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VIDEO GAMES

MUSEUM

Hidden within a quiet urban pocket, the abandoned clinic becomes a site of rediscovery

Function

Public

Location

Kharkiv, Ukraine

Year

2015

Status

Bachelor degree

Research advisor 

Alexandr Kolesnikov

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Project territory photofixation

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Buil-up area

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Functional scheme

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Trading-office

Residential

Warehousing

Education

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Traffic scheme

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Pedestrian

Transport

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Floor scheme

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1-3

6-11

3-6

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Searching for spartial-volumetric solution

The project reimagines the forgotten territory as an immersive labyrinth — a spatial narrative where movement, curiosity, and exploration shape the experience. Designed for the progressive youth of Kharkiv, the museum transforms memory into interaction, creating a sequence of spaces that evoke emotion, discovery, and play.

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Maquette style rendering

[3DsMax, V-Ray, Sketch-Up, Photoshop]

Ground floor

Plan

Historic structures are preserved within the new framework, creating contrast and identity throughout the campus.

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Explication

1. vestibule 2. ticket offices 3. wardrobe 4. restrooms for visitors 5. cafeteria 6. technical 7. room for storage 8.kitchen 9. preparatory 10. research office 11. office for data processing
12. farm room 13.restrooms 14.game halls 15. administration room 16.conference room 17. assistant’s office deputy director 18. storage 19. secretary 20. office of the director 21. kitchen 22. evacuation stairs

Ground floor

Axonometric scheme

3D Model

[Role:modelling,texturing,rendering
Software: 3DsMax, Corona]

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Level 1

Plan

Central courtyard activating daily student life

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Public courtyard connecting different faculties

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Level 2

Plan

A sunken landscape forms a central public space where nature and architecture merge

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Green amphitheatre as a social and cultural core

[modelling,rendering,post-production]

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Level 3

Plan

A sunken landscape forms a central public space where nature and architecture merge

plan4.jpg

[modelling,rendering,post-production]

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Chernishevskaya str. facade

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Bird view

CONCEPT

The museum is conceived as a layered spatial system:

→ a preserved hospital core
→ wrapped within a transparent glass volume
→ surrounded by a multi-level circulation network

The intervention does not erase the past — it frames it.

The existing building becomes the artifact, while the new structure constructs an experiential journey around it.

SPATIAL ORGANIZATION

The composition is structured as a vertical labyrinth:

  • A 2-story wing houses administration and public entry functions

  • A 4-story volume contains exhibition, gaming, and research spaces

  • Circulation flows continuously around and through the preserved structure

Movement becomes narrative — each level reveals a new layer of the story.

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Section 

EXPERIENCE

The museum operates as a sequence of curated “locations”.

Exhibition spaces are defined through color-coded environments, each representing a specific genre and era of video game history. The visitor navigates through contrasting atmospheres — from open social zones to compressed, introspective spaces.

The architecture encourages exploration, disorientation, and discovery — much like a game itself.

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