Real Life Build Concepts in SL

Real Life Build Concepts in SL
Old South Church ~ Boston Ma. USA

Welcome To Prim Pushers

The Information Exchange Blog for Builders and Artist who Build Architecture in the Metraverse

Tuesday, March 9, 2010

Fundamentals of Build Designs

Fundamentals of Building Designs

Design is the planning, that creates the base, for the making of every object or system. It means applied arts and engineering , "to design" refers to the process of originating and developing a plan for a product, structure, system, or component with intention.

The person designing is called a designer, which is also a term used for people who work professionally in one of the various design areas, designing often requires a designer to consider the aesthetic, functional, and many other aspects of an object or a process, which usually requires considerable research, thought, modeling, interactive adjustment, and re-design.

Being defined so broadly, there is no universal language or unifying institution for designers of all disciplines. This allows for many differing philosophies and approaches toward the subject.

So with this in mind remember every great designer, architectural engineer, artist or SL builder all began at the beginning with the basics.

Philosophies for guiding design
A design philosophy is a guide to help make choices when designing such as ergonomics, costs(time), economics, functionality and methods of re-design. An example of a design philosophy is “dynamic change” to achieve the elegant or stylish look you need.

Approaches to design
A design approach is a general philosophy that may or may not include a guide for specific methods. Some are to guide the overall goal of the design. Other approaches are to guide the tendencies of the designer. A combination of approaches may be used if they don't conflict.

Some popular approaches include:

KISS principle, (Keep it Simple Stupid, etc.), which strives to eliminate unnecessary complications.
There is more than one way to do it (TIMTOWTDI), a philosophy to allow multiple methods of doing the same thing.
Use-centered design, which focuses on the goals and tasks associated with the use of the artifact, rather than focusing on the end user.
User-centered design, which focuses on the needs, wants, and limitations of the end user of the designed artifact.

Learn to utilize as many workable design approaches as usable and realistic for you and your abilities what ever level they are at.

Developing strong design principals are just as important as developing and using solid building techniques. One of the common issues I hear from new and experienced builders is it takes too long to build and I never can come up with a good new concept. This is a common thing in Second Life take a look at how many average and below average builds are out on the grid. Theres a lot of shoe boxes with just a few textures that are not even textured that well.

The reason for this is twofold poor building techniques and poorer design techniques. These both can be improved with applying the principals discussed in all the Building Schools in world and by doing some research before you begin a build. I often hear I just start building and wing it as I go along, well for an advanced builder sure I can see that but for most builders it looks like you did just wing it and hobbled it together as you went. This is most evident on the design side of the equation.

Doing research is the most important thing you can do in developing your design concept for the build you are going to undertake. There is a saying that states - theres nothing new under the sun -, basically it applies to what we are discussing. Look at a build it they all have the following things in common all of them are a space that you use to create an environment to use and occupy. Its usually a floor and ceiling with walls and additional things you place into the build. So how do you make it different and original from all the other builds in Second Life?

I use the following guidelines:

1 - I stick to the Design Principal guidelines approaches, they work.
2 - If I am building for a client I ask a lot of questions and do it in the form of a questionnaire and keep the notes i get back from them and read them.
3 - Do my research, I also tell the client what I am going to look for and how I believe it will apply to the build.

Research process:
* Write out a short concise outline of what I am going to build. KISS.
* Start looking for examples of how it has been done before. the Internet is best to look for this or if you live near a RL version go see it.
* Take notes and take pictures, then look for variations on the subject matter.
example: building a Gothic castle European style, go look at some Asian and Mesoamerican builds from that time period. Then look at the period of time before it and after it to see how styles changed and techniques.
evolved
* I then make a small basic sample outline model of the build with basic prim shapes only, the foot print of it. Then I cam around it does it feel right?

4 - Then I take and look over my information and formulate the design concept of what I am going to do and how I will do it.

You can ask individuals who know me personally of professionally through the Builds and Contest I have been involved with, the two things I don't have issues with are building techniques and design concepts. The reason why I follow the processes for both of them every time I start and participate in a build.

These are not the only way to design and create but they have served me well and are followed in one form or another by the best builders and artist in Second Life, they may help you improve the skill sets you currently have.

Good Building

Nyx Breen
Prim Pushers

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