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CHAPTER II

Review of Related Literature


This chapter presents the related literature with some relevance on the present
study. Major sections are divided in accordance with their main topics.
2.1.

Foreign Researches
2.1.1. Seoul Animation Center

Figure 2.0 Seoul Animation Center


Source:http://www.visitseoul.net/en/article/article.do?_method=view&m=0004003002005
&p=03&art_id=44620&lang=en

The Seoul Animation Center (management: Seoul Business Agency) is


established by the Seoul Metropolitan Government in May 1999 with the aim of providing
comprehensive support to Koreas cartoon and animation industry. The center is located
at Sopa-ro, Jung-gu, Seoul. It runs an information desk, offers educational programs,
holds events to support new talents and productions, and hosts diverse events and
exhibitions (animation film festival, etc.) as stated by the Korean Tourism Organization.

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A major facility of the Seoul Animation Center, AniCinema is a multicultural space


that can accommodate diverse cultural events. Its primary objective is to facilitate the
supply of domestic animation films to theaters and to promote animated works by
holding a range of film festivals. The theater has 179 seats and state-of-the-art facilities
for screening both digital and analogue animated films. High quality equipment at
AniCinema, such as the 5.1 channel digital surround sound system and wide screen,
allows for a pleasurable viewing experience.

Figure 3.0 Seoul AniCinema and Themed Exhibitions


Source:http://www.visitseoul.net/en/article/article.do?_method=view&m=0004003002005
&p=03&art_id=44620&lang=en

Figure 4.0 4D Experience Hall and Kids World Playroom


Source:http://www.visitseoul.net/en/article/article.do?_method=view&m=0004003002005
&p=03&art_id=44620&lang=en

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Animation Theater and Exhibition Hall


The Seoul Animation Center is comprised of two buildings, the central building
and the Cartoon Museum. The central building is home to the Seoul AniCinema, Korea's
first theater exclusively devoted to animated films. The theater screens some of Korea's
top animated films including feature-length animated films and film festival entries. There
is also an exhibition hall located next to the theater that showcases themed exhibitions
and a 4D Experience Hall where visitors can enjoy a 3-4 minute 3D movie in addition to
the 4D experience called "King Dome Rider." Children are also welcome to play in the
Kid's World Playroom, an indoor playground that features a ball pit and slides.

Figure 5.0 Character Experience Exhibition Halls 1 and 2


Source:http://www.visitseoul.net/en/article/article.do?_method=view&m=0004003002005
&p=03&art_id=44620&lang=en
Stop-Motion Animation Experience Program
The Character Experience Exhibition Hall is a place where visitors can directly
experience the production principles of animation. In Exhibition Hall 1, visitors can create
blue screen composites, try digital coloring on a touch screen, and play games that
feature popular characters. In Exhibition Hall 2, visitors can make their very own cartoon
characters using colored clay. Visitors are also welcome to make stop-motion animated
videos starring their clay characters.

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The Cartoon Museum


Connected to the Seoul Animation Center, the Cartoon Museum features a 2story library fully dedicated to comic books and animated films. The first floor of the
library houses over 40,000 comic books and other printed material related to animation
and the second floor of the library houses over 7,000 animated films, cartoon movies
and other video material related to animation. There is also a mini-theater on the second
floor that screens cartoon movies every weekend.
The library is open to the public, free of charge. Visitors are only required to
present a form of identification after which all materials in the library may be viewed
freely. Elementary school students are only required to state their name and the name of
their school, and foreigners may view materials without presenting any form of
identification.
2.1.2. China Comic and Animation Museum (CCAM)

Figure 6.0 China Comic and Animation Museum


Source: http://www.designboom.com/architecture/mvrdv-china-comic-and-animationmuseum/

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The China Comic and Animation Museum (CCAM) is designed by MVRDV, a


