. He was on set for every one of K2’s shots, performing on stilts and in a performance capture suit. This approach was vital because it gave Alan complete ownership of the character’s physical performance and, crucially, allowed for spontaneous, genuine interactions with the other actors, particularly Diego Luna. Witnessing Alan and Diego reunite on camera was fantastic; that unique chemistry and humor we loved in Rogue One was instantly palpable.
    In post-production, our VFX animators then meticulously translated every nuance of Alan’s on-set performance to the digital K-2SO model. It’s a detailed process that still requires artistic expertise. For instance, K2’s facial structure is largely static, so direct translation of Alan’s facial expressions isn’t always possible. In these cases, our animators found creative solutions – translating a specific facial cue from Alan into a subtle head tilt or a particular eye movement for K2, always ensuring the final animation remained true to the intent and spirit of Alan’s original performance.

    Were there any memorable moments or scenes from the series that you found particularly rewarding or challenging to work on from a visual effects standpoint?: The Plaza sequence in episode 8, which runs for about 23 minutes, stands out as particularly memorable – both for its challenges and its rewarding outcome. Just preparing for it was a daunting task. Its successful execution hinged on incredibly tight collaboration between numerous departments: stunts, creature effects, special effects, the camera department, our tireless greenscreens crew, and of course, VFX. The stunts team, under Marc Mailley, drove the choreography of all the action.
    Our On-Set VFX Supervisor, Marcus Dryden, was instrumental. He worked hand-in-glove with the director, DP, and assistant directors to ensure we meticulously captured all the necessary elements. This included everything from crowd replication plates and practical effects elements to the performances of stunt teams and creature actors, plus all the crucial on-set data. The shoot for this sequence alone took over three weeks.
    Hybride, under the leadership of Joseph Kasparian and Olivier Beaulieu, then completed the environments, added the blaster fire, and augmented the special effects in post-production, with ILM contributing the KX droids that wreak havoc in the plaza.: I agree with Mohen here, for me the Ghorman Plaza episode is the most rewarding to have worked on. It required us to weave our work into that of so many other departments – stunts, sfx, costume – to name just a few. When we received the plates, to see the quality of the work that had gone into the photography alone was inspirational for me and the ILM crew. It’s gratifying to be part of a team where you know that everyone involved is on top of their game. And of course all that is underpinned by writing of that calibre from Tony Gilroy and his team – it just draws everything together.
    From a pure design viewpoint, I’m also very proud of the work that Tania Richard and her ILM Vancouver crew did for the Senate shots. As I mentioned before, it was a hugely challenging environment not just logistically, but also in bringing together two very distinctive architectural languages, and they made them work in tandem beautifully.

    Looking back on the project, what aspects of the visual effects are you most proud of?: I’m incredibly proud of this entire season. The seamless collaboration we had between Visual Effects and every other department made the work, while challenging, an absolute joy to execute. Almost all of the department heads returned from the first season, which provided a shorthand shortcut as we started the show with implicit trust and understanding of what we were looking to achieve.
    The work is beautiful, and the commitment of our crew and vendors has been unwavering. I’m most proud of the effort and care that each individual person contributed to the show and the fact that we went into the project with a common goal and were, as a team, able to showcase the vision that we, and Tony, had for the series.: I’m really proud of the deep integration of the visual effects – not just visually, but fundamentally within the filmmaking process and storytelling. Tony invited VFX to be a key participant in shaping the story, from early story drafts through to the final color grade. Despite the scale and spectacle of many sequences, the VFX always feel purposeful, supporting the narrative and characters rather than distracting from them.
    This was significantly bolstered by the return of a large number of key creatives from Season 1, both within the production and at our VFX vendors. That shared experience and established understanding of Tony’s vision for Andor were invaluable in making the VFX an organic part of the show.: I could not be prouder of the entire ILM team for everything they brought to their work on the show. Working across three sites, Andor was a truly global effort, and I particularly enjoyed how each site took complete ownership of their work. It was a privilege working with all of them and contributing to such an exceptional series.

