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DESIGN PORTFOLIO Kiriaki Papathanasopoulou Edinburgh College of Arts University of Edinburgh, United Kingdom 16.10.1990

CONTACT kiriakipapathanasopoulou@gmail.com 0044 (0)7709788707 2 Fraser Gardens, SO22 5GB Winchester, United Kingdom


INDEX

CURRICULUM VITAE

DIGITAL MEDIA PROJECTS 01. INGERMANMORE OCEAN TRAIN 02.RETURNING FROM THE ABYSS 03.DISCOVERING THE INVISIBLE

ARCHITECTURE PROJECTS 04. SAMPLE OF WORK USING SOFTWARE


C U R R I C U LU M V ITAE EDUCATIONAL BACKGROUND 2016 - 2017

Msc Design and Digital Media (Grade: 78 /100) Edinburgh College of Art, The University of Edinburgh, United Kingdom

2014

Diploma in Architecture (Grade: 8,41/10) Department of Architecture, University of Patras, Greece

2012 - 2013

Erasmus Programme - Politecnico di Milano: Faculty of Architecture Digital Cities and Urban Planning, Milan, Italy

2008

Lyceum Leaving Certificate of General Education (Grade: 19,1/20) Highschool of Rion, Patras, Greece

WORKING EXPERIENCE 2018

Part II Assistant Architect, Architecture PLB Winchester, United Kingdom, From February 2018

2017

Freelance Digital and Video Game Designer Patras, Greece, From October 2017 until now

2015 - 2016

Assistant Architect, Dimopoulos and Laskaris Office Athens, Greece, From September 2015 - August 2016

2014 - 2015

Freelance Architect and Graphic Designer Patras, Greece, From October 2014 until now Assistant Architect, Aristide Αntonas Office Athens, Greece, September 2014 - May 2015 Member team of a competition, Manolis Anastasakis Office Athens, Greece, May 2015 - July 2015

2013 - 2014

Intern Architect, Eleni Ramouzi’s Civil Engineer’s Office Karditsa, Greece, May 2013 - May 2014


HONORS & AWARDS 2017

George Simpson Design and Digital Media Prize for the best performing student Msc: Design and Digital Media, Edinburgh College of Art, The University of Edinburgh

2015

Distinction - ‘Rooftop as a New Ground: Redesigning Eleutherias Square’ National Design Thesis Competition from GreekArchitects.gr (e-magazine)

2014

Honorable Mention - ‘The breakwater’ - Antonas Office (Assistant Architect) Competition: Redevelopment Study of Terrestial and Coastal Zone in Neapoli, Lakonias

2013

1st Prize - ‘The City of Gaita’ Competition: Ιmagine the City: Exploring the Boundaries (Mesolonghi 2013)

WORKSHOPS & SEMINARS 2016

Seminar in Web Designing, HTML and PHP Futureplus - Patras, Greece, 10 December 2015 - 30 January 2016

2015

Love the concrete: Create Concrete Maps Models Traces of Commerce - Athens, Greece, 31 January & 7 February 2015

2012

KAM Design Workshops: ‘The Watched Field’ - Designing Video Games TU Berlin, Germany, 23-30 July 2012 CODE AB - USE I: Parametric design and Scripting Department of Architecture, University of Patras, Greece, 20-24 February 2012

PUBLICATIONS 2015

Project: ‘Rooftop as a New Ground: Redesigning Eleutherias Square’ (Diploma Design Thesis) Presented in: GreekArchitects.gr (e-magazine), www.arch.upatras.gr (Dep. of Architecture)

2013

Project: ‘City of Gaita’ (Imagine the City: Exploring the Boundaries) Presented in: Exhibition Catalogue, Biannual News Bulletin (Dep. of Architecture)


ARCHITECTURAL COMPETITIONS 2018

COOK 8: The New Dining Place International Competition - DOMES Architectural Magazine, 8 February 2018

2015

An Extension Between the Alvar Aalto Museum and the Museum of Central Finland International Competition - Alvar Aalto Foundation, 30 Οctober 2015 Istanbul Community Market Ideas Competition (in collaboration with Anastasakis Office) International Competition - Ctrl + Space, 27 June 2015

2014

Redevelopment Study of Terrestial and Coastal Zone in Neapoli, Lakonias National Competition - Municipality of Monemvasias, 12 December 2014 QueensWay Connection: Elevating the Public Realm International Competition - ENYA Ideas Competition, 6 January 2014

2013

Ιmagine the City: Exploring the Boundaries (Mesolonghi 2013) National Student Competition - Erodioi & Municipality of Mesolonghi, 29 March 2013

2012

PMKTL: Paris Market Lab International Student Competition - ARCHmedium Competitions, 31 January 2012

