These are sketches and a render of the ZWERM Tree. The aesthetic concept of the Trees is inspired by nature and ‘hip’ vintage computer games (e.g. low-polygon 3D models). Combined with the use of modern plywood material, a kind of ‘digital nature’ style was created.
Drawings and 3D modelling: Hyver De Winter
3D rendering and Industrial Design: Kiran Gangadharan
Before designing ZWERM we did a field study of the neighborhoods where the game was planned. Both the spatial and social environment were taken into account, such as popular squares, nearby facilities and social actors.
I visited two archives of the Belgian Army to research the cartography of defence lines.
In the process of developing #Plant, a public art project installed in a military heritage area, I visited two archives of the Belgian Army to research the cartography of defence lines. On the attached map, bunkers are indicated with dots, the thicker lines are an anti-tank canal, and the yellow triangles are the fields of fire. It occurred to me that visually, this giant war machine looks almost organic, which inspired me for the further development of the #Plant project.
During this workshop I designed two photovoltaic 'leaf' prototypes.
Part of the process of developing the #Plant project, I joined the workshop of Bartaku and nadine on Autonomous System Design, or the design of photovoltaic powered devices. During the workshop, an autonomous wifi network was built and tested. Furthermore I designed two photovoltaic 'leaf' prototypes.