    VFX progression frame Lucasfilm’s ANDOR Season 2, exclusively on Disney+. Photo courtesy of Lucasfilm. ©2025 Lucasfilm Ltd. & TM. All Rights Reserved.
    How long have you worked on this show?: This show has been an unbelievable journey. Season 2 alone was nearly 3 years. We wrapped Season 2 in January of 2025. We started prepping Season 2 in February 2022, while we were still in post for Season 1.
    I officially started working on Season 1 early in 2019 while it was still being developed. So that’s 6 years of time working on Andor. Mohen and I both also worked on Rogue One, so if you factor in the movie, which was shooting in 2015, that’s nearly ten years of work within this part of the Star Wars universe.: I started on the project during early development in the summer of 2019 and finished in December of 2024.: I started on Season 1 in September 2020 and finished up on Season 2 in December 2024.
    What’s the VFX shots count?: We had a grand total of 4,124 shots over the course of our 12 episodes. Outside of Industrial Light & Magic, which oversaw the show, we also partnered with Hybride, Scanline, Soho VFX, and Midas VFX.
    What is your next project?: You’ll have to wait and see!: Unfortunately, I can’t say just yet either!
    A big thanks for your time.
    WANT TO KNOW MORE?ILM: Dedicated page about Andor – Season 2 on ILM website.
    © Vincent Frei – The Art of VFX – 2025
    #andor #season #mohen #leo #production
    Andor – Season 2: Mohen Leo (Production VFX Supervisor), TJ Falls (Production VFX Producer) and Scott Pritchard (ILM VFX Supervisor)
    Interviews Andor – Season 2: Mohen Leo, TJ Fallsand Scott PritchardBy Vincent Frei - 22/05/2025 In 2023, Mohen Leo, TJ Falls, and Scott Pritchardoffered an in-depth look at the visual effects of Andor’s first season. Now, the trio returns to share insights into their work on the second—and final—season of this critically acclaimed series. Tony Gilroy is known for his detailed approach to storytelling. Can you talk about how your collaboration with him evolved throughout the production of Andor? How does he influence the VFX decisions and the overall tone of the series? Mohen Leo: Our history with Tony, from Rogue One through the first season of Andor, had built a strong foundation of mutual trust. For Season 2, he involved VFX from the earliest story discussions, sharing outlines and inviting our ideas for key sequences. His priority is always to keep the show feeling grounded, ensuring that visual effects serve the story’s core and never become extraneous spectacle that might distract from the narrative. TJ Falls: Tony is a master storyteller. As Mohen mentioned, we have a great history with Tony from Rogue One and through Season 1 of Andor. We had a great rapport with Tony, and he had implicit trust in us. We began prepping Season 2 while we were in post for Season 1. We were having ongoing conversations with Tony and Production Designer Luke Hull as we were completing work for S1 and planning out how we would progress into Season 2. We wanted to keep the show grounded and gritty while amping up the action and urgency. Tony had a lot of story to cover in 12 episodes. The time jumps between the story arcs were something we discussed early on, and the need to be able to not only justify the time jumps but also to provide the audience with a visual bridge to tell the stories that happened off-screen. Tony would look to us to guide and use our institutional knowledge of Star Wars to help keep him honest within the universe. He, similarly, challenged us to maintain our focus and ensure that the visual tone of the series serviced the story. Tony Gilroy and Genevieve O’Reilly on the set of Lucasfilm’s ANDOR Season 2, exclusively on Disney+. Photo by Des Willie. ©2024 Lucasfilm Ltd. & TM. All Rights Reserved. As you’ve returned for Season 2, have there been any significant changes or new challenges compared to the first season? How has the production evolved in terms of VFX and storytelling?: The return of nearly all key creatives from Season 1, both internally and at our VFX vendors, was a massive advantage. This continuity built immediate trust and an efficient shorthand. It made everyone comfortable to be more ambitious, allowing us to significantly expand the scope and complexity of the visual effects for Season 2.: We had all new directors this season. The rest of the core creative and production teams stayed consistent from Season 1. We worked to keep the creative process as seamless from Season 1 as we could while working with the new directors and adapting to their process while incorporating their individual skills and ideas that they brought to the table. This season we were able to work on location much more than on Season 1. That provided us with a great opportunity to build out the connective tissue between real world constraints and the virtual world we were creating. In the case with Senate Plaza in Coruscant we also had to stay consistent with what has previously been established, so that was a fun challenge. How did you go about dividing the workload between the various VFX studios?: I can give an answer, but probably better if TJ does.: We were very specific about how we divided the work on this series. We started, as we usually do, with a detailed breakdown of work for the 12 episodes. Mohen and I then discussed a logical split based on type of work, specific elements, and areas of commonality for particular environments. While cost is always a consideration, we focused our vendor casting around the creative strengths of the studios we were partnering with on the project. ILM is in the DNA of Star Wars, so we knew we’d want to be working with them on some of the most complex work. We chose ILM for the opening TIE Avenger hangar sequence and subsequent escape. We utilized ILM for work in every episode, including the CG KX/K2 work, but their main focus was on Coruscant, and they had substantial work in the ninth episode for the big Senate escape sequence. Hybride‘s chief focus was on Palmo Plaza and the Ghorman environments. They dealt with everything Ghorman on the ground from the street extensions and the truck crash, through the Ghorman massacre, sharing shots with ILM with the KX work. For Scanline VFX, we identified three primary areas of focus: the work on Mina Rau, Chandrila, and Yavin. The TIE Fighter sequence in Season 2 is a standout moment. Can you walk us through the VFX process for that particular sequence? What were some of the technical challenges you faced, and how did you work to make it as intense and realistic as possible?: This is a sequence I’m particularly proud of as VFX played a central role in the sequence coming together from start to finish. We were intimately involved from the initial conversations of the idea for the sequence. Mohen created digital storyboards and we pitched ideas for the sequence to Tony Gilroy. Once we had a sense of the creative brief, we started working with Luke Hulland the art department on the physical hangar set and brought it into previz for virtual scouting. With Jen Kitchingwe had a virtual camera set up that allowed us to virtually use the camera and lenses we would have on our shoot. We blocked out shots with Ariel Kleimanand Christophe Nuyens. This went back through previz and techviz so we could meticulously chart out our plan for the shoot. Keeping with our ethos of grounding everything in reality, we wanted to use as much of the practical set as possible. We needed to be sure our handoffs between physical and virtual were seamless – Luke Murphy, our SFX Supervisor, worked closely with us in planning elements and practical effects to be used on the day. Over the course of the shoot, we also had the challenge of the flashing red alarm that goes off once the TIE Avenger crashes into the ceiling. We established the look of the red alarm with Christophe and the lighting team, and then needed to work out the timing. For that, we collaborated with editor John Gilroy to ensure we knew precisely when each alarm beat would flash. Once we had all the pieces, we turned the sequence over to Scott Pritchard and ILM to execute the work. Scott Pritchard: This sequence was split between our London and Vancouver studios, with London taking everything inside the hangar, and Vancouver handling the exterior shots after Cassian blasts through the hangar door. We started from a strong foundation thanks to two factors: the amazing hangar set and TIE Avenger prop; and having full sequence previs. The hangar set was built about 2/3 of its overall length, which our environments team extended, adding the hangar doors at the end and also a view to the exterior environment. Extending the hangar was most of the work in the sequence up until the TIE starts moving, where we switched to our CG TIE. As with Season 1, we used a blend of physical SFX work for the pyro effects, augmenting with CG sparks. As TJ mentioned, the hangar’s red warning lighting was a challenge as it had to pulse in a regular tempo throughout the edit. Only the close-up shots of Cassian in the cockpit had practical red lighting, so complex lighting and comp work were required to achieve a consistent look throughout the sequence. ILM London’s compositing supervisor, Claudio Bassi, pitched the idea that as the TIE hit various sections of the ceiling, it would knock out the ceiling lights, progressively darkening the hangar. It was a great motif that helped heighten the tension as we get towards the moment where Cassian faces the range trooper. Once we cut to outside the hangar, ILM Vancouver took the reins. The exterior weather conditions were briefed to us as ‘polar night’ – it’s never entirely dark, instead there’s a consistent low-level ambient light. This was a challenge as we had to consider the overall tonal range of each shot and make sure there was enough contrast to guide the viewer’s eye to where it needed to be, not just on individual shots but looking at eye-trace as one shot cut to another. A key moment is when Cassian fires rockets into an ice arch, leading to its collapse. The ice could very easily look like rock, so we needed to see the light from the rocket’s explosions scattered inside the ice. It required detailed work in both lighting and comp to get to the right look. Again, as the ice arch starts to collapse and the two chase TIE Advanced ships get taken out, it needed careful balancing work to make sure viewers could read the situation and the action in each shot. The world-building in Andor is impressive, especially with iconic locations like Coruscant and Yavin. How did you approach creating these environments and ensuring they felt as authentic as possible to the Star Wars universe?: Our approach to world-building in Andor relied on a close collaboration between the VFX team and Luke Hull, the production designer, along with his art department. This partnership was established in Season 1 and continued for Season 2. Having worked on many Star Wars projects over the decades, VFX was often able to provide inspiration and references for art department designs. For example, for locations like Yavin and Coruscant, VFX provided the art department with existing 3D assets: the Yavin temple model from Rogue One and the Coruscant city layout around the Senate from the Prequel films. The Coruscant model, in particular, involved some ‘digital archaeology.’ The data was stored on tapes from around 2001 and consisted of NURBS models in an older Softimage file format. To make them usable, we had to acquire old Softimage 2010 and XSI licenses, install them on a Windows 7 PC, and then convert the data to the FBX format that current software can read. Supplying these original layouts to the art department enabled them to create their new designs and integrate our real-world shooting locations while maintaining consistency with the worlds seen in previous Star Wars productions. Given that Andor is set approximately twenty years after the Prequels, we also had the opportunity to update and adjust layouts and designs to reflect that time difference and realize the specific creative vision Luke Hull and Tony Gilroy had for the show. StageCraft technology is a huge part of the production. How did you use it to bring these complex environments, like Coruscant and Yavin, to life? What are the main benefits and limitations of using StageCraft for these settings?: Our use of StageCraft for Season 2 was similar to that on Season 1. We used it to create the exterior views through the windows of the Safehouse on Coruscant. As with our work for the Chandrillan Embassy in Season 1, we created four different times of day/weather conditions. One key difference was that the foreground buildings were much closer to the Safehouse, so we devised three projection points, which would ensure that the perspective of the exterior was correct for each room. On set we retained a large amount of flexibility with our content. We had our own video feed from the unit cameras, and we were able to selectively isolate and grade sections of the city based on their view through the camera. Working in context like this meant that we could make any final tweaks while each shot was being set up and rehearsed. While we were shooting a scene set at night, the lighting team rigged a series of lights running above the windows that, when triggered, would flash in sequence, casting a moving light along the floor and walls of the set, as if from a moving car above. I thought we could use the LED wall to do something similar from below, catching highlights on the metal pipework that ran across the ceiling. During a break in shooting, I hatched a plan with colour operator Melissa Goddard, brain bar supervisor Ben Brown, and we came up with a moving rectangular section on the LED wall which matched the practical lights for speed, intensity and colour temperature. We set up two buttons on our iPad to trigger the ‘light’ to move in either direction. We demoed the idea to the DP after lunch, who loved it, and so when it came to shoot, he could either call from a car above from the practical lights, or a car below from the LEDs.: Just to clarify – the Coruscant Safehouse set was the only application of Stagecraft LED screens in Season 2. All other Coruscant scenes relied on urban location photography or stage sets with traditional blue screen extensions. The various Yavin locations were achieved primarily with large backlot sets at Longcross Studios. A huge set of the airfield, temple entrance and partial temple interior was extended by Scanline VFX, led by Sue Rowe, in post, creating the iconic temple exterior from A New Hope. VFX also added flying and parked spaceships, and augmented the surrounding forest to feel more tropical. Andor blends CG with actual real-world locations. Can you share how you balanced these two elements, especially when creating large-scale environments or specific landscapes that felt grounded in reality?: A great example of this is the environment around the Senate. The plates for this were shot in the City of Arts & Sciences in Valencia. Blending the distinctive Calatrava architecture with well-known Star Wars buildings like the Senate was an amazing challenge, it wasn’t immediately clear how the two could sit alongside each other. Our Vancouver team, led by Tania Richard, did an incredible job taking motifs and details from the Valencia buildings and incorporating them into the Senate building on both large and small scales, but still contiguous with the overall Senate design. The production team was ingenious in how they used each of the Valencia buildings to represent many locations around the Senate and the surrounding areas. For example, the Science Museum was used for the walkway where Cassian shoots Kloris, the main entrance to the Senate, and the interior of the Senate Atrium. It was a major challenge ensuring that all those locations were represented across the larger environment, so viewers understood the geography of the scene, but also blended with the design language of their immediate surroundings. Everything in the Senate Plaza had a purpose. When laying out the overall layout of the Plaza, we considered aspects such as how far Senators would realistically walk from their transports to the Senate entrance. When extending the Plaza beyond the extents of the City of Arts & Sciences, we used Calatrava architecture from elsewhere. The bridge just in front of the Senatorial Office Building is based on a Calatrava-designed bridge in my home city of Dublin. As we reach the furthest extents of the Senate Plaza, we begin blending in more traditional Coruscant architecture so as to soften the transition to the far background. Coruscant is such a pivotal location in Star Wars. How did you approach creating such a vast, densely populated urban environment? What were the key visual cues that made it feel alive and realistic?: Our approach to Coruscant in Season 2 built upon what we established in the first season: primarily, shooting in real-world city locations whenever feasible. The stunning Calatrava architecture at Valencia’s City of Arts and Sciences, for instance, served as the foundation for the Senate exterior and other affluent districts. For the city’s grittier neighborhoods, we filmed in urban environments in London, like the Barbican and areas around Twickenham Stadium. Filming in these actual city locations provided a strong, realistic basis for the cinematography, lighting, and overall mood of each environment. This remained true even when VFX later modified large portions of the frame with Star Wars architecture. This methodology gave the director and DP confidence on set that their vision would carry through to the final shot. Our art department and VFX concept artists then created numerous paintovers based on plates and location photography, offering clear visual guides for transforming each real location into its Coruscant counterpart during post-production. For the broader cityscapes, we took direct inspiration from 3D street maps of cities such as Tokyo, New York, and Hong Kong. We would exaggerate the scale and replace existing buildings with our Coruscant designs while preserving the fundamental urban patterns. When it comes to creating environments like Yavin, which has a very natural, jungle-like aesthetic, how do you ensure the VFX stays true to the organic feel of the location while still maintaining the science-fiction elements of Star Wars?: Nearly all of the Yavin jungle scenes were shot in a large wooded area that is part of Longcross Studios. The greens and art departments did an amazing job augmenting the natural forest with tropical plants and vines. The scenes featuring the two rebel factions in the clearing were captured almost entirely in-camera, with VFX primarily adding blaster fire, augmenting the crashed ship, and painting out equipment. Only the shots of the TIE Avenger landing and taking off, as well as the giant creature snatching the two rebels, featured significant CG elements. The key elements connecting these practical locations back to the Yavin established in A New Hope and Rogue One were the iconic temples. The establishing shots approaching the main temple in episode 7 utilized plate photography from South America, which had been shot for another Disney project but ultimately not used. Other aerial