2011

Logo Competition for the ‘7th National Architectural Exhibition: KENO - GAP’ National Competition - Architects Association of Achaia (SANA), 20 July 2011 NYTC: New York Theatre City International Student Competition - ARCHmedium Competitions, 31 May 2011

2010

Park of Environmental Information and Sensitisation ‘Antonis Tritsis’ National Student Competition - Hellenic Ornithological Society, 27 January 2010

ACADEMIC ESSAYS 2017

Subject: ‘Discovering the Invisible’ Thesis Project (Msc, The University of Edinburgh, United Kingdom)

2016

Subject: ‘Virtual Life VS Real Life: Living a Second Life’ Research Essay - Media & Culture (Msc, The University of Edinburgh, United Kingdom)


2014

Subject: ‘The flat roof as a new potential ground: Investigating Athens’ Diploma Research Thesis (Department of Architecture, University of Patras, Greece)

2013

Subject: ‘Copenhagen as a Digital City’ Research Essay - Digital Cities and Urban Planning (Politecnico di Milano, Italy)

EXHIBITIONS AND OTHER ACTIVITIES 2016

Participation in the organisation of Open House Athens 2016 Voluntary Work, Logo Creative Team, Kekrops Apartments in Psixiko Athens, Greece, 15 April - 17 April 2016

2015

Participation in the organisation of Open House Athens 2015 Voluntary Work, Megaron - The Athens Concert Hall Athens, Greece, 15 May - 17 May 2015 Project: ‘Tourism Landscapes: Remaking Greece, 14th Venice Architecture Biennale’ The Greek Participation, at the Acropolis Museum - Antonas Office Athens, Greece, 27 March - 11 April 2015 Participation in the Curation of Exhibition (http://www.sam-basel.org/de/node/263) Project: Spatial Positions 9 «Aristeide Antonas: Protocols of Athens» - Antonas Office S AM (Swiss Architecture Museum) - Basel, Switzerland, 7 March - 26 April 2015

2013

Exhibition: «Student Architectural Competitions 2013» Project: ‘The City of Gaita’ Department of Architecture, University of Patras, Greece, 15 October- 15 November 2013 Annual Exhibition for the Course «Elements of Architecture» Project: ‘The Other Chandigarh’ Politecnico di Milano: Faculty of Architecture, Italy, 25 April - 25 May 2013 Imagine the City: Mesolonghi 2013, Exhibition, Presentation and Seminar Project: ‘The City of Gaita’ Xenokrateio Megaro Exhibition - Mesolonghi, Greece, 24 April - 30 April 2013

2011

Photography: «Olive Tree» Competition Skai Channel, 29 August 2011


LANGUAGES GREEK

Native Language

ENGLISH

C1, Advanced CAE, University of Cambridge - IELTS, University of Cambridge

FRENCH

B2, Diplôme d’Études en Langue Française DELF, Centre International d’Études Pédagogiques

ITALIAN

A2, Diploma Elementare di Lingua Italiana DELI, Academia di Lingua Italiana

DIGITAL SKILLS ADOBE F

Acrobat (Proficient) , After Effects (Intermediate) , Dreamweaver (Proficient), Illustrator (Proficient) , Indesign (Proficient) , Lightroom (Proficient) , Photoshop (Proficient) , Premiere Pro (Intermediate)

AUTODESK G

Autocad (2d, 3d) & Architecture (Proficient) , AutocadMap 3d (Intermediate) , Maya (Proficient) , 3ds Max (Vray, Mental Ray) (Proficient) , Revit (Intermediate)

GOOGLE

Sketch up (Intermediate), Vectorworks (Intermediate), Joomla (Proficient)

MC NEEL

Rhinoceros (Proficient) , Grasshoper (Basic), Archicad (Intermediate) MICROSOFT OFFICE Access (Intermediate) , Excel (Proficient) , Outlook (Proficient) , Power Point (Proficient) , Word (Proficient) GAME ENGINE

Blender

WEB CODING

HTML

(Intermediate) ,

(Proficient) ,

Unity (Proficient) , Unreal Engine (Intermediate), Substance Painter (Intermediate)

CSS ( Proficient) , PHP

(Intermediate)

DIGITAL FABRICATION TOOLS Laser Cutter, CNC, 3D Printer (FDM)

SOCIAL SKILLS Ability to manage multiple tasks Adapting quickly in new environments Determined, Disciplined, Hard-working, Judicious Good learning ability Strong self-motivation and result-oriented approach Team player, with good communication skills

PERSONAL INTERESTS Bicycling, Cinematography, Climbing, Graphic Design,Travelling, Photography, Reading, Sailing


ADDITIONAL LINKS PORTFOLIO VIDEOS F

LINKEDIN

https://issuu.com/kiriakipapathanasopoulou/docs/portfolio2 https://vimeo.com/manage/folders/112507

