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The building, the physical space, can be covered by a blanket of digital gaming space. Inviting game designers to work with it creates an alternative, ludic reality.
The building, the physical space, can be covered by a blanket of digital gaming space. Inviting game designers to work with it creates an alternative, ludic reality.

In the Home of Legends building, there is no route. You can enter in a lot of places, and follow different paths up and down. This building is just as fragmented as our online world is.
In the Home of Legends building, there is no route. You can enter in a lot of places, and follow different paths up and down. This building is just as fragmented as our online world is.

The floor plan shows this is one of the most confusing buildings. It has no entrance, no façade, as a fan you don’t know how to make your way through the building and you have no idea where to find you’re heroes. You can play the building like a game, constantly exploring new areas you haven’t seen before.
The floor plan shows this is one of the most confusing buildings. It has no entrance, no façade, as a fan you don’t know how to make your way through the building and you have no idea where to find you’re heroes. You can play the building like a game, constantly exploring new areas you haven’t seen before.

After completing the entire journey going up to level 3, and then down to level 1, these two visitors finally arrive at the artist in residence. But they can’t get there: there’s a void in between them. This is an element often found in games, completing a route only to find a gaping void between you and the destination (remember the first Prince of Persia).
After completing the entire journey going up to level 3, and then down to level 1, these two visitors finally arrive at the artist in residence. But they can’t get there: there’s a void in between them. This is an element often found in games, completing a route only to find a gaping void between you and the destination (remember the first Prince of Persia).

A dead end corridor, taken from game space into physical space: the stairs on the left go down from the roof to the balcony, but then lead nowhere.
A dead end corridor, taken from game space into physical space: the stairs on the left go down from the roof to the balcony, but then lead nowhere.

To see or not to see: from their living room, players can see visitors walking into the arena, but they cannot see them. In League of Legends, like in many games, seeing or not seeing is critical. In Home of Legends this is also the case.
To see or not to see: from their living room, players can see visitors walking into the arena, but they cannot see them. In League of Legends, like in many games, seeing or not seeing is critical. In Home of Legends this is also the case.

The area where fans can buy merchandise and see the trophies on display. Behind the opening in the wall, a glimpse of the Epic Games Wall can be seen, displaying the epic moments in Fnatic’s history.
The area where fans can buy merchandise and see the trophies on display. Behind the opening in the wall, a glimpse of the Epic Games Wall can be seen, displaying the epic moments in Fnatic’s history.

The arena encompasses a multilevel reality: the players can be seen on the slowly turning stage and on the wall projections. The match can take place on the floor as holograms, you can watch others in virtual space and play using your body. The audience can see themselves as a projection, and the commentators can walk around in the game taking place in this overwhelming web of interfaces where you might not know what is physical or digital.
The arena encompasses a multilevel reality: the players can be seen on the slowly turning stage and on the wall projections. The match can take place on the floor as holograms, you can watch others in virtual space and play using your body. The audience can see themselves as a projection, and the commentators can walk around in the game taking place in this overwhelming web of interfaces where you might not know what is physical or digital.




PROJECTINDEX
 
HOME OF LEGENDS
Amsterdam University of the Arts
ARCHITECTURE

eSports hub for Fnatic
Home of Legends is an eSports hub in the heart of London, designed for Fnatic. Fnatic is one of the most storied eSports organisations in Europe, succeeding in being about far more than just gaming. Home of Legends houses Fnatic’s League of Legends team and headquarters. Home of Legends offers spaces for the professional players to train, eat, come together and sleep, and the building can also be visited by fans.
In this building, spaces for professional players on the one hand, and spaces for fans on the other hand, are intertwined like a Sundae ice-cream. Fans visiting the building are on a constant quest to find out where their heroes are, and may (or may not) find them. Because where is the entrance? And how do you get to the next level? What is behind that wall?

Like many games, the building is Free to Play, providing an open space with a roof garden for the city, while at the same time guaranteeing a business model. There are already enough temporary game installations, this is the first permanent monument.

The structure is designed like a series of scenes the visitor can explore, in stead of starting from a series of floor plans like traditional architecture. This results in a fragmented building. In the Home of Legends building, there is no route. You can enter in a lot of places, and follow different paths up and down. This temple of gaming is fragmented like the internet is fragmented: you’ll have to find your way through it.

Moreover, Home of legends is an investigation of how our physical habitat will look if the digital habitat is becoming more and more influential, and we spend more time submerged in it. I think the digitalisation of our lives is a revolution as important for architects as was the housing development with the industrial revolution, the social turnaround of the sixties and the crave for sustainability in the nineties and zeroes.