UNIVERSITY OF OREGON
Bachelors of Architecture | 2010-2015
At the UO I evolved my design intuition over 5 years of intensive project work. Assignments always tailored to real-world sites and, sometimes, clients. I expanded adept knowledge of creative tools, like Google Sketchup, Revit, Photoshop, and more. The program emphasized fluid design modification, communication of intent with peers and critics, and understanding innate qualities that make each architectural design project unique and interesting.
Studio work was evaluated using individualized discussion and written assessments rather than letter grades. Each student was held accountable for impact on environmental, social, and cultural systems. I also integrated multiple design issues--e.g., cultural, social and behavioral, environmental, contextual, technological, theoretical, economic, political, and professional.
JAMES BEARD PUBLIC MARKET
September 2014 - June 2015 | Client: James Beard Public Market Association | Tools: AutoCAD, Sketchup, Adobe CS
Oregon boasts countless farms, breweries, and restaurants, but one key element has been missing for decades: a flagship public market to showcase the best of local food and products. The chosen site was prime waterfront realestate, which was bisected by the iconic Morrison Bridge.
The market’s design responds to the bridge’s form in its design and layout, while prioritizing public support spaces over privatized ones.
Case Study Sketches
Case Study Sketches
Initial Concept Sketching
The biggest design challenge was keeping a cohesive market hall on a site bisected by a bridge; connecting through the bridge was important. Instead of building over the bridge, or having two independent market halls on either side, how could I integrate the structure into my design? I decided to mimic the bridge’s column spacing and material pallette.
Market Hall Interior
Market Hall Exterior
Stalls march through one side of the market, pass beneath the concrete belly of Morrison Bridge, and reconnect to the market’s other building. Wide, tree-covered sidewalks hum with activity on both sides of the market hall. Between the bridge’s on-ramps is a plaza filled with movable chairs and tables. This bustling living room hosts holiday events, protests, and family gatherings.
A gradual, landscaped incline leads visitors between the bridge market to the MAX tram line below. Lights and flags run between the built environment and the bridge, forming ‘ceilings’ for outdoor ‘rooms’. Portland’s artists decorate the concrete underpass in colour and murals.
Ampitheater Night Rendering
Pacific Highway Elevation
MEDFORD FIRE STATION #5
Date: January - April 2014 | Client: Medford Fire and Rescue | Tools: AutoCAD, Sketchup, Adobe Creative Suite
I designed a fire station for Medford firefighters and the greater community. Their existing station was falling into disrepair and didn’t address their needs anymore. My design simultaneously acted as a second home for its volunteers and paid staff, and as a beacon of public safety.
An early axonometric sketch of the spaces in context. This kind of excercise helped me get a sense of scale and placement within its context.
Fire Station Label
Developing these spaces was a balancing act between essential travel distance and aesthetic considerations. The station needed to be inviting, comfortable, and calming. At the same time, every second wasted exiting the building jeapardized citizens in crisis. The station split into three general design components. The first housed community outreach spaces, a courtyard and a gym; the second, a grand hall housed all residential activities; the third, the apparatus bays with support spaces. Together, these areas served the community, while backing the couragous fierfighers and their tireless staff.
Fire Station Entry
A vibrant maple grows in the courtyard, providing shade and a place to rest for a weary firefighter.
This great hallway is an all-in-one living room, kitchen, dining room, and rec room. Light reflects off the warm wood ceilings and walls, filtering its glow throughout the space. Large glulam beams accentuate the room’s size while adding to the space’s warmth. Morning coffee’s smell wakes up the early shift sleeping in the adjacent bunk rooms. A firefighter turns on the news while another fighter starts cooking an omlette in the kitchen nearby. Well-rested and fed, the group is ready to serve Medford.
Public groups and firefighters take orientations in this classroom. Fire engines wait restlessly in the background.
Exterior Night View
At night, lights from the firehouse put the trucks on display; a visual sign that these firefighters never stop protecting their community.