shots, such as the U-Wing flying above the jungle in episode 12, were fully computer-generated by ILM. K-2SO is a beloved character, and his return is highly anticipated. What can you tell us about the process of bringing him back to life with VFX in Season 2? What new challenges did this bring compared to his original appearance?: We had already updated a regular KX droid for the scene on Niamos in Season 1, so much of the work to update the asset to the latest pipeline requirements had already been done. We now needed to switch over to the textures & shaders specific to K2, and give them the same updates. Unique to Series 2 was that there were a number of scenes involving both a practical and a digital K2 – when he gets crushed on Ghorman in episode 8, and then ‘rebooted’ on Yavin in episode 9. The practical props were a lot more beaten up than our hero asset, so we made bespoke variants to match the practical droid in each sequence. Additionally, for the reboot sequence on Yavin, we realised pretty quickly that the extreme movements meant that we were seeing into areas that previously had not required much detail – for instance, underneath his shoulder armour. We came up with a shoulder joint design that allowed for the required movement while also staying mechanically correct. When we next see him in Episode 10, a year has passed, and he is now the K-2SO as we know him from Rogue One. K-2SO has a unique design, particularly in his facial expressions and movement. How did you approach animating him for Season 2, and were there any specific changes or updates made to his character model or animation?: Following Rogue One, Mohen made detailed records of the takeaways learned from creating K-2SO, and he kindly shared these notes with us early on in the show. They were incredibly helpful in tuning the fine details of the animation. Our animation team, led by Mathieu Vig, did a superb job of identifying the nuances of Alan’s performance and making sure they came across. There were plenty of pitfalls to avoid – for instance, the curve to his upper back meant that it was very easy for his neck to look hyperextended. We also had to be very careful with his eyes, as they’re sources of light, they could very easily look cartoonish if they moved around too much. Dialling in just the right amount of eye movement was crucial to a good performance. As the eyes also had several separate emissive and reflective components, they required delicate balancing in the comp on a per-shot basis. Luckily, we had great reference from Rogue One to be able to dial in the eyes to suit both the lighting of a shot but also its performance details. One Rogue One shot in particular, where he says ‘Your behavior, Jyn Erso, is continually unexpected’, was a particularly good reference for how we could balance the lights in his eyes to, in effect, enlarge his pupils, and give him a softer expression. K-2SO also represented my first opportunity to work with ILM’s new studio in Mumbai. Amongst other shots, they took on the ‘hallway fight’ sequence in Episode 12 where K2 dispatches Heert and his troopers, and they did a fantastic job from animation right through to final comp. K-2SO’s interactions with the live-action actors are key to his character. How did you work with the actors to ensure his presence felt as real and integrated as possible on screen, especially in terms of timing and reactions?: Alan Tudyk truly defined K-2SO in Rogue One, so his return for Andor Season 2 was absolutely critical to us. He was on set for every one of K2’s shots, performing on stilts and in a performance capture suit. This approach was vital because it gave Alan complete ownership of the character’s physical performance and, crucially, allowed for spontaneous, genuine interactions with the other actors, particularly Diego Luna. Witnessing Alan and Diego reunite on camera was fantastic; that unique chemistry and humor we loved in Rogue One was instantly palpable. In post-production, our VFX animators then meticulously translated every nuance of Alan’s on-set performance to the digital K-2SO model. It’s a detailed process that still requires artistic expertise. For instance, K2’s facial structure is largely static, so direct translation of Alan’s facial expressions isn’t always possible. In these cases, our animators found creative solutions – translating a specific facial cue from Alan into a subtle head tilt or a particular eye movement for K2, always ensuring the final animation remained true to the intent and spirit of Alan’s original performance. Were there any memorable moments or scenes from the series that you found particularly rewarding or challenging to work on from a visual effects standpoint?: The Plaza sequence in episode 8, which runs for about 23 minutes, stands out as particularly memorable – both for its challenges and its rewarding outcome. Just preparing for it was a daunting task. Its successful execution hinged on incredibly tight collaboration between numerous departments: stunts, creature effects, special effects, the camera department, our tireless greenscreens crew, and of course, VFX. The stunts team, under Marc Mailley, drove the choreography of all the action. Our On-Set VFX Supervisor, Marcus Dryden, was instrumental. He worked hand-in-glove with the director, DP, and assistant directors to ensure we meticulously captured all the necessary elements. This included everything from crowd replication plates and practical effects elements to the performances of stunt teams and creature actors, plus all the crucial on-set data. The shoot for this sequence alone took over three weeks. Hybride, under the leadership of Joseph Kasparian and Olivier Beaulieu, then completed the environments, added the blaster fire, and augmented the special effects in post-production, with ILM contributing the KX droids that wreak havoc in the plaza.: I agree with Mohen here, for me the Ghorman Plaza episode is the most rewarding to have worked on. It required us to weave our work into that of so many other departments – stunts, sfx, costume – to name just a few. When we received the plates, to see the quality of the work that had gone into the photography alone was inspirational for me and the ILM crew. It’s gratifying to be part of a team where you know that everyone involved is on top of their game. And of course all that is underpinned by writing of that calibre from Tony Gilroy and his team – it just draws everything together. From a pure design viewpoint, I’m also very proud of the work that Tania Richard and her ILM Vancouver crew did for the Senate shots. As I mentioned before, it was a hugely challenging environment not just logistically, but also in bringing together two very distinctive architectural languages, and they made them work in tandem beautifully. Looking back on the project, what aspects of the visual effects are you most proud of?: I’m incredibly proud of this entire season. The seamless collaboration we had between Visual Effects and every other department made the work, while challenging, an absolute joy to execute. Almost all of the department heads returned from the first season, which provided a shorthand shortcut as we started the show with implicit trust and understanding of what we were looking to achieve. The work is beautiful, and the commitment of our crew and vendors has been unwavering. I’m most proud of the effort and care that each individual person contributed to the show and the fact that we went into the project with a common goal and were, as a team, able to showcase the vision that we, and Tony, had for the series.: I’m really proud of the deep integration of the visual effects – not just visually, but fundamentally within the filmmaking process and storytelling. Tony invited VFX to be a key participant in shaping the story, from early story drafts through to the final color grade. Despite the scale and spectacle of many sequences, the VFX always feel purposeful, supporting the narrative and characters rather than distracting from them. This was significantly bolstered by the return of a large number of key creatives from Season 1, both within the production and at our VFX vendors. That shared experience and established understanding of Tony’s vision for Andor were invaluable in making the VFX an organic part of the show.: I could not be prouder of the entire ILM team for everything they brought to their work on the show. Working across three sites, Andor was a truly global effort, and I particularly enjoyed how each site took complete ownership of their work. It was a privilege working with all of them and contributing to such an exceptional series. VFX progression frame Lucasfilm’s ANDOR Season 2, exclusively on Disney+. Photo courtesy of Lucasfilm. ©2025 Lucasfilm Ltd. & TM. All Rights Reserved. How long have you worked on this show?: This show has been an unbelievable journey. Season 2 alone was nearly 3 years. We wrapped Season 2 in January of 2025. We started prepping Season 2 in February 2022, while we were still in post for Season 1. I officially started working on Season 1 early in 2019 while it was still being developed. So that’s 6 years of time working on Andor. Mohen and I both also worked on Rogue One, so if you factor in the movie, which was shooting in 2015, that’s nearly ten years of work within this part of the Star Wars universe.: I started on the project during early development in the summer of 2019 and finished in December of 2024.: I started on Season 1 in September 2020 and finished up on Season 2 in December 2024. What’s the VFX shots count?: We had a grand total of 4,124 shots over the course of our 12 episodes. Outside of Industrial Light & Magic, which oversaw the show, we also partnered with Hybride, Scanline, Soho VFX, and Midas VFX. What is your next project?: You’ll have to wait and see!: Unfortunately, I can’t say just yet either! A big thanks for your time. WANT TO KNOW MORE?ILM: Dedicated page about Andor – Season 2 on ILM website. © Vincent Frei – The Art of VFX – 2025 #andor #season #mohen #leo #production
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    Andor – Season 2: Mohen Leo (Production VFX Supervisor), TJ Falls (Production VFX Producer) and Scott Pritchard (ILM VFX Supervisor)
    Interviews Andor – Season 2: Mohen Leo (Production VFX Supervisor), TJ Falls (Production VFX Producer) and Scott Pritchard (ILM VFX Supervisor) By Vincent Frei - 22/05/2025 In 2023, Mohen Leo (Production VFX Supervisor), TJ Falls (Production VFX Producer), and Scott Pritchard (ILM VFX Supervisor) offered an in-depth look at the visual effects of Andor’s first season. Now, the trio returns to share insights into their work on the second—and final—season of this critically acclaimed series. Tony Gilroy is known for his detailed approach to storytelling. Can you talk about how your collaboration with him evolved throughout the production of Andor? How does he influence the VFX decisions and the overall tone of the series? Mohen Leo (ML): Our history with Tony, from Rogue One through the first season of Andor, had built a strong foundation of mutual trust. For Season 2, he involved VFX from the earliest story discussions, sharing outlines and inviting our ideas for key sequences. His priority is always to keep the show feeling grounded, ensuring that visual effects serve the story’s core and never become extraneous spectacle that might distract from the narrative. TJ Falls (TJ): Tony is a master storyteller. As Mohen mentioned, we have a great history with Tony from Rogue One and through Season 1 of Andor. We had a great rapport with Tony, and he had implicit trust in us. We began prepping Season 2 while we were in post for Season 1. We were having ongoing conversations with Tony and Production Designer Luke Hull as we were completing work for S1 and planning out how we would progress into Season 2. We wanted to keep the show grounded and gritty while amping up the action and urgency. Tony had a lot of story to cover in 12 episodes. The time jumps between the story arcs were something we discussed early on, and the need to be able to not only justify the time jumps but also to provide the audience with a visual bridge to tell the stories that happened off-screen. Tony would look to us to guide and use our institutional knowledge of Star Wars to help keep him honest within the universe. He, similarly, challenged us to maintain our focus and ensure that the visual tone of the series serviced the story. Tony Gilroy and Genevieve O’Reilly on the set of Lucasfilm’s ANDOR Season 2, exclusively on Disney+. Photo by Des Willie. ©2024 Lucasfilm Ltd. & TM. All Rights Reserved. As you’ve returned for Season 2, have there been any significant changes or new challenges compared to the first season? How has the production evolved in terms of VFX and storytelling? (ML): The return of nearly all key creatives from Season 1, both internally and at our VFX vendors, was a massive advantage. This continuity built immediate trust and an efficient shorthand. It made everyone comfortable to be more ambitious, allowing us to significantly expand the scope and complexity of the visual effects for Season 2. (TJ): We had all new directors this season. The rest of the core creative and production teams stayed consistent from Season 1. We worked to keep the creative process as seamless from Season 1 as we could while working with the new directors and adapting to their process while incorporating their individual skills and ideas that they brought to the table. This season we were able to work on location much more than on Season 1. That provided us with a great opportunity to build out the connective tissue between real world constraints and the virtual world we were creating. In the case with Senate Plaza in Coruscant we also had to stay consistent with what has previously been established, so that was a fun challenge. How did you go about dividing the workload between the various VFX studios? (ML): I can give an answer, but probably better if TJ does. (TJ): We were very specific about how we divided the work on this series. We started, as we usually do, with a detailed breakdown of work for the 12 episodes. Mohen and I then discussed a logical split based on type of work, specific elements, and areas of commonality for particular environments. While cost is always a consideration, we focused our vendor casting around the creative strengths of the studios we were partnering with on the project. ILM is in the DNA of Star Wars, so we knew we’d want to be working with them on some of the most complex work. We chose ILM for the opening TIE Avenger hangar sequence and subsequent escape. We utilized ILM for work in every episode, including the CG KX/K2 work, but their main focus was on Coruscant, and they had substantial work in the ninth episode for the big Senate escape sequence. Hybride‘s chief focus was on Palmo Plaza and the Ghorman environments. They dealt with everything Ghorman on the ground from the street extensions and the truck crash, through the Ghorman massacre, sharing shots with ILM with the KX work. For Scanline VFX, we identified three primary areas of focus: the work on Mina Rau, Chandrila, and Yavin. The TIE Fighter sequence in Season 2 is a standout moment. Can you walk us through the VFX process for that particular sequence? What were some of the technical challenges you faced, and how did you work to make it as intense and realistic as possible? (TJ): This is a sequence I’m particularly proud of as VFX played a central role in the sequence coming together from start to finish. We were intimately involved from the initial conversations of the idea for the sequence. Mohen created digital storyboards and we pitched ideas for the sequence to Tony Gilroy. Once we had a sense of the creative brief, we started working with Luke Hull (Production Designer) and the art department on the physical hangar set and brought it into previz for virtual scouting. With Jen Kitching (our Previz Supervisor from The Third Floor) we had a virtual camera set up that allowed us to virtually use the camera and lenses we would have on our shoot. We blocked out shots with Ariel Kleiman (Director) and Christophe Nuyens (the DoP). This went back through previz and techviz so we could meticulously chart out our plan for the shoot. Keeping with our ethos of grounding everything in reality, we wanted to use as much of the practical set as possible. We needed to be sure our handoffs between physical and virtual were seamless – Luke Murphy, our SFX Supervisor, worked closely with us in planning elements and practical effects to be used on the day. Over the course of the shoot, we also had the challenge of the flashing red alarm that goes off once the TIE Avenger crashes into the ceiling. We established the look of the red alarm with Christophe and the lighting team, and then needed to work out the timing. For that, we collaborated with editor John Gilroy to ensure we knew precisely when each alarm beat would flash. Once we had all the pieces, we turned the sequence over to Scott Pritchard and ILM to execute the work. Scott Pritchard (SP): This sequence was split between our London and Vancouver studios, with London taking everything inside the hangar, and Vancouver handling the exterior shots after Cassian blasts through the hangar door. We started from a strong foundation thanks to two factors: the amazing hangar set and TIE Avenger prop; and having full sequence previs. The hangar set was built about 2/3 of its overall length (as much as could be built on the soundstage), which our environments team extended, adding the hangar doors at the end and also a view to the exterior environment. Extending the hangar was most of the work in the sequence up until the TIE starts moving, where we switched to our CG TIE. As with Season 1, we used a blend of physical SFX work for the pyro effects, augmenting with CG sparks. As TJ mentioned, the hangar’s red warning lighting was a challenge as it had to pulse in a regular tempo throughout the edit. Only the close-up shots of Cassian in the cockpit had practical red lighting, so complex lighting and comp work were required to achieve a consistent look throughout the sequence. ILM London’s compositing supervisor, Claudio Bassi, pitched the idea that as the TIE hit various sections of the ceiling, it would knock out the ceiling lights, progressively darkening the hangar. It was a great motif that helped heighten the tension as we get towards the moment where Cassian faces the range trooper. Once we cut to outside the hangar, ILM Vancouver took the reins. The exterior weather conditions were briefed to us as ‘polar night’ – it’s never entirely dark, instead there’s a consistent low-level ambient light. This was a challenge as we had to consider the overall tonal range of each shot and make sure there was enough contrast to guide the viewer’s eye to where it needed to be, not just on individual shots but looking at eye-trace as one shot cut to another. A key moment is when Cassian fires rockets into an ice arch, leading to its collapse. The ice could very easily look like rock, so we needed to see the light from the rocket’s explosions scattered inside the ice. It required detailed work in both lighting and comp to get to the right look. Again, as the ice arch starts to collapse and the two chase TIE Advanced ships get taken out, it needed careful balancing work to make sure viewers could read the situation and the action in each shot. The world-building in Andor is impressive, especially with iconic locations like Coruscant and Yavin. How did you approach creating these environments and ensuring they felt as authentic as possible to the Star Wars universe? (ML): Our approach to world-building in Andor relied on a close collaboration between the VFX team and Luke Hull, the production designer, along with his art department. This partnership was established in Season 1 and continued for Season 2. Having worked on many Star Wars projects over the decades, VFX was often able to provide inspiration and references for art department designs. For example, for locations like Yavin and Coruscant, VFX provided the art department with existing 3D assets: the Yavin temple model from Rogue One and the Coruscant city layout around the Senate from the Prequel films. The Coruscant model, in particular, involved some ‘digital archaeology.’ The data was stored on tapes from around 2001 and consisted of NURBS models in an older Softimage file format. To make them usable, we had to acquire old Softimage 2010 and XSI licenses, install them on a Windows 7 PC, and then convert the data to the FBX format that current software can read. Supplying these original layouts to the art department enabled them to create their new designs and integrate our real-world shooting locations while maintaining consistency with the worlds seen in previous Star Wars productions. Given that Andor is set approximately twenty years after the Prequels, we also had the opportunity to update and adjust layouts and designs to reflect that time difference and realize the specific creative vision Luke Hull and Tony Gilroy had for the show. StageCraft technology is a huge part of the production. How did you use it to bring these complex environments, like Coruscant and Yavin, to life? What are the main benefits and limitations of using StageCraft for these settings? (SP): Our use of StageCraft for Season 2 was similar to that on Season 1. We used it to create the exterior views through the windows of the Safehouse on Coruscant. As with our work for the Chandrillan Embassy in Season 1, we created four different times of day/weather conditions. One key difference was that the foreground buildings were much closer to the Safehouse, so we devised three projection points (one for each room of the Safehouse), which would ensure that the perspective of the exterior was correct for each room. On set we retained a large amount of flexibility with our content. We had our own video feed from the unit cameras, and we were able to selectively isolate and grade sections of the city based on their view through the camera. Working in context like this meant that we could make any final tweaks while each shot was being set up and rehearsed. While we were shooting a scene set at night, the lighting team rigged a series of lights running above the windows that, when triggered, would flash in sequence, casting a moving light along the floor and walls of the set, as if from a moving car above. I thought we could use the LED wall to do something similar from below, catching highlights on the metal pipework that ran across the ceiling. During a break in shooting, I hatched a plan with colour operator Melissa Goddard, brain bar supervisor Ben Brown, and we came up with a moving rectangular section on the LED wall which matched the practical lights for speed, intensity and colour temperature. We set up two buttons on our iPad to trigger the ‘light’ to move in either direction. We demoed the idea to the DP after lunch, who loved it, and so when it came to shoot, he could either call from a car above from the practical lights, or a car below from the LEDs. (ML): Just to clarify – the Coruscant Safehouse set was the only application of Stagecraft LED screens in Season 2. All other Coruscant scenes relied on urban location photography or stage sets with traditional blue screen extensions. The various Yavin locations were achieved primarily with large backlot sets at Longcross Studios. A huge set of the airfield, temple entrance and partial temple interior was extended by Scanline VFX, led by Sue Rowe, in post, creating the iconic temple exterior from A New Hope. VFX also added flying and parked spaceships, and augmented the surrounding forest to feel more tropical. Andor blends CG with actual real-world locations. Can you share how you balanced these two elements, especially when creating large-scale environments or specific landscapes that felt grounded in reality? (SP): A great example of this is the environment around the Senate. The plates for this were shot in the City of Arts & Sciences in Valencia. Blending the distinctive Calatrava architecture with well-known Star Wars buildings like the Senate was an amazing challenge, it wasn’t immediately clear how the two could sit alongside each other. Our Vancouver team, led by Tania Richard, did an incredible job taking motifs and details from the Valencia buildings and incorporating them into the Senate building on both large and small scales, but still contiguous with the overall Senate design. The production team was ingenious in how they used each of the Valencia buildings to represent many locations around the Senate and the surrounding areas. For example, the Science Museum was used for the walkway where Cassian shoots Kloris (Mon’s driver), the main entrance to the Senate, and the interior of the Senate Atrium (where Ghorman Senator Oran is arrested). It was a major challenge ensuring that all those locations were represented across the larger environment, so viewers understood the geography of the scene, but also blended with the design language of their immediate surroundings. Everything in the Senate Plaza had a purpose. When laying out the overall layout of the Plaza, we considered aspects such as how far Senators would realistically walk from their transports to the Senate entrance. When extending the Plaza beyond the extents of the City of Arts & Sciences, we used Calatrava architecture from elsewhere. The bridge just in front of the Senatorial Office Building is based on a Calatrava-designed bridge in my home city of Dublin. As we reach the furthest extents of the Senate Plaza, we begin blending in more traditional Coruscant architecture so as to soften the transition to the far background. Coruscant is such a pivotal location in Star Wars. How did you approach creating such a vast, densely populated urban environment? What were the key visual cues that made it feel alive and realistic? (ML): Our approach to Coruscant in Season 2 built upon what we established in the first season: primarily, shooting in real-world city locations whenever feasible. The stunning Calatrava architecture at Valencia’s City of Arts and Sciences, for instance, served as the foundation for the Senate exterior and other affluent districts. For the city’s grittier neighborhoods, we filmed in urban environments in London, like the Barbican and areas around Twickenham Stadium. Filming in these actual city locations provided a strong, realistic basis for the cinematography, lighting, and overall mood of each environment. This remained true even when VFX later modified large portions of the frame with Star Wars architecture. This methodology gave the director and DP confidence on set that their vision would carry through to the final shot. Our art department and VFX concept artists then created numerous paintovers based on plates and location photography, offering clear visual guides for transforming each real location into its Coruscant counterpart during post-production. For the broader cityscapes, we took direct inspiration from 3D street maps of cities such as Tokyo, New York, and Hong Kong. We would exaggerate the scale and replace existing buildings with our Coruscant designs while preserving the fundamental urban patterns. When it comes to creating environments like Yavin, which has a very natural, jungle-like aesthetic, how do you ensure the VFX stays true to the organic feel of the location while still maintaining the science-fiction elements of Star Wars? (ML): Nearly all of the Yavin jungle scenes were shot in a large wooded area that is part of Longcross Studios. The greens and art departments did an amazing job augmenting the natural forest with tropical plants and vines. The scenes featuring the two rebel factions in the clearing were captured almost entirely in-camera, with VFX primarily adding blaster fire, augmenting the crashed ship, and painting out equipment. Only the shots of the TIE Avenger landing and taking off, as well as the giant creature snatching the two rebels, featured significant CG elements. The key elements connecting these practical locations back to the Yavin established in A New Hope and Rogue One were the iconic temples. The establishing shots approaching the main temple in episode 7 utilized plate photography from South America, which had been shot for another Disney project but ultimately not used. Other aerial shots, such as the U-Wing flying above the jungle in episode 12, were fully computer-generated by ILM. K-2SO is a beloved character, and his return is highly anticipated. What can you tell us about the process of bringing him back to life with VFX in Season 2? What new challenges did this bring compared to his original appearance? (SP): We had already updated a regular KX droid for the scene on Niamos in Season 1, so much of the work to update the asset to the latest pipeline requirements had already been done. We now needed to switch over to the textures & shaders specific to K2, and give them the same updates. Unique to Series 2 was that there were a number of scenes involving both a practical and a digital K2 – when he gets crushed on Ghorman in episode 8, and then ‘rebooted’ on Yavin in episode 9. The practical props were a lot more beaten up than our hero asset, so we made bespoke variants to match the practical droid in each sequence. Additionally, for the reboot sequence on Yavin, we realised pretty quickly that the extreme movements meant that we were seeing into areas that previously had not required much detail – for instance, underneath his shoulder armour. We came up with a shoulder joint design that allowed for the required movement while also staying mechanically correct. When we next see him in Episode 10, a year has passed, and he is now the K-2SO as we know him from Rogue One. K-2SO has a unique design, particularly in his facial expressions and movement. How did you approach animating him for Season 2, and were there any specific changes or updates made to his character model or animation? (SP): Following Rogue One, Mohen made detailed records of the takeaways learned from creating K-2SO, and he kindly shared these notes with us early on in the show. They were incredibly helpful in tuning the fine details of the animation. Our animation team, led by Mathieu Vig, did a superb job of identifying the nuances of Alan’s performance and making sure they came across. There were plenty of pitfalls to avoid – for instance, the curve to his upper back meant that it was very easy for his neck to look hyperextended. We also had to be very careful with his eyes, as they’re sources of light, they could very easily look cartoonish if they moved around too much. Dialling in just the right amount of eye movement was crucial to a good performance. As the eyes also had several separate emissive and reflective components, they required delicate balancing in the comp on a per-shot basis. Luckily, we had great reference from Rogue One to be able to dial in the eyes to suit both the lighting of a shot but also its performance details. One Rogue One shot in particular, where he says ‘Your behavior, Jyn Erso, is continually unexpected’, was a particularly good reference for how we could balance the lights in his eyes to, in effect, enlarge his pupils, and give him a softer expression. K-2SO also represented my first opportunity to work with ILM’s new studio in Mumbai. Amongst other shots, they took on the ‘hallway fight’ sequence in Episode 12 where K2 dispatches Heert and his troopers, and they did a fantastic job from animation right through to final comp. K-2SO’s interactions with the live-action actors are key to his character. How did you work with the actors to ensure his presence felt as real and integrated as possible on screen, especially in terms of timing and reactions? (ML): Alan Tudyk truly defined K-2SO in Rogue One, so his return for Andor Season 2 was absolutely critical to us. He was on set for every one of K2’s shots, performing on stilts and in a performance capture suit. This approach was vital because it gave Alan complete ownership of the character’s physical performance and, crucially, allowed for spontaneous, genuine interactions with the other actors, particularly Diego Luna. Witnessing Alan and Diego reunite on camera was fantastic; that unique chemistry and humor we loved in Rogue One was instantly palpable. In post-production, our VFX animators then meticulously translated every nuance of Alan’s on-set performance to the digital K-2SO model. It’s a detailed process that still requires artistic expertise. For instance, K2’s facial structure is largely static, so direct translation of Alan’s facial expressions isn’t always possible. In these cases, our animators found creative solutions – translating a specific facial cue from Alan into a subtle head tilt or a particular eye movement for K2, always ensuring the final animation remained true to the intent and spirit of Alan’s original performance. Were there any memorable moments or scenes from the series that you found particularly rewarding or challenging to work on from a visual effects standpoint? (ML): The Plaza sequence in episode 8, which runs for about 23 minutes, stands out as particularly memorable – both for its challenges and its rewarding outcome. Just preparing for it was a daunting task. Its successful execution hinged on incredibly tight collaboration between numerous departments: stunts, creature effects, special effects, the camera department, our tireless greenscreens crew, and of course, VFX. The stunts team, under Marc Mailley, drove the choreography of all the action. Our On-Set VFX Supervisor, Marcus Dryden, was instrumental. He worked hand-in-glove with the director, DP, and assistant directors to ensure we meticulously captured all the necessary elements. This included everything from crowd replication plates and practical effects elements to the performances of stunt teams and creature actors, plus all the crucial on-set data. The shoot for this sequence alone took over three weeks. Hybride, under the leadership of Joseph Kasparian and Olivier Beaulieu, then completed the environments, added the blaster fire, and augmented the special effects in post-production, with ILM contributing the KX droids that wreak havoc in the plaza. (SP): I agree with Mohen here, for me the Ghorman Plaza episode is the most rewarding to have worked on. It required us to weave our work into that of so many other departments – stunts, sfx, costume – to name just a few. When we received the plates, to see the quality of the work that had gone into the photography alone was inspirational for me and the ILM crew. It’s gratifying to be part of a team where you know that everyone involved is on top of their game. And of course all that is underpinned by writing of that calibre from Tony Gilroy and his team – it just draws everything together. From a pure design viewpoint, I’m also very proud of the work that Tania Richard and her ILM Vancouver crew did for the Senate shots. As I mentioned before, it was a hugely challenging environment not just logistically, but also in bringing together two very distinctive architectural languages, and they made them work in tandem beautifully. Looking back on the project, what aspects of the visual effects are you most proud of? (TJ): I’m incredibly proud of this entire season. The seamless collaboration we had between Visual Effects and every other department made the work, while challenging, an absolute joy to execute. Almost all of the department heads returned from the first season, which provided a shorthand shortcut as we started the show with implicit trust and understanding of what we were looking to achieve. The work is beautiful, and the commitment of our crew and vendors has been unwavering. I’m most proud of the effort and care that each individual person contributed to the show and the fact that we went into the project with a common goal and were, as a team, able to showcase the vision that we, and Tony, had for the series. (ML): I’m really proud of the deep integration of the visual effects – not just visually, but fundamentally within the filmmaking process and storytelling. Tony invited VFX to be a key participant in shaping the story, from early story drafts through to the final color grade. Despite the scale and spectacle of many sequences, the VFX always feel purposeful, supporting the narrative and characters rather than distracting from them. This was significantly bolstered by the return of a large number of key creatives from Season 1, both within the production and at our VFX vendors. That shared experience and established understanding of Tony’s vision for Andor were invaluable in making the VFX an organic part of the show. (SP): I could not be prouder of the entire ILM team for everything they brought to their work on the show. Working across three sites, Andor was a truly global effort, and I particularly enjoyed how each site took complete ownership of their work. It was a privilege working with all of them and contributing to such an exceptional series. VFX progression frame Lucasfilm’s ANDOR Season 2, exclusively on Disney+. Photo courtesy of Lucasfilm. ©2025 Lucasfilm Ltd. & TM. All Rights Reserved. How long have you worked on this show? (TJ): This show has been an unbelievable journey. Season 2 alone was nearly 3 years. We wrapped Season 2 in January of 2025. We started prepping Season 2 in February 2022, while we were still in post for Season 1. I officially started working on Season 1 early in 2019 while it was still being developed. So that’s 6 years of time working on Andor. Mohen and I both also worked on Rogue One, so if you factor in the movie, which was shooting in 2015, that’s nearly ten years of work within this part of the Star Wars universe. (ML): I started on the project during early development in the summer of 2019 and finished in December of 2024. (SP): I started on Season 1 in September 2020 and finished up on Season 2 in December 2024. What’s the VFX shots count? (TJ): We had a grand total of 4,124 shots over the course of our 12 episodes. Outside of Industrial Light & Magic, which oversaw the show, we also partnered with Hybride, Scanline, Soho VFX, and Midas VFX. What is your next project? (TJ): You’ll have to wait and see! (SP): Unfortunately, I can’t say just yet either! A big thanks for your time. WANT TO KNOW MORE?ILM: Dedicated page about Andor – Season 2 on ILM website. © Vincent Frei – The Art of VFX – 2025
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  • Japanese-Inspired Treehouse Blends Minimalism & Eco-Friendly Design In Hungary’s Wooded Hills

