Computational Architecture & Model Craft · 2008 – 2011

Computational Landscape: Psagot & Ungrounding

Situ Studio

  • Processing (Java)
  • Agent-Based Modeling
  • Rhino 3D / CNC
  • Brad Samuels & Basar Girit
  • Terrain Texturing
  • Data Visualization
  • Physical Model Craft

Developed generative Processing algorithms, terrain textures, and physical topography models for Situ Studio's 'Ungrounding' and Psagot territorial analysis projects.

COMPUTATIONAL PATTERN GENERATION: Developed custom Processing (Java) algorithms to create evolving pattern swatches, simulating topological forces, road networks, footprint growth, and deconstructing landform dynamics across contested geographies.

COMPETING AGENT-BASED SIMULATION: Inspired by Mitchel Resnick's 'Turtles, Termites, and Traffic Jams', extended classic agent-based models by introducing a competing 'negative eater' population opposing the primary generator agents. The interaction and emergent chaos as the two populations fought and consumed territory generated dynamic, organic boundary swatches. Seeding these simulations with raw infrastructure data produced the animated textures that directly informed the surface topographies of the post-Hague second series of Ungrounding models.

CRAFTSMANSHIP & MODEL FABRICATION: Worked closely with Brad Samuels (Art Direction & Mentor) and Basar Girit at Situ Studio to translate generative 2D algorithm swatches into intricate physical landscape models, developing complex surface topographies, milled textures, and Photoshop presentation graphics.

UNGROUNDING ARCHITECTURE: Visualized the political and physical forces shaping settlement patterns in the Psagot region, creating high-resolution presentation boards, vector field maps, and physical model fabrications to communicate complex spatial narratives.