Netherlands-based architecture firm for the international design competition in
Hangzhou, China. MVRDV won with a design referring to the speech balloon: a series of
eight balloon shaped volumes create an internally complex museum experience of in
total 30,000 sq. meters. Part of the project is also a series of parks on islands, a public
plaza and a 13,000 sq. meters expo centers. Construction start was envisioned last
2012 with the total budget of 92 million Euro.
According to MVRDV, comics and animations have long been considered a form
of entertainment for younger children, but have developed more and more, particularly in
Asia, into a sophisticated art form. The initiative to specially house this relatively new art
form creates a platform which will unite the worlds of art and entertainment. By taking
the form of one of the key graphic elements of comics, the speech balloon, the building
is instantly recognizable as being devoted to comics and animations. The 2D speech
balloon becomes a 3D symbol and a space. The 30,000 sq. meters of space are
distributed over eight volumes, which are interconnected to form a circular route of the
entire program. Additional programmatic elements such as the lobby, education space,
three theatres/cinemas with in total 1111 seats and a comic book library each occupy
their own balloon. Where balloons touch, a large opening allows access and views
between the volumes.
The balloon shape offers versatile possibilities for exhibitions: the permanent
collection is presented in a chronological spiral whereas the temporary exhibition hall
offers total flexibility. Amsterdam based exhibition designers Kossman deJong tested the
spaces and designed exhibition configurations which appeal to different age groups and
allow large crowds to visit the exhibition. One of the balloons is devoted to an interactive
experience in which visitors can actively experiment with animation techniques such as
green screen, stop motion, drawing, facial animation and so on.
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Figure 7.0 CCAMs Exhibition Spaces


Source: http://www.designboom.com/architecture/mvrdv-china-comic-and-animationmuseum/

The core attraction of this space is a gigantic 3D zoetrope. The routing of the
museum permits short or long visits, visits to the cinema, the temporary exhibition or the
roof terrace restaurant. The faade of the museum is covered in cartoon-style reliefs, its
finish making reference to traditional Chinese ceramics. The monochrome white
concrete faade also allows the speech balloons to function as a screen: texts and
images can be projected onto the faade to animate it. The museum will contain a
multitude of sustainability features such as natural ventilation and adiabatic cooling, all
focused on providing excellent energy efficiency. Most of the 13.7 hectares site is
occupied by a new park on a series of islands in White Horse Lake, where new reed
beds are used to improve the water quality.
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The Museum will be the icon of a larger development, the Comic and Animation
Center. It comprises a series of hill-shaped buildings containing offices, a hotel and a
conference center of which the first phase is close to completion.
2.1.3. Miami Animation & Gaming International Complex (MAGIC)

Figure 8.0 Miami Animation & Gaming International Complexs Lobby


Source:http://www.miaanimation.com/wp-content/uploads/2015/03/MAGIC_1.jpg
The Miami Animation and Game International Complex (MAGIC) is the new
9,000 sq. feet, state of the art interactive learning building for students who want to
major in animation and game development. It is located at Miami Dade Colleges
Wolfson campus. According to MAGICs official site, the facility is designed to mirror a
working animation studio like industry-blockbuster Pixar. It contains a motion capture
studio, open labs, audio engineering and color suites, and other spaces for students.

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The Gallery
Visitors enter the MAGIC Studio through The Gallery, a space that features
student work in animation and video games. This will give the visitors the opportunity to
play demo video games created by the students.

Figure 9.0 MAGICs Open Lab


Source:http://www.miamiherald.com/news/business/7xveoa/picture2666729/ALTERNAT
ES/FREE_640/02_MDC_VFX_OpenLab%20HD%20(1).JPG
The Open Lab
A large multi-purpose space dominated by The Brain, an enormous screen that
is connected to every work station and room in the complex. Work can be shared and
viewed by others at any time through The Brain. This space features 30 work stations,
each with a Cintiq HD 2200 Touch. Students have access to a creative tool set that
allows them to draw characters, convert the work to vector art, and work with 3D
animation, compositing, modeling, simulation, and rendering. This space also serves as
a platform for guest speakers and game competitions.
The Open Lab includes a printer area that houses several 3D printers, plus a
wide format plotter to help students visualize the production color palette, storyboards
and characters.