    Tucked into the wooded hills of Hungary’s Dunabogdány village, Console House by Hello Wood offers a peaceful retreat above the Danube Bend. This minimalist getaway is designed to blend quietly with its natural setting, embodying the Japanese-inspired approach of simplicity and respect for the landscape.
    The house is elevated on slim stilts, creating the impression that it hovers gently above the forest floor. This smart design leaves the land mostly untouched, letting rainwater flow and wildlife roam freely underneath. Console House’s position, hidden among the trees, provides calming views of the green valley below, making it an ideal spot for quiet reflection or relaxation.
    Designer: Hello Wood

    Hello Wood, known for its thoughtful use of timber, uses clean lines and natural materials throughout the home. Large windows invite daylight into the interiors, establishing a strong link to the outdoors while maintaining privacy. There’s a clear focus on uncluttered space and functional design, allowing residents to enjoy the essentials without distraction. Console House makes an impression not with bold statements, but with its careful attention to detail and harmony with the environment. It’s a modern escape that prioritizes serenity, sustainability, and a deep connection to nature—an ideal retreat for those seeking simplicity and calm.

    Console House balances subtlety with boldness in its design. Its star feature is a long, cantilevered roof that defines the house’s silhouette and gives it a distinct identity. This overhang shelters a generous 291-square-foot terrace, nearly matching the size of the indoor living space. The terrace acts as an extension of the home, seamlessly connecting the interior with the outdoors.
    Floor-to-ceiling glass opens up the living area to the landscape, allowing natural light to fill the space and offering uninterrupted views. Mornings on the terrace are quiet and restorative, with mist from the Danube rising in the distance. This thoughtful design blurs the line between inside and outside, encouraging residents to enjoy the changing scenery and fresh air throughout the day. Console House showcases how careful architectural choices can create a peaceful, immersive living experience rooted in its surroundings.

    Console House reflects a deep commitment to environmental responsibility in both its materials and construction. Hello Wood used cross-laminated timber and laminated beams for the structure, ensuring strength while minimizing environmental impact. Instead of a traditional concrete foundation, the house rests on eco-friendly screw piles, significantly reducing the footprint and allowing for swift assembly—the main frame was completed in just over a day.
    The exterior is finished with charred timber using the Japanese shou sugi ban technique, which gives the cladding a rich, black texture and protects the wood naturally. This finish blends the house into the forest and adds a tactile depth to its appearance. From a distance, Console House almost floats among the branches like a modern treehouse, while up close, the careful craftsmanship is clear in every detail. Designed for year-round comfort, it offers a mindful, modern retreat in nature.

    The post Japanese-Inspired Treehouse Blends Minimalism & Eco-Friendly Design In Hungary’s Wooded Hills first appeared on Yanko Design.
    #japaneseinspired #treehouse #blends #minimalism #ampamp
    Japanese-Inspired Treehouse Blends Minimalism & Eco-Friendly Design In Hungary’s Wooded Hills
    Tucked into the wooded hills of Hungary’s Dunabogdány village, Console House by Hello Wood offers a peaceful retreat above the Danube Bend. This minimalist getaway is designed to blend quietly with its natural setting, embodying the Japanese-inspired approach of simplicity and respect for the landscape. The house is elevated on slim stilts, creating the impression that it hovers gently above the forest floor. This smart design leaves the land mostly untouched, letting rainwater flow and wildlife roam freely underneath. Console House’s position, hidden among the trees, provides calming views of the green valley below, making it an ideal spot for quiet reflection or relaxation. Designer: Hello Wood Hello Wood, known for its thoughtful use of timber, uses clean lines and natural materials throughout the home. Large windows invite daylight into the interiors, establishing a strong link to the outdoors while maintaining privacy. There’s a clear focus on uncluttered space and functional design, allowing residents to enjoy the essentials without distraction. Console House makes an impression not with bold statements, but with its careful attention to detail and harmony with the environment. It’s a modern escape that prioritizes serenity, sustainability, and a deep connection to nature—an ideal retreat for those seeking simplicity and calm. Console House balances subtlety with boldness in its design. Its star feature is a long, cantilevered roof that defines the house’s silhouette and gives it a distinct identity. This overhang shelters a generous 291-square-foot terrace, nearly matching the size of the indoor living space. The terrace acts as an extension of the home, seamlessly connecting the interior with the outdoors. Floor-to-ceiling glass opens up the living area to the landscape, allowing natural light to fill the space and offering uninterrupted views. Mornings on the terrace are quiet and restorative, with mist from the Danube rising in the distance. This thoughtful design blurs the line between inside and outside, encouraging residents to enjoy the changing scenery and fresh air throughout the day. Console House showcases how careful architectural choices can create a peaceful, immersive living experience rooted in its surroundings. Console House reflects a deep commitment to environmental responsibility in both its materials and construction. Hello Wood used cross-laminated timber and laminated beams for the structure, ensuring strength while minimizing environmental impact. Instead of a traditional concrete foundation, the house rests on eco-friendly screw piles, significantly reducing the footprint and allowing for swift assembly—the main frame was completed in just over a day. The exterior is finished with charred timber using the Japanese shou sugi ban technique, which gives the cladding a rich, black texture and protects the wood naturally. This finish blends the house into the forest and adds a tactile depth to its appearance. From a distance, Console House almost floats among the branches like a modern treehouse, while up close, the careful craftsmanship is clear in every detail. Designed for year-round comfort, it offers a mindful, modern retreat in nature. The post Japanese-Inspired Treehouse Blends Minimalism & Eco-Friendly Design In Hungary’s Wooded Hills first appeared on Yanko Design. #japaneseinspired #treehouse #blends #minimalism #ampamp
    WWW.YANKODESIGN.COM
    Japanese-Inspired Treehouse Blends Minimalism & Eco-Friendly Design In Hungary’s Wooded Hills
    Tucked into the wooded hills of Hungary’s Dunabogdány village, Console House by Hello Wood offers a peaceful retreat above the Danube Bend. This minimalist getaway is designed to blend quietly with its natural setting, embodying the Japanese-inspired approach of simplicity and respect for the landscape. The house is elevated on slim stilts, creating the impression that it hovers gently above the forest floor. This smart design leaves the land mostly untouched, letting rainwater flow and wildlife roam freely underneath. Console House’s position, hidden among the trees, provides calming views of the green valley below, making it an ideal spot for quiet reflection or relaxation. Designer: Hello Wood Hello Wood, known for its thoughtful use of timber, uses clean lines and natural materials throughout the home. Large windows invite daylight into the interiors, establishing a strong link to the outdoors while maintaining privacy. There’s a clear focus on uncluttered space and functional design, allowing residents to enjoy the essentials without distraction. Console House makes an impression not with bold statements, but with its careful attention to detail and harmony with the environment. It’s a modern escape that prioritizes serenity, sustainability, and a deep connection to nature—an ideal retreat for those seeking simplicity and calm. Console House balances subtlety with boldness in its design. Its star feature is a long, cantilevered roof that defines the house’s silhouette and gives it a distinct identity. This overhang shelters a generous 291-square-foot terrace, nearly matching the size of the indoor living space. The terrace acts as an extension of the home, seamlessly connecting the interior with the outdoors. Floor-to-ceiling glass opens up the living area to the landscape, allowing natural light to fill the space and offering uninterrupted views. Mornings on the terrace are quiet and restorative, with mist from the Danube rising in the distance. This thoughtful design blurs the line between inside and outside, encouraging residents to enjoy the changing scenery and fresh air throughout the day. Console House showcases how careful architectural choices can create a peaceful, immersive living experience rooted in its surroundings. Console House reflects a deep commitment to environmental responsibility in both its materials and construction. Hello Wood used cross-laminated timber and laminated beams for the structure, ensuring strength while minimizing environmental impact. Instead of a traditional concrete foundation, the house rests on eco-friendly screw piles, significantly reducing the footprint and allowing for swift assembly—the main frame was completed in just over a day. The exterior is finished with charred timber using the Japanese shou sugi ban technique, which gives the cladding a rich, black texture and protects the wood naturally. This finish blends the house into the forest and adds a tactile depth to its appearance. From a distance, Console House almost floats among the branches like a modern treehouse, while up close, the careful craftsmanship is clear in every detail. Designed for year-round comfort, it offers a mindful, modern retreat in nature. The post Japanese-Inspired Treehouse Blends Minimalism & Eco-Friendly Design In Hungary’s Wooded Hills first appeared on Yanko Design.
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  • Travis Kelce’s House in Kansas City: Here’s What You Need to Know About the Football Star’s Dwelling

