
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

Project territory photofixation

Buil-up area

Functional scheme
Trading-office
Residential
Warehousing
Education

Traffic scheme

Pedestrian
Transport

Floor scheme

1-3
6-11
3-6

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.

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.

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]

Level 1
Plan
Central courtyard activating daily student life

Public courtyard connecting different faculties

Level 2
Plan
A sunken landscape forms a central public space where nature and architecture merge

Green amphitheatre as a social and cultural core
[modelling,rendering,post-production]

Level 3
Plan
A sunken landscape forms a central public space where nature and architecture merge

[modelling,rendering,post-production]


Chernishevskaya str. facade

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.


Section
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.