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The Classrooms
There are two classrooms both equipped with work stations featuring top-of-the
line software and connections to The Brain. The second classroom features 36 stations
where students can work on 2D and 3D animation. The rooms at MAGIC are sound
proof except for the Open Lab.
The Pre and Post Production Suite
The pre and post production suite includes an audio engineering booth for
recording sound. Among the tasks handled here will be picture and sound editing,
dialogue recording, sound mixing, special effects, and various other important steps in
the production process.
The Incubator
The incubator is a sleek and contemporary conference room with tables that can
be arranged into a classroom or workshop setup. This serves as a venue for students to
gather for development and production meetings.
The Color Suite
The Color Suite is outfitted with DaVinci Resolve software and state-of-the-art
equipment that equals industry standards for color correction in animation.

Figure 10 MAGICs Motion Capture Studio


Source:http://www.animationmagazine.net/wordpress/wp-content/uploads/magicpost.jpg
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The Motion Capture Studio


This space comprises of three key features. The green screen creates an
environment, shoot actors and composite the images. The motion capture equipment is
used to capture motion for video game design. While the motion tracking joins a 3D
camera and a regular camera to capture and animate images in 3D.
2.2.

Local Researches
2.2.1. U.P.-Ayala Land Technohub

Figure 11 U.P.-Ayala Land Technohub


Source: http://dzup.org/sites/default/files/UP-TECHNO-HUB.jpg

The U.P.-Ayala Land Technohub is an information technology hub jointly


developed by the University of the Philippines (UP) Diliman and property developer
Ayala Land. It is 37.5 hectare development situated along Commonwealth Avenue in
Quezon City that will house firms in the high-technology fields and high-value business
process outsourcing (BPO) services, start-up companies, and incubate companies.

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The Technohub is envisioned as an integrated community of science-and


technology companies creating a dynamic learning and entrepreneurial laboratory at the
very home of young and brilliant minds. It will be supported by select retail concepts,
recreational facilities that promote work-life balance, and a round-the-clock, organized
transport system. True to our commitment to sustainable development, the Technohub is
designed with the environment in mind: it maximizes energy efficiency and uses gray
water to minimize its impact on its natural surroundings.
Beside the office buildings is a 3-hectare central park with a man-made lagoon,
retail areas, campus apartments and a business hotel. A Tech Portal and Retail Plaza
are also centrally located within the Technohub.
The hub has a leasable area 156,708.75 sq. meters comprising of ten (10)
buildings namely Buildings A to O. Each building is consists of four (4) floors with an
average floor plate of 2,800 sq. meters including common areas for all buildings.
2.2.2. The Mind Museum

Figure 12 The Mind Museum


Source: http://www.themindmuseum.org/about-us/2/about-us
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The Mind Museum is a science museum located at Taguig, Metro Manila. It is


situated on a 1.2 hectares loti the J. Y. Campos Park in Bonifacio Global City which is a
business city of the city. The facility was developed by the Bonifacio Arts Foundation Inc.
(BAFI).
Designed by Architect Ed Calma, from Lor Calma & Partners, the museum
provides a learning venue dedicated to providing an extraordinary educational
experience that stimulates the public understanding of science. Its goal is to inspire the
curiosity of people for natural world, to foster critical thinking and self-discovery, to
enhance science education with interactive learning and to develop the next generation
of scientists and innovators.
The design of the museum was inspired from cellular structure and growth and
its concept is uniquely Filipino. Exhibition takes off from a narrative that presents science
in over 250 interactive exhibits through five (5) interconnected stories. The exhibition
spans nature in scale, from the smallest thing in nature to the largest and everything in
between: atom, earth, life, universe, and technology.
The museum is environmentally sustainable. It is LEED Gold-certified for design
and construction, and is the first LEED-certified museum in the Philippines.
The facility is consists of sustainable features. It is designed to collect rainwater
that helps reduce flooding; has parks devoted to non-invasive species of local flora that
ensures a balance of the ecology of the area; uses green materials such as low volatile
organic compounds (VOC) paints and adhesives that do not release significant
pollutants to the environment at the same time significantly improves the indoor air
quality; has green roof that helps insulate the building from outdoor heat, thereby
reducing the cooling requirements of the building; uses solar panels that supply part of
the total energy consumption of the facility; uses energy efficient lightings; is ozone