    His girlfriend Taylor Swift may own homes on both coasts, but Travis Kelce’s house is located a bit closer to his office, so to speak. The NFL star has played for the Kansas City Chiefs since 2013 and currently resides in a million mansion in Leawood, Kansas.The Cleveland, Ohio, native was first romantically linked to Swift in 2023, when he attended her concert at Arrowhead Stadium in Kansas City and spoke about her on New Heights, the podcast he hosts alongside his brother, fellow football star Jason Kelce. Swift subsequently attended a few of Travis’s football games, and by October of that year the pair were seen holding hands at an SNL party, confirming their romance. Kelce purchased his current home not long after this—and it feels safe to say that his newfound need for additional privacy may have been a factor in his decision to upgrade his digs.Not much is publicly known about where the tight end lived in the early days of his NFL career, but below, we unpack what we do know about Kelce’s real estate investments.Suburban starter homeIn 2019, Kelce paid for a 10,000-square-foot house in a Kansas City neighborhood known as Briarcliff West. The property was built in 1995 and has everything a suburban home should: three bedrooms, five bathrooms, a pool, wine cellar, theater room, and a backyard fit for entertaining. Though he’s since upgraded, it seems that Kelce still owns this pad.Private, wooded mansionTaylor Swift went onto the field to congratulate Travis Kelce after the Kansas City Chiefs won the Super Bowl this year.
    Photo: Michael Owens/Getty ImagesKelce’s most recent property acquisition came right after he was publicly linked to Swift—and therefore needed a bit more privacy. The million mansion is located in the desirable suburb of Leawood, Kansas, which is about a 20 minute drive southwest of Arrowhead Stadium, where the Chiefs play. With 17,000-square-feet and nearly 3.5 acres to sprawl out, the grand estate is nothing short of spacious and secluded. The castle-like stone home was built in 1998 and has six bedrooms and six bathrooms, plus a six car garage, wine cellar, tennis and pickleball courts, a miniature golf course, and a pool that the listing referred to as “Beverly Hills–style,” according to Realtor. In October of 2024, the Daily Mail reported that Kelce was in the process of adding a 396-square-foot underground space to the home, which would house a golf simulator.
    #travis #kelces #house #kansas #city
    Travis Kelce’s House in Kansas City: Here’s What You Need to Know About the Football Star’s Dwelling
    His girlfriend Taylor Swift may own homes on both coasts, but Travis Kelce’s house is located a bit closer to his office, so to speak. The NFL star has played for the Kansas City Chiefs since 2013 and currently resides in a million mansion in Leawood, Kansas.The Cleveland, Ohio, native was first romantically linked to Swift in 2023, when he attended her concert at Arrowhead Stadium in Kansas City and spoke about her on New Heights, the podcast he hosts alongside his brother, fellow football star Jason Kelce. Swift subsequently attended a few of Travis’s football games, and by October of that year the pair were seen holding hands at an SNL party, confirming their romance. Kelce purchased his current home not long after this—and it feels safe to say that his newfound need for additional privacy may have been a factor in his decision to upgrade his digs.Not much is publicly known about where the tight end lived in the early days of his NFL career, but below, we unpack what we do know about Kelce’s real estate investments.Suburban starter homeIn 2019, Kelce paid for a 10,000-square-foot house in a Kansas City neighborhood known as Briarcliff West. The property was built in 1995 and has everything a suburban home should: three bedrooms, five bathrooms, a pool, wine cellar, theater room, and a backyard fit for entertaining. Though he’s since upgraded, it seems that Kelce still owns this pad.Private, wooded mansionTaylor Swift went onto the field to congratulate Travis Kelce after the Kansas City Chiefs won the Super Bowl this year. Photo: Michael Owens/Getty ImagesKelce’s most recent property acquisition came right after he was publicly linked to Swift—and therefore needed a bit more privacy. The million mansion is located in the desirable suburb of Leawood, Kansas, which is about a 20 minute drive southwest of Arrowhead Stadium, where the Chiefs play. With 17,000-square-feet and nearly 3.5 acres to sprawl out, the grand estate is nothing short of spacious and secluded. The castle-like stone home was built in 1998 and has six bedrooms and six bathrooms, plus a six car garage, wine cellar, tennis and pickleball courts, a miniature golf course, and a pool that the listing referred to as “Beverly Hills–style,” according to Realtor. In October of 2024, the Daily Mail reported that Kelce was in the process of adding a 396-square-foot underground space to the home, which would house a golf simulator. #travis #kelces #house #kansas #city
    WWW.ARCHITECTURALDIGEST.COM
    Travis Kelce’s House in Kansas City: Here’s What You Need to Know About the Football Star’s Dwelling
    His girlfriend Taylor Swift may own homes on both coasts, but Travis Kelce’s house is located a bit closer to his office, so to speak. The NFL star has played for the Kansas City Chiefs since 2013 and currently resides in a $6 million mansion in Leawood, Kansas.The Cleveland, Ohio, native was first romantically linked to Swift in 2023, when he attended her concert at Arrowhead Stadium in Kansas City and spoke about her on New Heights, the podcast he hosts alongside his brother, fellow football star Jason Kelce. Swift subsequently attended a few of Travis’s football games, and by October of that year the pair were seen holding hands at an SNL party, confirming their romance. Kelce purchased his current home not long after this—and it feels safe to say that his newfound need for additional privacy may have been a factor in his decision to upgrade his digs.Not much is publicly known about where the tight end lived in the early days of his NFL career, but below, we unpack what we do know about Kelce’s real estate investments.Suburban starter homeIn 2019, Kelce paid $995,000 for a 10,000-square-foot house in a Kansas City neighborhood known as Briarcliff West. The property was built in 1995 and has everything a suburban home should: three bedrooms, five bathrooms, a pool, wine cellar, theater room, and a backyard fit for entertaining. Though he’s since upgraded, it seems that Kelce still owns this pad.Private, wooded mansionTaylor Swift went onto the field to congratulate Travis Kelce after the Kansas City Chiefs won the Super Bowl this year. Photo: Michael Owens/Getty ImagesKelce’s most recent property acquisition came right after he was publicly linked to Swift—and therefore needed a bit more privacy. The $6 million mansion is located in the desirable suburb of Leawood, Kansas, which is about a 20 minute drive southwest of Arrowhead Stadium, where the Chiefs play. With 17,000-square-feet and nearly 3.5 acres to sprawl out, the grand estate is nothing short of spacious and secluded. The castle-like stone home was built in 1998 and has six bedrooms and six bathrooms, plus a six car garage, wine cellar, tennis and pickleball courts, a miniature golf course, and a pool that the listing referred to as “Beverly Hills–style,” according to Realtor. In October of 2024, the Daily Mail reported that Kelce was in the process of adding a 396-square-foot underground space to the home, which would house a golf simulator.
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  • “The Lizzie” By Sasaki Carries Frederick Gunn's Vision To The Future