(password: archportfolio)

https://vimeo.com/216041044

(password: archportfolio)

https://vimeo.com/216041106

(password: archportfolio)

https://vimeo.com/216041568

(password: archportfolio)

https://www.linkedin.com/in/kyriaki-papathanasopoulou-77a3886a/?ppe=1

REFERENCES Mike Skilton

(Director in APLB - Employer)

St Thomas Street, Winchester mikeskilton@architectureplb.com Julian Rawlinson

(Professor University of Edinburgh)

12 Nicolson Square, Edinburgh Jules.Rawlinson@ed.ac.uk Ioannis Dimopoulos

(Civil Engineer - Employer)

Omirou 60, Athens idimo@tee.gr Aristide Antonas

(Architect Engineer - Employer)

Emmanouil Mpenaki 118, Athens antonasoffice@gmail.com Yannis Aesopos

(Supervisor - Professor University of Patras)

Parnithos 10, Marousi-Attikh yannisaesopos@gmail.com


01 INGERMANMORE OCEAN TRAIN OCEAN

TRANSPORT

SYSTEM

Course: 3D and Animated Design (Winter

2016)

Supervisor: Andrew Connor Msc Design & Digital Media

During the year 2146 , due to climate change, most of the cities will be submerged. Thus, It will be imperative the need of a transport network which will be able to move in two parallel levels (the old city which is submerged, and the new city which is situated on the sea surface in an islet form). On the other hand, the citizens will start to live in a nomadic way, trying to be self sufficient (ref. to Neofuturism architecture & nomadic cities). By analyzing the special characteristics of the site intervention, INGERMANMORE (Baltic Sea, St Petersburg), I identified the following elements: • The small amount of salt in the Baltic Sea (water somehow drinking). • The presence of submarines in the Baltic Sea area during the First World War. The submarine structure and the use of periscope . • The skyline (architecture) of the cities which will be buried underwater. • The strong relationship of these cities with the sea ( cities - ports ). The new transport model is about a " wagon " with 6 persons capacity. This ‘’wagon’’ becomes a transportation unit and an habitation module , simultaneously, for the future nomadic citizens. The unit could act, also, like a submarine. By using air tanks, which are located within the unit (in special areas), a further immersion or a rise in the sea level, can be achieved. At the same time, the existence of the two wheels and propellers (short wings) helps this unit, to roll on the sea surface or moving like a hydroplane, respectively. As a result, this self-contained unit is capable to move or to stop, for some time, in both the two levels of future cities. This scenario is reinforced by the low salinity of the Baltic Sea, a key element that contributes to life under the sea. Furthermore, the presence of the periscope at the bottom of the unit (in the reverse direction, from top to bottom) contributes to the gaze view through a digital screen as a memory of the old city which, now, remains submerged. The train station is located in the surface of the ocean. Due to the inextricable connection of the cities with the city waterfront , my intention was to “play” with the boundaries of the ground level and the sea surface . The station is about a breathtaking white platform which invites the users to walk into the sea in an experience that feels like floating in and on the water. My attempt was to create a station that explores fluidity and reflects the unstable new environment in a constant interaction with the sea level.


INSPIRATION - submarine

1.

floating port

10.

secondary stairs

2.

crane

11.

cylinder structure

3.

steel tower

12.

ticket machine

4.

containers

13.

bank machine

5.

main entrance

14.

main stairs

6.

control area

15.

glass sewing

7.

embark area

16.

«module» wharf

8.

roof shelter

17.

disembark area

9.

resting area

PERISCOPE - gaze view of the burried city above

TRANSPORTATION NETWORK - Ingermanmore

PLAN - station

INSPIRATION - Archigram (Walking City)


A-A SECTION - module

B-B SECTION - module

C-C SECTION - module

PLAN - module


VIDEO STORYBOARD


TO SEE THE WHOLE VIDEO - 3D ANIMATION: https://vimeo.com/216041106 (password: archportfolio)


02 RETURNING FROM THE ABYSS ESCAPE

FROM

THE

LAB Y R I N T H

Course: Game Design Studio (Spring 2017) Supervisor: Julian Rawlinson Msc Design & Digital Media

