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VIDEO GAMES, FITNESS, MOTORCYCLES, HUNTING, WOODWORKING, SPORTS
CONCEPT DEVELOPMENT, DOCUMENTATION, VISUALIZATION, 3D PROGRAMS, DIGITAL WALKTHROUGHS, MODEL MAKING WOODWORKING
“Architecture is a hazardous mixture of omnipotence and impotence. Ostensibly involved in Shaping the world, for their thoughts to be mobilized depends on the Provactions of others...Architecture is by definition a Chaotic Adventure”
-Rem KoolhaasAs someone passionate about the intersection of technology and architecture, I believe innovation has the power to elevate our architectural experiences. By integrating cuttingedge technologies, we can transform how we interact with and appreciate our built environment. This vision requires an open mind and collaboration across disciplines, including construction, software development, and user experience design. Together, we can create more holistic and impactful designs, where construction experts ensure safety and feasibility and software developers craft engaging interfaces.
my ultimate goal is to enhance human experiences and foster unity through thoughtful design and technological innovation. We aim to create spaces that promote connection and shared happiness. While greed and cynicism have often hindered progress, we can use technology to restore kindness and gentleness to our lives.
By combining our knowledge with a commitment to humanity, we can build a future where architecture and technology serve the greater good. This will enrich lives, promote liberty and happiness, and turn our built environment into a wonderful adventure. Let us unite in this endeavor, ensuring our designs reflect the best of human potential and compassion.
SPRING 2021 ARCH VI STUDIO: PRECAST CONCRETE RESEARCH STUDIO LIVE.WORK.GROW MIXED USE RESIDENCY
FALL 2021 INTEGRATIVE STUDIO
modular affordable housing
FALL 2022 FOCUS STUDIO
APPLICATION OF AUGMENTED REALITY IN ARCHITECTURE
Fall 2022 - SPRING 2023 thesis
BRIDGING ARCHITECTURE, GAMES, AND TECHNOLOGY
01
03
02 04 1 13 5 9
YEAR: S PRING 2021
CLASS: S TUDIO VI C ONCRETE R ESEARCH L AB
LOCATION: S WEET A UBURN D ISTRICT , A TLANTA
KEYWORDS: P RECAST C ONCRETE , PCI, V EGETATION , H YDROPONICS , C OMMUNITY , R EPETITION
TOOLS USED: R EVIT , R HINO , G RASSHOPPER , LUMION , P HOTOSHOP , I LLUSTRATOR
HOW DO YOU UTILIZE PRECAST CONCRETE TO CREATE A MULTISTORY RESIDENTIAL
HOW DO YOU INCORPORATE LIVE AND WORK INTO A STRUCTURE ?
HOW DO YOU CONNECT CONCRETE PANELS TOGETHER ?
HOW CAN YOU HELP THE SURROUNDING COMMUNITY APPLY FOR AFFORDABLE
C REATE A MULTI - STORY BUILDING INCORPORATING ELEMENTS OF LIVE WORK LIFE
CONCENTRATION N HOW THE BUILDING WILL BE CONSTRUCTED
BIOPHILIC DESIGN PRECAST CONCRETE ECONOMIC OPPORTUNITY FACADE LEARNING OPPORTUNITY
SOCIAL COHESION
TYP. FLOOR PLATE A - RESIDENTIAL ONLY
FORM PANELIZATION
FACADE PANELIZATION
ACOUSTICS
LIVING ROOM RESIDENCY
GROW LAB/HYDROPONICS/AQUAPONICS
OFFICE SPACE
THE TASK
YEAR: F ALL 2022
CLASS: F OCUS S TUDIO
LOCATION: A USTIN , T EXAS
KEYWORDS: AUGMENTED REALITY , FIRST PERSON SHOOTER , LIBRARY , CHAOTIC , NEUTRAL , TENSION
TOOLS USED: R EVIT , R HINO , LUMION , P HOTOSHOP , I LLUSTRATOR
HOW DO YOU INTEGRATE AUGMENTED REALITY INTO ARCHITECTURE ?
HOW CAN YOU DEFINE THE CHAOTIC NATURE OF ONE USER TO THE CALM NEUTRAL NATURE OF ANOTHER ?
HOW CAN YOU COMBINE THE TWO ?
HOW DO YOU EXTRACT INTETIONAL DESIGN OF A GAME AND ADAPT IT TO EVERYDAY SPACES ?
HOW DO YOU TAKE AN EXISTING SPACE AND ENHANCE IT FOR MULTIPLE GENERATIONS ?
CREATE A PROGRAM BASED ON A AUGMENTED REALITY GAME INTO AN EXISTING PROGRAM TYPE
THE INTEGRATION OF AUGMENTED REALITY SERVICES OR GAMES INTO OUR BUILT ENVIRONMENT.
INTEGRATING A FIRST PERSON SHOOTER GAME INTO A MUNDANE, UNEXPECTED SPACE.
UNDERSTANDING THE VARRYING EMOTIONS AND PSYCOLOGIES OF THE DIFFERENT TYPES OF USERS. LIBRAY GOERS VERSUS GAMERS
IDENTIFYING THE TENSION OF THE DIFFERENT LIBRARY USERS AND HOW TO INTEGRATE THEM EFFECTIVELY.