    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" ";
    A new, integrated building by Sasaki now replaces the old science building at the Frederick Gunn School and brings a range of learning environments together. Titled the Center for Innovation and Active Citizenship, the building honors the school’s founder’s vision as an educator, abolitionist, advocate for the outdoors, and innovator in curriculum and student development. The new building, which integrates seamlessly into the campus established in 1850, introduces a contemporary expression while maintaining the scale and integrity of its surrounding context.The architects reinterpreted the local typology of a contemporary farmhouse for the new building and organized the program into three pavilions. This approach allowed different functions to be distinguished while also reducing the building’s perceived scale in relation to neighboring historic structures. The wooded and rocky nature of the site, along with the vernacular architecture of the campus and surrounding region, inspired the project’s materiality. The architects focused on a simple palette, uniform colors, and treated materials. The landscape around the building was also redesigned, introducing new circulation paths connecting the campus’s two primary open spaces. Outcroppings of rock and mature trees defined the building footprint and were left untouched during construction. Trees that had to be felled were reclaimed and used to create interior seating and custom tables for the project.The program of the building allows cross-pollination of different activities, as spaces transition from purpose-built areas like physics, biology, and chemistry labs to flexible spaces like shared flex classrooms, the Entrepreneurship Center, and the Center for Just Democracy. The sensible approach to massing, program relationships, and landscape was also carried through to the building technologies, as it minimizes environmental impact through the use of solar photovoltaic panels and a geothermal well field, which provides the majority of heating and cooling. Furthermore, by utilizing a highly efficient envelope, the building sits very near Net Zero status. Nicknamed “The Lizzie,” the Center for Innovation and Active Citizenship is now utilized as a hub for the campus community, as its open and flexible learning environments allow students and faculty to turn ideas into action.The new center, and the surrounding landscape not only provides a dynamic addition to the campus, but also provides spaces for students to receive a cutting-edge experience and become future leaders and model citizens. Opening its doors to the students in January 2024, The Center for Innovation and Active Citizenship is now a bustling hub that fulfils, and carries Frederick Gunn's vision to the future.Project factsClient: Frederick Gunn SchoolArchitect: SasakiArea: 24000 ft²Location: Washington, CTMEP: BR+A Consulting Engineers Inc.Structural Engineer: RSELandscape Engineer: Future Green StudioEngineering & Consulting: Haley & Aldrich, Studio NYLCivil Engineer: Tighe & Bond Inc.Acoustic Consultant: AcentechLighting Consultant: LAM PARTNERSCompletion year: 2024Top image © Jeremy Bittermann, Courtesy -  Sasaki
    All images © Jeremy Bittermann.
    #lizzie #sasaki #carries #frederick #gunn039s
    “The Lizzie” By Sasaki Carries Frederick Gunn's Vision To The Future
    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "; A new, integrated building by Sasaki now replaces the old science building at the Frederick Gunn School and brings a range of learning environments together. Titled the Center for Innovation and Active Citizenship, the building honors the school’s founder’s vision as an educator, abolitionist, advocate for the outdoors, and innovator in curriculum and student development. The new building, which integrates seamlessly into the campus established in 1850, introduces a contemporary expression while maintaining the scale and integrity of its surrounding context.The architects reinterpreted the local typology of a contemporary farmhouse for the new building and organized the program into three pavilions. This approach allowed different functions to be distinguished while also reducing the building’s perceived scale in relation to neighboring historic structures. The wooded and rocky nature of the site, along with the vernacular architecture of the campus and surrounding region, inspired the project’s materiality. The architects focused on a simple palette, uniform colors, and treated materials. The landscape around the building was also redesigned, introducing new circulation paths connecting the campus’s two primary open spaces. Outcroppings of rock and mature trees defined the building footprint and were left untouched during construction. Trees that had to be felled were reclaimed and used to create interior seating and custom tables for the project.The program of the building allows cross-pollination of different activities, as spaces transition from purpose-built areas like physics, biology, and chemistry labs to flexible spaces like shared flex classrooms, the Entrepreneurship Center, and the Center for Just Democracy. The sensible approach to massing, program relationships, and landscape was also carried through to the building technologies, as it minimizes environmental impact through the use of solar photovoltaic panels and a geothermal well field, which provides the majority of heating and cooling. Furthermore, by utilizing a highly efficient envelope, the building sits very near Net Zero status. Nicknamed “The Lizzie,” the Center for Innovation and Active Citizenship is now utilized as a hub for the campus community, as its open and flexible learning environments allow students and faculty to turn ideas into action.The new center, and the surrounding landscape not only provides a dynamic addition to the campus, but also provides spaces for students to receive a cutting-edge experience and become future leaders and model citizens. Opening its doors to the students in January 2024, The Center for Innovation and Active Citizenship is now a bustling hub that fulfils, and carries Frederick Gunn's vision to the future.Project factsClient: Frederick Gunn SchoolArchitect: SasakiArea: 24000 ft²Location: Washington, CTMEP: BR+A Consulting Engineers Inc.Structural Engineer: RSELandscape Engineer: Future Green StudioEngineering & Consulting: Haley & Aldrich, Studio NYLCivil Engineer: Tighe & Bond Inc.Acoustic Consultant: AcentechLighting Consultant: LAM PARTNERSCompletion year: 2024Top image © Jeremy Bittermann, Courtesy -  Sasaki All images © Jeremy Bittermann. #lizzie #sasaki #carries #frederick #gunn039s
    WORLDARCHITECTURE.ORG
    “The Lizzie” By Sasaki Carries Frederick Gunn's Vision To The Future
    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "http://www.w3.org/TR/REC-html40/loose.dtd" A new, integrated building by Sasaki now replaces the old science building at the Frederick Gunn School and brings a range of learning environments together. Titled the Center for Innovation and Active Citizenship, the building honors the school’s founder’s vision as an educator, abolitionist, advocate for the outdoors, and innovator in curriculum and student development. The new building, which integrates seamlessly into the campus established in 1850, introduces a contemporary expression while maintaining the scale and integrity of its surrounding context.The architects reinterpreted the local typology of a contemporary farmhouse for the new building and organized the program into three pavilions. This approach allowed different functions to be distinguished while also reducing the building’s perceived scale in relation to neighboring historic structures. The wooded and rocky nature of the site, along with the vernacular architecture of the campus and surrounding region, inspired the project’s materiality. The architects focused on a simple palette, uniform colors, and treated materials. The landscape around the building was also redesigned, introducing new circulation paths connecting the campus’s two primary open spaces. Outcroppings of rock and mature trees defined the building footprint and were left untouched during construction. Trees that had to be felled were reclaimed and used to create interior seating and custom tables for the project.The program of the building allows cross-pollination of different activities, as spaces transition from purpose-built areas like physics, biology, and chemistry labs to flexible spaces like shared flex classrooms, the Entrepreneurship Center, and the Center for Just Democracy. The sensible approach to massing, program relationships, and landscape was also carried through to the building technologies, as it minimizes environmental impact through the use of solar photovoltaic panels and a geothermal well field, which provides the majority of heating and cooling. Furthermore, by utilizing a highly efficient envelope, the building sits very near Net Zero status. Nicknamed “The Lizzie,” the Center for Innovation and Active Citizenship is now utilized as a hub for the campus community, as its open and flexible learning environments allow students and faculty to turn ideas into action.The new center, and the surrounding landscape not only provides a dynamic addition to the campus, but also provides spaces for students to receive a cutting-edge experience and become future leaders and model citizens. Opening its doors to the students in January 2024, The Center for Innovation and Active Citizenship is now a bustling hub that fulfils, and carries Frederick Gunn's vision to the future.Project factsClient: Frederick Gunn SchoolArchitect: SasakiArea: 24000 ft² (2230 m2)Location: Washington, CTMEP: BR+A Consulting Engineers Inc.Structural Engineer: RSELandscape Engineer: Future Green StudioEngineering & Consulting: Haley & Aldrich, Studio NYLCivil Engineer: Tighe & Bond Inc.Acoustic Consultant: AcentechLighting Consultant: LAM PARTNERSCompletion year: 2024Top image © Jeremy Bittermann, Courtesy -  Sasaki All images © Jeremy Bittermann.
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  • A Potentially Life-Threatening Disease Caused by Ticks Is Expanding to New Parts of America



    A Potentially Life-Threatening Disease Caused by Ticks Is Expanding to New Parts of America
    Babesiosis typically occurs in the Northeast and the Upper Midwest, but new research suggests it’s emerging in the mid-Atlantic region including Delaware, Maryland and Virginia












    Most babesiosis infections are caused by blacklegged ticks, also known as deer ticks.
    U.S.
    Centers for Disease Control and Prevention


    Babesiosis is a rare, tick-borne disease caused by a parasite that attacks the red blood cells and can lead to flu-like symptoms such as fever, body aches and fatigue.
    In North America, babesiosis typically occurs in the Northeast and the Upper Midwest.
    But the parasite’s range seems to be expanding into the mid-Atlantic, according to a new paper published last month in the Journal of Medical Entomology.
    Scientists are urging health care providers in Virginia, Maryland and Delaware to be on the lookout for symptoms of the disease, which is easiest to treat when it’s caught early.
    “Health care providers should consider babesiosis in the differential diagnosis for patients with [fever-causing] illness, particularly during peak tick-activity seasons,” says lead author Ellen Stromdahl, an entomologist with the United States Army Public Health Center, in a statement.
    Babesiosis is caused by a microscopic parasite called Babesia microti, which lives in the blood of rodents like shrews, chipmunks and mice.
    When ticks bite those animals, then bite humans, the parasite hitches a ride to a new host.
    (Though much less common, it’s also possible for humans to become infected from blood transfusions.)
    Once inside the human body, B.
    microti begins destroying red blood cells.
    Many individuals with babesiosis have no symptoms and do not feel sick, according to the U.S.
    Centers for Disease Control and Prevention.
    But others may experience fever, chills, sweats, headaches, body aches, loss of appetite, nausea and fatigue.
    If left untreated, extreme cases of the disease can progress to organ failure and, eventually, death.
    Asymptomatic cases usually do not require treatment.
    The illness is particularly dangerous for individuals over the age of 50, as well as those with weakened immune systems and other serious health conditions.
    Doctors can treat babesiosis with a combination of antibiotics and antiparasitic medications, as well as blood transfusions if necessary—but they have to know to test for it first.
    That’s why the researchers want their new study to serve as an “early warning” for medical professionals in the mid-Atlantic, Stromdahl tells the Baltimore Banner’s Meredith Cohn.
    Stromdahl decided to take a close look at B.
    microti in the mid-Atlantic region after a friend came down with the disease in 2023 in Virginia—a state where infections were incredibly rare.
    Working with public health officials and other researchers, Stromdahl collected 1,310 blacklegged ticks, also known as deer ticks, from across Delaware, Maryland and Virginia.
    The team found B.
    microti in ticks from all three states.
    The overall incidence rate was low—just 2.7 percent of the ticks harbored the parasites—but the researchers say the findings are still cause for concern.
    About half of the ticks that were infected with B.
    microti were also carrying the bacteria that causes Lyme disease in humans, Borrelia burgdorferi.
    Scientists are still investigating the connection between coinfections of B.
    microti and B.
    burgdorferi.
    But the findings suggest doctors in the mid-Atlantic should start watching for both, the researchers write in the paper.
    “Babesia infection seems to spread where Lyme infection is already present,” says Shannon LaDeau, a disease ecologist at the Cary Institute of Ecosystem Studies who was not involved with the research, to Grist’s Zoya Teirstein.




    Researchers found the rare infections of locally acquired babesiosis in the mid-Atlantic were clustered around the city of Baltimore and on the Delmarva Peninsula between 2009 and 2023.


    Stromdahl et al.
    / Journal of Medical Entomology, 2025

    The scientists also investigated the few human cases of babesiosis that have been reported in the mid-Atlantic region.
    Many were clustered around two locations: the city of Baltimore and the Delmarva Peninsula, the landmass that separates the Chesapeake Bay from the Atlantic Ocean and includes parts of Delaware, Maryland and Virginia.
    Even in these “hot spots,” babesiosis is rare.
    Maryland reported 29 infections in 2023, for example, and some of them might have been acquired in other areas, per the Baltimore Banner.
    But researchers fear the infection has been overlooked or misdiagnosed, since physicians haven’t had a reason to check for it.
    “There are not many cases, but we think it’s the tip of the iceberg,” Stromdahl tells the Baltimore Banner.
    What’s to blame for the parasite’s spread? Scientists say it’s likely a combination of factors.
    Warmer temperatures caused by climate change—especially during the winter—have allowed ticks and their host rodents to proliferate, reports Grist.
    Wetter weather is probably contributing to their success, too.
    Additionally, reforestation efforts have supported an overpopulation of white-tailed deer.
    The ungulates don’t carry the parasite themselves, but they do transport ticks across long distances.
    Suburban expansion also means humans are now spending more time in areas where ticks live.
    Blacklegged ticks, which cause most babesiosis infections, dwell in wooded, brushy and grassy habitats, per Live Science’s Emily Cooke.
    “The findings underscore the need for increased surveillance, public awareness and preventive measures against tick-borne diseases in the mid-Atlantic region,” says Stromdahl in the statement.


