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16m Labyrinths 2

virtual spaces master studio

Dinko Jelecevic The Game of the Goose Master Studio Summer Semester 2017 Institute of Architecture and Media TU Graz

Virtual Spaces Master Studio: 16m2 Labyrinths Summer Semester 2017 Institute of Architecture and Media, TU Graz

# VIRTUAL SPACES MASTER STUDIO The Virtual Spaces Master Studio is an experimental master design class given at the Institute of Architecture and Media of the Architecture Faculty of TU Graz. The 2017 VSMS was titled “16m2 Labyrinths” given the 4x4m tracking space of the HTC Vive Virtual Reality system that was used to develop the projects. The aim of the studio is to approach Virtual Reality as a choropoietic medium, instead of a representational one, and explore from an architectural perspective, the possibility of designing spatial experiences that don’t rely on physical materiality but are however sensible. Our focus of exploring the architectural aesthetic potential of this medium, was pursuit by a wide variety of methods implemented in the student projects, ranging from the design of spatial narratives, to navigable non-euclidean spaces and to more abstract experiences. Starting from the concept of the Labyrinth the studio investigated the geometrical, formal and organizational aspects of labyrinths and mazes, and also through key readings from both architecture and game studies, how such concepts can be applied to spatio-temporal interactive environments, as an intention of approaching the videogame medium with an architectural sensibility. The VSMS module includes besides the studio core taught by Constantinos Miltiadis and Prof. Urs Hirschberg, the electives: “Interdisciplinary Media” taught by Constantinos Miltiadis, and “Digital Form and Motion” taught by the external lecturer Oliver Reischl. The studio projects were developed using the Unity 3D game engine, along with an assortment of multiple low-poly modelling and image editing tools. The VR applications were developed and implemented for the HTC Vive.

Teaching Team Constantinos Miltiadis

Prof. Urs Hirschberg

Assistants Ludwig Grimm

Julian Jauk

Course website: Course blog:

Oliver Reischl

your poster here




Dinko Jelecevic The Game of the Goose Contents

Concept  Storyboard  Mechanics  Visual style  Mood board  References  Earlier examples 

6 8 11 13 14 16 17


"the question of the fragment in architecture is very important since it may be that only ruins express a fact completely... I am thinking of a unity, or a system, made solely by reassembled fragments." Aldo Rossi


"the question of the fragment in architecture is very important since it may be that only ruins express a fact completely... I am thinking of a unity, or a system, made solely by reassembled fragments." Aldo Rossi

The game concept is based on a true story of Aldo Rossi’s life events, and its goal is to offer an insight in making of one of the most classical projects of our time. Upon working on his San Cataldo Cemetery project, Rossi was in a terrible automobile accident and he was then hospitalized in small Croatian town Slavonski Brod for a long period of time. It is said in his monograph that this was a turning point in his life and work. During the hospitalization, he began to theorize about the structure of his body as a series of fractures that had to be put together again, and started coming to terms with the idea of his own death. This experience caused him to re-evaluate his approach to architecture. The gameplay should represent the delirious state of Rossi’s mind during the hospitalisation, and his train of thoughts which ultimately led him to the final design of Cemetery, also the ending point of my game. These thoughts are about death and its symbols, but also about their representation in architectural project. For every design decision there is a clear reason, and they ultimately all work together to achieve neutrality and order that Rossi wanted, which also follows his gradual health improvement. The game seeks to provoke some of the most fundamental questions in player’s mind, the ones about the life and death and futility of the redemption in the sanctuary, which Rossi describes as one of his project’s metaphors. It also tends to expand common knowledge about Rossi’s philosophy, mostly known through his book Architecture and the City, which is here presented as the city for the dead. Looking at Rossi's development drawings for the cemetery, one can see triangular, square and circular structures that resemble children's building blocks. The forms reminded Rossi of Gioco dell'Ocha (Game of the Goose), a popular italian children's board game. In this game, players move along a route encountering obstacles such as a bridge, well, maze, and ultimately, death.


Storyboard Narration: The blue of the sky. Ever so distant and unachievable... yet, it shows itself each morning, present and certain as death itself.

Narration: As I was entering the competition, a book came to my mind. Le Bleu du Ciel from Georges Bataille, a wonderful metaphor for the hopelessness of the left’s ideology in the face of the oncoming war. So I decided to call my project The Blue of the Sky. Only my metaphor is slightly different, but familiar in its core. It was about the futility of the redemption in the sanctuary; instead the only hope is the ever-present but mockingly distant and unachievable sky.

Narration: It's all wrong. Disordered and fragmented, my body and my design. Am I dead? It can't be! I need to reassemble the fragments.

Narration: Appearantly I was in a terrible automobile accident. During my hospitalization, I began to theorize about the structure of my body as a series of fractures that had to be put together again. I also started looking at my bones in a different way, relieved from their common symbolism.


Narration: They always think of bones and skulls. Bones are for the living... Death is so simple, so neutral. No crosses, no fancy ornaments, no dark colors.

Narration: Death always comes with its own clichĂŠs, such as the bones, Christian crosses or just dark black colours. I want to omitt all of these with my design. I use no architectural symbols to signify this place is even a cemetery, only the bodies and ashes buried on the site are the clue. Death should be seen as painful but at the same time natural, always . Although my design does not present any natural forms, its devotion to a simple plan and clear appearance allows the rest of it to be filled by memories.

Narration: They are all dead, but what lives here is the memory. Aparment block for the relatives to come by... Architecture and the city...but a city for the dead.

Narration: From the endless corridors to the small niches every four meters, I tried to capture death once again as something intimidating and scary but also something that small and elemental. It will be one of the artifacts described in my book Architecture and the City.


Narration: The ossuary, a roofless red cube. No floors, no windows, no doors. Just a shell, like our very bodies.

Narration: My body was hurt, sure. But my mind helped rebuilding it. The fragments are reassembled.



The Game of the Goose has a linear gameplay structure. There are 10 scenes in total that tell the story of the San Cataldo Cemetary. Each scene has narration part, which when over activates a checkpoint that takes the player to the next scene. At the beginning, the geometry of the San Cataldo Cemetary is deconstructed and is put back into place as the player progresses through the scenes.


Scene 01,02,03

Scene 08

Scene 09,10


Scene 04

Scene 07

Scene 05

Scene 06

Visual style

Monument Valley

Mirror’s Edge


Mood board

Ernesto Lapadula, Palazzo della Civilta Italiana, Rome 1938

Julius Olsson painting


San Cataldo Cemetary, Aldo Rossi sketch

San Cataldo Cemetary



Architecture and the City - Aldo Rossi


Earlier examples

Narration: Wake up... Can you see the light?

Narration: Don’t be afraid... Move forward...

Narration: This is just a dream...

Narration: You have been in an accident...

Narration: You have been broken...

Narration: Pull the pieces back together...

Narration: Can you see your work?

Narration: It is falling apart...

Narration: You know the pieces ďŹ t!

Narration: Move towards the center of the maze!

Narration: Reassemble the system!

Narration: Then you will be free... The game starts


Virtual Spaces Master Studio: 16m2 Labyrinths Summer Semester 2017 Institute of Architecture and Media, TU Graz

VSMS 2017 | Dinko Jelecevic - The Game of the Goose  

Documentation of the project "The Game of the Goose" by Dinko Jelecevic for the Virtual Spaces Master Studio 2017

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