HANCOCK FIELD STATION
Date: September - December 2014 | Client: Oregon Museum of Science and Industry (OMSI) | Tools: AutoCAD, Sketchup, Adobe CS
I designed a campground that strengthens social bonds between its varied users, and respects the natural environment. Campers entered the Field Station and slept in cabins located nearby, forming a village at night. During the day, they learned about the world in classrooms neslted between the hills. Connecting them all was Berrie Hall, waiting at the centre of the campground.
I circled group cabins around the the campsite’s entry, welcoming new arrivals with open arms. The classrooms were snug between the hills, forming an educational village all of its own. In the middle of the field station was Berrie Hall, where the camp gathered to eat, talk about the day, and unwind.
Site Bubble Diagrams
Cabin Section Sketches
Outdoor Teaching Room Sketches
Shown here are early sketches of teaching areas and vignettes of the camp’s atmosphere. I wanted everyone, including children on a field trip, or astronomy buffs scouting the stars, to be awed at nature’s wonder. Each built structure provided minimal barriers between Earth and humans, and were built out of reusable, natural materials, like stone and wood.
Berrie Hall Sketch
Berrie Hall Interior Sketch
Sense of Wonder Vignette
Cabins were organized around a central porch. Groups gathered and socialized on the covered entry patio, while separate from the rest of the field station. This central patio allowed maximum cross ventilation, naturally cooling the cabin during hot summer months. Cabins mixed and matched capacity, so each cabin pair uniquely suited various group sizes.
Berrie Hall Plan
Berrie Hall stands at the heart of the campground. Placed in the centre of the Field Station, diners look out at the fields beyond while they eat. Doors on either side of the dining area open to the outdoors, letting fresh light and air cross through the space. On either side, offices and kitchen support spaces frame views of the rest of the Field Station. Sounds of children playing and wind rustling the leaves waft through the rafters.
Berrie Hall Plan
Astronomy Hill Render
CENTRE FOR DIGITAL MEDIA
Masters of Digital Media | 2015-2017
At the Centre for Digital Media, I worked with staff and multi-disciplinary, multi-cultural groups students to create digital media solutions for existing problems presented by real-world clients. We worked with clients intensively over 2-3 months. During these projects I developed communication, collaboration, and leadership skills. Essential methods include agile project development and rapid prototyping.
I also cultivated hard skills across a wide range of positions, including project management, 3D modeling with Unity and Unreal Engine 4, game development UX design, iOS programming, and audio design.
AR FOR OFFICE
Semester 3 AR App Development with Work at Play on Microsoft Hololens using Unity
When Work at Play first asked us for a product geared towards artists. Using the Microsoft Hololens, a teacher and their students would work through a mixed media lesson. Over time, however, we realized the product would work better in an office setting. Meetings could take place in multiple office settings at once, showcasing digital markings on the physical work room.
As the UX designer for this project, I tested out multiple physical and digital alphas, and generated useful information for the rest of the team to iterate on. During this project, I realized how similar developing an app and architecture could be: both environments require a team of mixed abilities to deliver a creative product under deadline.
Minimum Viable Product Concept
App Flow Diagram
Transform Control Diagram for Team Discussions
Semester 2 VR Game Development with Roadhouse Interactive on HTC Vive, Samsung Gear VR, and Oculus Rift using Unity
Pawker Saloon was a game developed by 5 designers, including myself. I acted as project manager, meaning I discussed deadlines, goals, and obstacles directly with our client partners at Roadhouse. Throughout this project, I learned a lot about my management style, while motivating others to overcome internal or external obstacles under deadlines.
Game Room Screenshot
As project manager, I needed to outline each week's goals, measure progress, and delegate tasks
Strengths | Weaknesses | Opportunities | Threats
A common project management exercise that outlines areas of improvement and maintenance.
Semester 1 Game Jams
These game jams were exercises in UX design and asset development. The lessons I learned in these areas helps shape digital applications for architecture projects, from website development to VR applications.
CosmoZoo Start Screen
Intro Comic 1
Intro Comic 2
Intro Comic 3
Intro Comic 4
Intro Comic 5
Intro Comic 6
The gameplay is simple: keep the character alive by mashing the left mouse button for as long as you can
Roshambo Rage Logo
Roshambo Rage Gameplay
Face off with an opponent in a deadly, and increasingly ludicrous, game of Rock, Paper, Scissors (aka RoShamBo)