The brief asked for a range of interactive audio-visual interpretations of Peter Watts’ book called Starfish (2000). The ‘’Starfish’’ is centered around a deep sea habitat , on the shoulder of an active volcano. Often it is described as an ‘‘Abyss’’ . And for me this would be the key word from which I started to build my 3d environment. According to the Greek mythology the deep abyss is both a deity and a place in the underworld. As far below Hades as the earth is below the heavens, abyss is the place where, according to Plato, souls were judged after death and where the wicked received divine punishment. Οne of the portals that was leading to the underworld and to Hades was located on the banks of the Acheron river, the Necromanteion. The architecture of the Necromanteion was in a labyrinth - cave structure. The labyrinth was designed to enhance the sense of isolation, captivity and difficulty in finding the exodus. Thus, the aim of this video game is for player to manage to escape from the ‘‘abyss’’ in order to return to the real bright world. A huge three-dimensional network of labyrinth caves will create for that purpose. The challenge will be for player to find his path to the exodus by searching his proper orientation and by using some elements or avoiding others. I have created 6 levels (6 labyrinths), which will be my scene environment. From level 1 til 6 there is a gradual escalation of difficulty. The interior space consists of two different metal rusted walls (which are the same in all the levels in order to unify the game). Τhe building enironment is enhanced, also, by the different lighting in each point of the labyrinth and also by a particle system of steam. I have, also, tried to create a unique atmospere in every point of each level by using the empty voids between the walls, of each levels, as rooms with a particular character. room of dreaming, control area, double decked rooms, water pool, catacombs, pipe system space, dark room, vocooder area, pinboards, mirror room, petrol tank area, surveillance room, fan area, moving walls, room of chains, x-rays space, containers, engines, fish bones area, room of gears


TO SEE A PREVIEW VIDEO: https://vimeo.com/216041568 (password: archportfolio)


LEVEL 1

LEVEL 2

LEVEL 3


LEVEL 4

LEVEL 5

LEVEL 6


03 DISCOVERING

THE

INVISIBLE

A 3D INTERPRENTATION OF «INVISIBLE CITIES» Course: Thesis Project (Summer 2017) Supervisor: Richard Coyne Msc Design & Digital Media

The primary purpose of this thesis is to study the book of Italo Calvino, entitled “Invisible Cities”. The narrative of the story goes on a journey that aims to map the city’s multiple experiences and to explore the neglected and hidden aspects of the urban fabric. This is a book that includes a debate on the modern city both as a concept and as an experience. It touches the main concerns of the city planners and asks what the city means today for us. Thus, it would be possible for the “Invisible cities” to be the starting point for reconsidering the real structure of the cities and the contemporaneous concerns that surround them today. That’s exactly what I will try to do by illustrating, as a 3d Virtual game, the “Invisible Cities”. How it could be if the players have stepped into that 3d Virtual environment and create their own narratives inside that plattform? It is all about a constructed 3d Virtual environment which is based in the plan of Venice. There, by using the “vocabulary” of the book (a big collection of 3d assets inspired from the book), we would see together surreal images of the city which symbolizes various opposing concepts, such as subjectivity and objectivity, the abstract with the concrete, the real with the imaginary, the acquaintance with the unknown (exactly like what you experience when you read the book). This 3d Virtual game, aspires to become a playful way for the cityzens to re-read the city in a new urban context. The unique way in which the cities are read, according to their experiences, contributes to the multiplicity of Italo Calvino who states that: “who we are, who is each of us, if not a mixture of experiences, information, readings and daydreaming” (Calvino, 1978). It’s all about a puzzle where the pieces can be placed in different and varied ways. From these combinations, we come up with, infinitely, unique results. Thus, we can imagine the space as a potential field, in which flows and relationships develop between both the 3d objects and the persons. In that way, with the help of architecture, space can be transformed into an active field of reconciliation and action between the individuals and the relationships between them.


TO SEE A PREVIEW VIDEO: https://vimeo.com/manage/folders/112507 (password: archportfolio) https://issuu.com/kiriakipapathanasopoulou/docs/discovering_20the_20invisible


INVISIBLE CITIES

Methodology - Diagrams

INSPIRATION

ASSETS


INVISIBLE CITIES

INSPIRATION

ASSETS


IRENE LAUDOMIA TAMARA LEONIA

PERINTHIA

DESPINA

ZAIRA

CECILIA

ANASTASIA CLARICE

FEDORA

DOROTHEA

MAURILLIA

EUDOXIA

DIOMIRA

ZENOBIA THEODORA EUPHEMIA ARMILLIA

MELANIA BAUCIS VALDRADA

OCTAVIA

SOPHRONIA

EUTROPIA

The Invisible Venice Plan and Sections

Elements of Venice


Animated Characters

CARNIVAL


1. Creating an Avatar

2. Creating Facades


3. Venice _ Area Selection

4. Buildings Placement

Facade Library Sample


5. Creating Assets

6. Assets Placement

Assets Library Sample


PLAY!


04 ARCHITECTURAL SAMPLE

OF

WORK

PROJECTS

USING

SOFTWARE


Digital portfolio  

My love for technology helped me to evolve my skills in two-dimensional space design and three-dimensional experience through computer, in s...

Digital portfolio  

My love for technology helped me to evolve my skills in two-dimensional space design and three-dimensional experience through computer, in s...

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