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Sevgi 2.1
In the video game Control, the designers used a similar way of creating panic. They used the psychosomatic connotations of concrete to form a labyrinth like environment that causes the player to think there is no escape.
Those feelings of panic and being lost were


Virtual Dérive
Notes
Mindmap
I was dropped off at the Forbidden City on Google Maps. After searching the coordinates on other map apps, I found out that on Bing Maps the same coordinates show an Esso gas station in the Netherlands. On USA based maps such as Randy McNally, the coordinates refer to empty fields in midwest USA.

I found the resemblance between the architecture of the Forbidden City and the gas station very interesting and started to look around the gas station. There was an advertisement for a warehouse near the station so I looked around and got very lost in the corridors. Every hall resembled each other and there seemed to be no way out.

This gas station and the labyrinth right next to it reminded me of the Monday night I had that week. I got off at the wrong train station and had 1% battery before I called an Uber. I was wearing the tiniest skirt I had and 2 cars pulled up to me next to another Esso gas station. It was quite scary. The architectural facilities I had vanished and all I was left with was panic.
After creating the labyrinth game, I got lost. The game cannot be played by anyone else but me and it made me dizzy. I tried to play it on VR, but that didn’t even work.

So I decided to go back to the beginning and walk around the school to get lost. I documented my walk and wondered about the new discoveries of spaces we have made as the inhabitants of the academy.
The echo compels people to make noise and I find that incredibly fascinating. So I decided to gather all my media and create a dreamscape.

With the help of Kris, Sadie, Ana and Robin, I recorded a natural soundscape in the stairwell and layered the actual corridors with the ones I created in Unity. The end result is confusing and chaotic but I think it does represent being lost in a very basic manner.
awakened when I got lost in between school corridors that were designed to guide people through with the least interaction possible. I decided to recreate the hallways and stairwells of the school in unity but based on the ancient greek labyrinthos structure to stick to some solid ground for the design. I used the elements from school like yellow arrows on black surfaces, red-brown tiles and yellow drywalls.

One particular interest of mine was the stairwell in Wijnhaven, that I’ve been using a lot since the start of this year. I heard people sing and duet and yell and sometimes just scream out of frustration.