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friendly; and uses construction materials that have high recycled content such as steel
and aluminum.
2.2.3. Toon City Animation Studio

Figure 13 Toon City Animation Studio


Source: http://tooncityanimation.com/wp-content/uploads/2015/04/
Screen-Shot-2015-09-19-at-2.51.39-PM.png
Toon City is a Filipino Emmy award winning animation studio located at
Mandaluyong, Metro Manila. It is the animation production house for major clients
around the world, including Walt Disney Company and its Disney Toon Studios division,
which produces animated TV series and direct-to-video films. They have also done a few
commercials and several direct-to-video works for Nickelodeon, Universal, Warner Bros.
and Cinegroupe.
Toon City has progressively grown over the years into becoming a choice
animation facility in Asia. It is offering in its best the high quality 2D traditional, Cut-out
and flash animation.

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With the combination of first-in-class technology with Filipino talent and top
industry standard quality, the studio maintains only the rigorous production, quality
assurance and industry standards in delivering to it client. The studio has an
approximately total area of 10,000 sq. feet accommodating four hundred (400) of the
finest animation artist and technicians in the industry,
2.3.

Foreign Studies
2.3.1. GAMATION: A Proposed Game Art and Animation Center

Figure 14 Game Art and Animation Center (GAMATION)


Source: http://www.florence-expo.com/back/imgsup/id3692_img7_SHEET5.jpg

This proposed project is conducted by Hafsa Peerzada, a BS architecturegraduate from Bijapur, India on year 2012.GAMATION is a 9 acres proposed gaming
and animation center located at India. According to Peerzadas study, the goal of the
project is to introduce multiple activities and functions into the center providing a unique
sensory experience bring people of creative profession together. Ideally, through the
intersection of education, participation, and performance people will be interacting at the
community scale as well as the human scale.
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The concept of the project is fluidity. The term fluidity refers to a particular type of
experience characterized by feeling of fusion with an on-going activity, effortlessness
and flow. For Peerzada, Fluidity is the appearance of a building to be flowing, the flow
of people through a building and more. The concept can be achieved by form, open
spaces, connectivity of both and flow of materials.

Figure 15 Site Development Plan of GAMATION


Source: http://www.florence-expo.com/back/imgsup/id3692_img4_SITE-7.jpg
Figure 16 above shows the site development plan of the proposed Game Art and
Animation Center (GAMATION).
GAMATION is comprised of several categories consisting of the main studio
space, education, administration, production, and entertainment, recreational and utility
space. The proposed project is consists of the following build-up structures:
Auditorium
It has a total area of 1,426 sq. meters with a capacity of 500 people.
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The Studio Building


The studio building has a theme of IMAGINE-VISUAL-CREATE. It is a 12,706
sq. meters structure where dreams are turned into reality.
Multimedia Center
This is a place where people of all age can entertain themselves with gaming
gallery, food courts, multiplex and lot more. The center has a total area of 7,565 sq.
meters.
Art Gallery
The art gallery has the largest total area with 23,275 sq. meters. The gallery
displays the works of trainee as well as the new upcoming games and animations in the
market, and art works done by the people at the studio. (Peerzada, 2012)
2.3.2. Proposed Gaming Hub and Animation Center at Sarangpur

Figure 16 Gaming Hub and Animation Center at Sarangpur


Source: http://www.slideshare.net/ramanplaha/portfolio-ramandeep-singhplaha?qid=8a1359ac-98be-46da-9eb4-baf3d4e05669&v=default&b=&from_search=1