ARCHITECTUREAUGMENTED REALITY GAME
LIBRARY REVITILZATION WITH LIBRARIES BECOMING SOMEWHAT OBSOLETE IN THE AGE OF INFORMATION. HOW CAN THIS CONCEPT AID IN THE ‘RE-DISCOVERY’ OF LIBRARIES? WILL IT CHANGE THE ORIGINAL INTENTIONS OF LIBRARIES OR ADD A NEW LAYER OF INTENT?
THIS DESIGN CONCEPT RELYS ON THE THEORY OF EXPONENTIAL GROWTH OF TECHNOLOGY. THE INTEGRATION OF AUGMENTED GLASSES WILL BE AN INTEGRAL PART OF OUR LIVES AND IN THIS PROJECT.
UNDERSTANDING THE DIFFERENT PSYCHOLOGY IMPACTS OF DIFFERENT TYPES OF USERS OF THE SPACE IS VITAL IN UNDERSTANDING HOW TO DESIGN THIS SPACE. IN THIS PROJECT THE CO-EXPERIENCE LIES IN THE GAMES USERS PLAYING ON THE EXTERIOR, WHILE THE LIBRARY GOERS OBSERVE OR IGNORE FROM THE IINTERIOR.
WITH LIBRARIES TYPICALLY HAVING A RANGE OF AGES. HOW DO YOU ALLOW BOTH TYPES OF USERS OF DIFFERENT AGES? HOW DOES THE OLDER GENERATION ADAPT THEMSELVES TO THE GAME OR SPACE? DO THEY CONTINUE TO USE THE LIBRARY AS THE ORIGNIALL INTENTION OR ARE THEIR ROLES IN THE GAME DIFFERENT?
YEAR: F ALL 2022 - S PRING 2023
CLASS: T HESIS R ESEARCH & T HESIS D ESIGN
LOCATION: A USTIN , T EXAS
KEYWORDS: EXTENDED REALITY , HUMAN ARCHETYPES , PLAYER PROFILE , COMMUNITY , HEALTH , INTERACTIVE , EPHEMERAL
TOOLS USED: R EVIT , R HINO , LUMION , P HOTOSHOP , I LLUSTRATOR
HOW DO VIDEO GAMES PLACE ITSELF IN YOUR LIFE ?
WHY DOES IT MAKE YOU THINK ?
WHY DOES IT MAKE YOU FEEL ?
HOW DO YOU CONNECT WITH OTHERS ?
HOW CAN WE INTEGRATE IN OUR ENVIRONMENT ?
HOW DOES TECHNOLOGY PLAY A PART IN THIS ? D EVELOP AND URBAN PARK WITH ONE MAIN STRUCTURE AND 5 SURROUNDING INSTALLATIONS THAT FOCUS ON PLAYER PROFILE TO DETERMINE THE DESIGN .
PUBLISHEDTHESIS BOOK
In a world domina extended reality
This research del archetypes, and g
Key findings reve significance of ep must also be an e be designed to co
This thesis explores focusing on analyz mechanics, themes, experiences. The Four Critical Thinking, Chaos help break down game g pacing of new challenges engagement as skills im genres evoke unique st bonding and mastery, g to create games that c player desi
ated by mundane environments, this thesis proposes a novel approach to designing public spaces that integrate game design principles and technology. By embracing the inherent ludic behavior found in human nature and games, I aim to elevate everyday experiences.
lves into the capabilities of extended reality technology, psychology of play and its cultural and societal background, psychology of human game design components as an extraction for architectural typologies.
al that by analyzing game components, design languages are formed and can be used to develop feasible architectural typologies. The hemerality in architecture is also revealed as a mirroring concept for the need of frequent updates in games to maintain stimulation. There emphasis on understanding that typical space users may have different emotions and tendencies compared to game users, and thus, spaces must exist harmoniously with their users.
game design, ng games by and player
C’s—Creativity, , and Calmness— enres. Effective s maintains player prove. Different
imuli like social uiding designers
ater to specific res.
This thesis examines the role of technology in enhancing play within the built environment. Digital technologies like virtual and augmented reality create immersive experiences that blend physical and virtual spaces, enabling new types of play. Technology also collects data on space and game interactions, aiding in designing engaging play experiences. Advances in material science and digital fabrication allow for adaptable, playful structures. Overall, technology is pivotal in revolutionizing play design in architecture.
Understanding psychology is crucial for game design as it aids in crafting engaging player experiences. By leveraging the concept of flow, designers can maintain player engagement and motivation. Additionally, Carl Jung and Carol Pearson’s 12 human archetypes help align game types with players’ personalities, enhancing enjoyment and connection, which boosts the chances of a game’s success.
The ultimate goal is to use this knowledge of game design, technology, and psychology to inform the design of spaces that apply extracted typologies from games to allow people to experience those spaces in an elevated ludic manner. to design spaces with typical users’ emotions and tendencies in mind, ensuring that they can co-exist with game users without tension.
ACTION-ADVENTURE
GAMES MIX ACTION, ADVENTURE, EXPLORATION, PUZZLE-SOLVING, AND COMBAT. PLAYERS
TAKE ON THE ROLE OF A PROTAGONIST WHO COMPLETES CHALLENGES, DEFEATS ENEMIES, AND PROGRESSES THROUGH LEVELS TO REACH THEIR GOAL. EXAMPLES INCLUDE
LEGEND OF ZELDA, UNCHARTED, AND TOMB RAIDER
“The very nature of inventions cries out for the goodness in men - cries out for universal brotherhood - for the unity of us all.”
-charlie chaplin, the final speech