bloom_

We were inspired by biomimicry and decentralized systems found in nature to design a digital city that would resemble a flower blooming on a steep terrain hillside. We used Unity and C# to create a boids system workflow and assigned our design elements as agents. These agents gathered terrain data and followed form-finding rules, which allowed us to generate cohesive architectural forms that were responsive to their context. We used the stem as the main structure agent, the petals as secondary structure agents, and reimagined the pods as a third type of agent containing a variety of functions. This bottom-up decentralized system allowed for complex and unpredictable patterns to emerge at the colony level


Workshop PA - Digital ecology & generative cities

Computational tools Unity, C#, Grasshopper, Keyshot

Instructors SoomeenHahm Design ltd.