Six projects where the algorithm, the game loop, or the script is the design act itself. Spanning real-time simulation, parametric architecture, AR fabrication, and speculative environments.
01
Solarpunk City
Browser SimulationProcedural Generation
How to play Pick a building from the palette below, then click the map to place it. Balance ⚡ Energy, 💧 Water, 🌿 Food, 🌱 Habitat and ☀ Happiness — while keeping 🌡 Heat low. Reach 100 Harmony to win. Press Esc to exit full screen.
Harmony
0 / 100
Explore freely — place buildings and watch the ecosystem respond.
City in Harmony
The city is in balance. Keep exploring.
Explore freely — place buildings and watch the ecosystem respond.
Resources
⚡
8.0Energy
💧
8.0Water
🌿
6.0Food
🌿
0.0Habitat
☀
50%Happiness
🌞
okHeat (lower = better)
🌳
Shade Tree
💧1
☀️
Solar Farm
⚡1
🛢️
Rain Tank
⚡0.5
🪴
Community Garden
💧1
🌾
Wetland
💧2 ⚡1
🏡
Eco Housing
⚡1 💧1 🌿1
Terrain
Grass
Water
Brownfield
Wetland
Protected Forest
A browser-based ecological sandbox. Place trees, solar panels, rain tanks, gardens, wetlands, and housing across a procedurally generated landscape. Watch how the ecosystem responds. No timers, no failure states. Just explore how regenerative systems balance themselves.
How to Play
Goal
Reach Harmony 100 by building a balanced city. Harmony rises when Energy, Water, and Food are all healthy, the population is happy, and heat stays low. There's no failure — just a system in or out of balance.
How Resources Work
Resources only change when buildings are active. The delta shown under each bar (e.g. +0.5 Solar Farm) tells you exactly what's moving it each tick.
⚡ EnergyPowers the city. Solar Farms generate it. Eco Housing slowly drains it.💧 WaterEssential for life. Rain Tanks and Wetlands collect it. Gardens and Housing consume it.🌿 FoodFed by Community Gardens. Eco Housing slowly eats into supply.🌱 HabitatGrows with Shade Trees and Wetlands. Pure gain — nothing drains it.☀ HappinessEvery building nudges happiness up. High happiness boosts Harmony faster.🌡 HeatLower is better. Shade Trees and Wetlands cool the city. Protected Forest tiles passively keep heat down.
Buildings
🌳 Shade Tree+habitat +happiness−heat — place on grass, brownfield, or forest. Low cost (1 water).☀️ Solar Farm+energy +happiness — needs open land. Best on brownfield. Can't stack with forest.🛢️ Rain Tank+water +happiness — goes anywhere except water tiles. Cheap (0.5 energy).🪴 Community Garden+food +happiness +habitat — place on grass or wetland. Costs 1 water.🌾 Wetland+water +habitat−heat — big environmental impact. Costs 2 water + 1 energy.🏡 Eco Housing+happiness−energy −water −food per tick — place when resources are high. Drives Harmony fastest.
Terrain Rules
GrassMost buildings can be placed here. WaterNothing can be built here. BrownfieldIdeal for Solar Farms. Accepts most buildings. WetlandGood for gardens and trees. Protected ForestPassively cools the city. Shade Trees can be added. No Solar Farms.
02
Bioforms
Parametric DesignGrasshopperEnscape
An exploration of nature-derived structural systems translated into architectural geometry. Form is generated from biological logics: branching, cellular growth, surface tension. The question driving the work: can computational form-finding produce enclosures that feel grown rather than built.
03
Helical Tower
ParametricTorsion GeometryStructural Form
A study in torsion geometry at architectural scale. The tower resolves a double-helix structural logic where rotation and structural efficiency are solved simultaneously through parametric scripting. Process animations trace the iteration from primitive rotation to a stable structural proposal.
04
Map is not a Territory
VRAI NarrativeSpeculative Mapping
A speculative mapping project exploring the gap between representation and reality. An AI-driven bot generates alternative site narratives from found data, while a VR environment allows navigation of the resulting territory. The work asks what gets erased when a place is reduced to its map.
05
Sinuous Home
ParametricResidentialForm-Finding
A residential design derived from computational form-finding, where structural and spatial logics are resolved together through curvature. The sinuous plan emerges from parameters of light, structure, and site boundary, producing domestic interiors that resist orthogonal constraint. Form here is a structural outcome, not a stylistic choice.
06
Joineries
Digital FabricationAR AppComputational Craft
An investigation into wood joinery as a computational system. Traditional joint typologies are catalogued and re-parameterized: each joint becomes a variable unit within a larger assembly logic. An AR prototype allows spatial visualization of joints at 1:1 scale before fabrication, bridging the precision of digital making with the tactility of material outcome. The joint is the conceptual unit of architecture.