    Get the latest stories in your inbox every weekday.






    Source: https://www.smithsonianmag.com/smart-news/a-potentially-life-threatening-disease-caused-by-ticks-is-expanding-to-new-parts-of-america-180986605/
    #potentially #lifethreatening #disease #caused #ticks #expanding #new #parts #america
    A Potentially Life-Threatening Disease Caused by Ticks Is Expanding to New Parts of America
    A Potentially Life-Threatening Disease Caused by Ticks Is Expanding to New Parts of America Babesiosis typically occurs in the Northeast and the Upper Midwest, but new research suggests it’s emerging in the mid-Atlantic region including Delaware, Maryland and Virginia Most babesiosis infections are caused by blacklegged ticks, also known as deer ticks. U.S. Centers for Disease Control and Prevention Babesiosis is a rare, tick-borne disease caused by a parasite that attacks the red blood cells and can lead to flu-like symptoms such as fever, body aches and fatigue. In North America, babesiosis typically occurs in the Northeast and the Upper Midwest. But the parasite’s range seems to be expanding into the mid-Atlantic, according to a new paper published last month in the Journal of Medical Entomology. Scientists are urging health care providers in Virginia, Maryland and Delaware to be on the lookout for symptoms of the disease, which is easiest to treat when it’s caught early. “Health care providers should consider babesiosis in the differential diagnosis for patients with [fever-causing] illness, particularly during peak tick-activity seasons,” says lead author Ellen Stromdahl, an entomologist with the United States Army Public Health Center, in a statement. Babesiosis is caused by a microscopic parasite called Babesia microti, which lives in the blood of rodents like shrews, chipmunks and mice. When ticks bite those animals, then bite humans, the parasite hitches a ride to a new host. (Though much less common, it’s also possible for humans to become infected from blood transfusions.) Once inside the human body, B. microti begins destroying red blood cells. Many individuals with babesiosis have no symptoms and do not feel sick, according to the U.S. Centers for Disease Control and Prevention. But others may experience fever, chills, sweats, headaches, body aches, loss of appetite, nausea and fatigue. If left untreated, extreme cases of the disease can progress to organ failure and, eventually, death. Asymptomatic cases usually do not require treatment. The illness is particularly dangerous for individuals over the age of 50, as well as those with weakened immune systems and other serious health conditions. Doctors can treat babesiosis with a combination of antibiotics and antiparasitic medications, as well as blood transfusions if necessary—but they have to know to test for it first. That’s why the researchers want their new study to serve as an “early warning” for medical professionals in the mid-Atlantic, Stromdahl tells the Baltimore Banner’s Meredith Cohn. Stromdahl decided to take a close look at B. microti in the mid-Atlantic region after a friend came down with the disease in 2023 in Virginia—a state where infections were incredibly rare. Working with public health officials and other researchers, Stromdahl collected 1,310 blacklegged ticks, also known as deer ticks, from across Delaware, Maryland and Virginia. The team found B. microti in ticks from all three states. The overall incidence rate was low—just 2.7 percent of the ticks harbored the parasites—but the researchers say the findings are still cause for concern. About half of the ticks that were infected with B. microti were also carrying the bacteria that causes Lyme disease in humans, Borrelia burgdorferi. Scientists are still investigating the connection between coinfections of B. microti and B. burgdorferi. But the findings suggest doctors in the mid-Atlantic should start watching for both, the researchers write in the paper. “Babesia infection seems to spread where Lyme infection is already present,” says Shannon LaDeau, a disease ecologist at the Cary Institute of Ecosystem Studies who was not involved with the research, to Grist’s Zoya Teirstein. Researchers found the rare infections of locally acquired babesiosis in the mid-Atlantic were clustered around the city of Baltimore and on the Delmarva Peninsula between 2009 and 2023. Stromdahl et al. / Journal of Medical Entomology, 2025 The scientists also investigated the few human cases of babesiosis that have been reported in the mid-Atlantic region. Many were clustered around two locations: the city of Baltimore and the Delmarva Peninsula, the landmass that separates the Chesapeake Bay from the Atlantic Ocean and includes parts of Delaware, Maryland and Virginia. Even in these “hot spots,” babesiosis is rare. Maryland reported 29 infections in 2023, for example, and some of them might have been acquired in other areas, per the Baltimore Banner. But researchers fear the infection has been overlooked or misdiagnosed, since physicians haven’t had a reason to check for it. “There are not many cases, but we think it’s the tip of the iceberg,” Stromdahl tells the Baltimore Banner. What’s to blame for the parasite’s spread? Scientists say it’s likely a combination of factors. Warmer temperatures caused by climate change—especially during the winter—have allowed ticks and their host rodents to proliferate, reports Grist. Wetter weather is probably contributing to their success, too. Additionally, reforestation efforts have supported an overpopulation of white-tailed deer. The ungulates don’t carry the parasite themselves, but they do transport ticks across long distances. Suburban expansion also means humans are now spending more time in areas where ticks live. Blacklegged ticks, which cause most babesiosis infections, dwell in wooded, brushy and grassy habitats, per Live Science’s Emily Cooke. “The findings underscore the need for increased surveillance, public awareness and preventive measures against tick-borne diseases in the mid-Atlantic region,” says Stromdahl in the statement. Get the latest stories in your inbox every weekday. Source: https://www.smithsonianmag.com/smart-news/a-potentially-life-threatening-disease-caused-by-ticks-is-expanding-to-new-parts-of-america-180986605/ #potentially #lifethreatening #disease #caused #ticks #expanding #new #parts #america
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    A Potentially Life-Threatening Disease Caused by Ticks Is Expanding to New Parts of America
    A Potentially Life-Threatening Disease Caused by Ticks Is Expanding to New Parts of America Babesiosis typically occurs in the Northeast and the Upper Midwest, but new research suggests it’s emerging in the mid-Atlantic region including Delaware, Maryland and Virginia Most babesiosis infections are caused by blacklegged ticks, also known as deer ticks. U.S. Centers for Disease Control and Prevention Babesiosis is a rare, tick-borne disease caused by a parasite that attacks the red blood cells and can lead to flu-like symptoms such as fever, body aches and fatigue. In North America, babesiosis typically occurs in the Northeast and the Upper Midwest. But the parasite’s range seems to be expanding into the mid-Atlantic, according to a new paper published last month in the Journal of Medical Entomology. Scientists are urging health care providers in Virginia, Maryland and Delaware to be on the lookout for symptoms of the disease, which is easiest to treat when it’s caught early. “Health care providers should consider babesiosis in the differential diagnosis for patients with [fever-causing] illness, particularly during peak tick-activity seasons,” says lead author Ellen Stromdahl, an entomologist with the United States Army Public Health Center, in a statement. Babesiosis is caused by a microscopic parasite called Babesia microti, which lives in the blood of rodents like shrews, chipmunks and mice. When ticks bite those animals, then bite humans, the parasite hitches a ride to a new host. (Though much less common, it’s also possible for humans to become infected from blood transfusions.) Once inside the human body, B. microti begins destroying red blood cells. Many individuals with babesiosis have no symptoms and do not feel sick, according to the U.S. Centers for Disease Control and Prevention. But others may experience fever, chills, sweats, headaches, body aches, loss of appetite, nausea and fatigue. If left untreated, extreme cases of the disease can progress to organ failure and, eventually, death. Asymptomatic cases usually do not require treatment. The illness is particularly dangerous for individuals over the age of 50, as well as those with weakened immune systems and other serious health conditions. Doctors can treat babesiosis with a combination of antibiotics and antiparasitic medications, as well as blood transfusions if necessary—but they have to know to test for it first. That’s why the researchers want their new study to serve as an “early warning” for medical professionals in the mid-Atlantic, Stromdahl tells the Baltimore Banner’s Meredith Cohn. Stromdahl decided to take a close look at B. microti in the mid-Atlantic region after a friend came down with the disease in 2023 in Virginia—a state where infections were incredibly rare. Working with public health officials and other researchers, Stromdahl collected 1,310 blacklegged ticks, also known as deer ticks, from across Delaware, Maryland and Virginia. The team found B. microti in ticks from all three states. The overall incidence rate was low—just 2.7 percent of the ticks harbored the parasites—but the researchers say the findings are still cause for concern. About half of the ticks that were infected with B. microti were also carrying the bacteria that causes Lyme disease in humans, Borrelia burgdorferi. Scientists are still investigating the connection between coinfections of B. microti and B. burgdorferi. But the findings suggest doctors in the mid-Atlantic should start watching for both, the researchers write in the paper. “Babesia infection seems to spread where Lyme infection is already present,” says Shannon LaDeau, a disease ecologist at the Cary Institute of Ecosystem Studies who was not involved with the research, to Grist’s Zoya Teirstein. Researchers found the rare infections of locally acquired babesiosis in the mid-Atlantic were clustered around the city of Baltimore and on the Delmarva Peninsula between 2009 and 2023. Stromdahl et al. / Journal of Medical Entomology, 2025 The scientists also investigated the few human cases of babesiosis that have been reported in the mid-Atlantic region. Many were clustered around two locations: the city of Baltimore and the Delmarva Peninsula, the landmass that separates the Chesapeake Bay from the Atlantic Ocean and includes parts of Delaware, Maryland and Virginia. Even in these “hot spots,” babesiosis is rare. Maryland reported 29 infections in 2023, for example, and some of them might have been acquired in other areas, per the Baltimore Banner. But researchers fear the infection has been overlooked or misdiagnosed, since physicians haven’t had a reason to check for it. “There are not many cases, but we think it’s the tip of the iceberg,” Stromdahl tells the Baltimore Banner. What’s to blame for the parasite’s spread? Scientists say it’s likely a combination of factors. Warmer temperatures caused by climate change—especially during the winter—have allowed ticks and their host rodents to proliferate, reports Grist. Wetter weather is probably contributing to their success, too. Additionally, reforestation efforts have supported an overpopulation of white-tailed deer. The ungulates don’t carry the parasite themselves, but they do transport ticks across long distances. Suburban expansion also means humans are now spending more time in areas where ticks live. Blacklegged ticks, which cause most babesiosis infections, dwell in wooded, brushy and grassy habitats, per Live Science’s Emily Cooke. “The findings underscore the need for increased surveillance, public awareness and preventive measures against tick-borne diseases in the mid-Atlantic region,” says Stromdahl in the statement. Get the latest stories in your inbox every weekday.
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