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This proposed project is conducted by Ramandeep Singh Plaha, a BS


architecture-graduate from Jhansla, Punjab on year 2012.
The project being Gaming Hub and Animation Center involves study of games
and the behavior of the gamer. According to Plahas study, the fastest growing industry
is the entertainment industry and so do the animation industry. In that content the
proposal to bring out a collaborative gaming and animation center for the entertainment
industry in the developing village of Chandigarh in Sarangpur district. The project
combines education and recreation together under one place.
The lot area of the site is 9.6 acre which is located in the film city. The plot of the
site is corner lot specifically shaped of zigzag which represents the shape as that of a
distorted pentagon. The proposed site will be easily approachable as a 7m wide rode is
proposed in front of the plot which connects the site to the National Highway also, a 5 m
wide road is proposed that will run perpendicular to the previous one. On the north-west
of the site lies the border of Punjab. Hills are visible on the opposite side of it.
The center is divided into three (3) major parts namely the gaming hub, the
studio with offices and the common facilities like museum and food courts. Each block of
the building will have their own characteristics with the sense of functionality as well as
aesthetics. There will be combination of elements in the designing of the buildings with
specific details.

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Figure 17 Site Development Plan of


Gaming Hub and Animation Center at Sarangpur
Source: http://www.slideshare.net/ramanplaha/portfolio-ramandeep-singhplaha?qid=8a1359ac-98be-46da-9eb4-baf3d4e05669&v=default&b=&from_search=1

Since the client is a Microsoft game studio, the form of the project is inspired by
games. Research was conducted on the types of games specifically 3d games, kinetic
games, computer games etc. and also the behavior of the gamer.
A museum on the history of games and animation is also designed at lower level.
The height of game tower is 15 m and that of the animation center will be 27m. The
concept for the form comes from the Microsoft game XBOX 360. The blocks are placed
in that formation like a box, an X and linear direction. (Plaha, 2012)

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2.3.3. Proposed Comic and Animation Museum by EMBT

Figure 18 Comic and Animation Museum by EMBT


Source: http://www.evolo.us/architecture/comic-and-animation-museumproposal-by-embt-weaves-tradition-and-modernity/
The project proposal is an entry of Miralles-Tagliabue EMBT for the international
design competition in Hangzhou, China.
It is written on Evolos official site that architects at EMBT did an unpopular thing
for their Comic and Animation Museum Design: they addressed the issue of context. The
idea was to engage the surroundings in a visual and associative narrative, delivering a
design that joins the Confucian geometry to a mystical appreciation of nature. The
intense relationship between object and landscape and subtle referencing to tradition
aimed to transform the site into, what the architects called-a kind of magic land that will
enhance the impossible and dare the mind to reach unexpected levels of imagination.
The punch-line iconicity and visual overstimulation were replaced with multilayered
experiences of the specific and the imaginative.

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The basket-like forms of the museum resonate with images of the Chinese
vernacular. Their alignment suggests a processional navigation through the exhibition
space, a principle immanent to the Taoist idea of path, ultimately embodied in the
Chinese traditional garden design. The distinguishable imagery of narrow paths and
networks of bridges amid lush green ambiance is reinterpreted, while still essentially
rooted in the idea of the Chinese garden as a cosmic diagram, revealing a profound and
ancient view of the world and of mans place in it.
Starting from the ramp, the visitors are taken down to a sub-aquatic underworld,
from where they are able to experience underwater views of the lake. Large screens
projecting animation from comics around the world dominate a double height space,
going from underneath a cluster of waterlilies, up to the floating baskets. The roof, as
artificial landscape, integrates the bodies of the Museum and maintains the fluidity of
movement. The floating baskets are tactile and organic. Through permeability of the
assemblage visitors are presented with the opportunity to directly experience the fine
weaving of the fabric. Harmonizing their own rhythms to the pulse of natural
surroundings of the site, the colorful wicker structures create an impression of fragility,
which further humanizes the design.
Accentuating the textural quality of the museum aims to widen the perceptual
field beyond dominant ocular-centric paradigm of contemporary architecture. The multisensory features of the design integrate the visitor with space, leaving him with a purely
spectatorial role only while observing the exhibition. The imaginary worlds of comics and
animation are transposed into the realm of architecture, encouraging visitors not only to
consume, but to participate in their own experience of built space. (Grozdanic, 2011)

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2.4.

