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Designed as a comprehensive resource on spatial thinking, experimental pedagogy, and academic practices, this archive serves as a record for reference and critical analysis. 

More than a traditional institutional repository, it is envisioned as an "Archive of Ideas," structured to mirror the conceptual and intellectual framework of SEA. The platform captures specific engagements, explorations, and pedagogical reorientations, expressing the school's distinct set of practices constituted by its students and teachers. 

The collection encompasses intellectual articulations—from course books and objectives to studio briefs and lectures—alongside a  documentation of student work, field studies, and thesis projects. Through this structure, the archive navigates complex inquiries into typologies, ontologies, and genealogies, while exploring themes of environment, urbanisation, futures, and ethics. It serves as a space for rethinking geographies and histories of type, offering the school's co-learning experiments and its ongoing articulation of space and form.


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Logics of gamescapes

Imagination and Spatial Practice
Preet Waghmare, 2022


Games have changed throughout history as a result of visual effects, narrative, movements, and game mechanics. The environments that video games provide influence how players interact with them, changing how they view the world outside of the game. The window to encounter the spatiotemporal component is accelerated by video games. The general consensus is that a space contained within a virtual screen merges with the virtual reality. However, in video games, the spatio-temporal experience takes place in the context of daily life, evoking the creation of a representational space that may be connected "as if" it were real and effecting the disconnection from the actual world. The person can get an immersive experience through visuals and storytelling.

The other world (videogame) is what captures a player's attention first when they play a video game. It correlates with one's imagination in terms of the fantasy it generates. The level of immersion will increase as the environment becomes more detailed. The next element that supports a person after this is representation. The player's space is captured by the visuals, which are a crucial component. Here, the cartographic maps allow to draw out the outlines within which the player may walk while also setting the coordinates. The movement establishes the following coordinates for participants to use as they see fit when moving about the area.It is sometimes required by certain challenges, and other times it is done at the players' request.

The thesis will open up discussions on how the gamespace has changed and how mobility has changed inside it. It will also create a prism through which architects and designers may see the spatio-temporal components of video games in relation to modern theories of space, time, and mobility, where the concepts of daily life and non-spaces are crucial.




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