Adam Price

Adam Price featured image

About

Adam is a student whose interests manifest in the social implications of Architecture, predominantly focussing on progressive design methodologies that seek to advance and challenge societal conventions. Recent projects have explored latent discourses through the design of typologies for work, living and play in mediums ranging across animation, image making, physical modelling and activism. 

After studying his undergraduate degree at the University of Bath, Adam moved to London in 2019 to complete his MA at the Royal College of Art, where he hopes to embrace the interdisciplinary systems of the institute to further his design skills and knowledge. After finishing his studies, he intends to work in the field of Architecture and expand on his understanding of what it means to be a part of the profession. 

Statement

Video games are progressively becoming a more favoured reality to that of primary London. Their clarity in rules and boundless fiction can at times contrast the disorientating and uninspiring contemporary city that is lived today. Creating worlds based on alternate realities, their practice sets forth a more easily accessible and appealing form of collective gathering in a society that makes it increasingly hard to do so. In regard to these new forms of modern behaviours, an exploration into the ‘half real’ methodologies of synthetic worlds is conducted. Subsequently, this leads to a thesis that looks to develop how such fictional mechanisms fabricated in these digital worlds might begin to renovate residents’ tangible interactions with the concrete realities of London.

To challenge the digital immediate separating these fantasies from authentic reality, a new fiction is created in which the systems of such domains are made palpable. The design realises a future scenario for an augmented public realm; imagining a new fidelity to the traditional urban square that seeks to address the growing prominence of video games as a chosen form of civic participation. To confront these changing customs, the crowd is used as a subject for a game: a ruled fiction to draw residents back into physical London.

Long before the events of the last year, crowds were becoming ever more atomised, and pushed further into their homes. Crowds have become more domesticated, enclosed, scrutinised and expensive to be a part of. The crowd, as a body, has developed into a misconception; a surreal fantasy that has quickly become a distant reality of urban practice. Narrating a latent imaginary, ‘Half Real’ draws on the makings of crowds and the growing illusion that surrounds them; painting a picture in which the desire to gather in mass initiates a functional typology in itself. In doing so, an alternate reality is crafted for a post pandemic London, testing the boundaries between architecture and the hermetic world of video games.

Half Real