Local Studies
2.4.1. Techno Hub: A Proposed Digital Gaming and Animation Hub
The proposed project is conducted by Josh Reyes on February 2015. The study

is a proposed global competitive hub for digital gaming and animation.


According to Reyes study, animation and digital gaming became a part of human
life from late 20th century since at time it evolves simultaneously until present. This
industry became a boom in 21st century because of technological discovery that human
have.
Filipinos, being a part of this business and with versatile talent in different field
we are lucky to be part of this industry. Filipino became resourceful in this field started
from 21st century which inspires this proposal and providing a multiple functional
facilities that will enhance what we have in terms of animation and digital media. It will
give a chance in the upcoming generations to be part of it by simply providing knowledge
that they need.
Digital gaming and animation hub is necessary to everyone whom their work is
applicable to technological field. Up to this time digital media in the Philippines worked
only in a room with an internet connection. Providing them a new set and form of venue
will become a new advancement in this area of industry.
The proposal will present the essence of creating an innovative environment for
Tech Hub that may be a part of changing the fabric of mankind. By merging animation
and digital media multiple creative innovations might be seen and generated. The
combination of each individual idealism and uniqueness will be the next stepping stone
advancing and creating the next most anticipated form of leisure and entertainment for
all the mankind.

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The Techno Hub will compose of administrative building, institutional facilities,


mix-used development, and other facilities within the vicinity such as dormitory, guard
post, generator house, and food courts.
The proposed selected site has an approximately total area of 20,799 sq. meters
located at Subic Bay Freeport Zone, along Rizal Highway. The location of the site is an
ideal selection for the project due to its accessibility to the main thoroughfare.
The design concept of the structure is modern Mediterranean architecture. Its
plan concept is grids and nodes. Flexible user-based infrastructures ensure that each
occupant in a building will have access to all the basic needs for a healthy, productive
workplace: air quality, temperature control, daylight and view, electric light control,
privacy and working quiet, network access and ergonometric furniture. This access can
only be provided by a shift away from centrally controlled infrastructures to the concept
of grids and nodes. The grids establish the overall capacity available to support the
working group or neighborhood (fresh air, cooling, power and network capacitance,
given maximum occupant densities). The nodes must be flexible in terms of location,
density, and type of service offered.
2.4.2. KOMIKOLAB: The Center for Philippine Comics and Cartoons
The proposed project is conducted by Gabriel Yap on 2014 for his undergraduate
thesis. It is a proposed Philippine Comics and Cartoons Center at Pasay City, Metro
Manila.
According to Yaps study, the Philippines had a long and colorful history with
comics and cartoons. Filipinos have had over a century of history with comics and
cartoons and the industry is one of the oldest contemporary forms of media much older
than television and film. It has permeated deep into our culture and influenced many
other forms of media. Sadly, despite the abundance of local talent, it is an often

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overlooked industry, and not much has been done on a large scale to help it reach its full
potential.
Komikolab pertain its focus on the production of comics, cartoons and similar
content such as animation and graphics. It aims to reinforce the current indie structure of
the industry by providing opportunities and empowerment to the individual Filipino artist,
to establish a venue for research on the cartooning industrys cultural impact, as well as
research on ways for the industry to branch out unto other media, and to promote
collaboration not just within the industry but with fans, enthusiasts and the general public
in order to strengthen the industrys market.
This project explores how architecture can be utilized in strengthening the growth
of the revitalizing local comics and cartooning industry of the country; because economic
development is not just about investing in material tangible things, but also investing in
Filipino culture, Filipino art and the Filipino artist.
The proposed project has an approximate area of 1.2 hectares located within
CCP Complex in Pasay City, Metro Manila. It will compose of three main facilities such
as the studio, museum and convention, along with other minor facilities such as
publishing office, library and archives. Inspired by art panels traditionally associated with
comics, each facility will operate independently and tell its own story while creating a link
to the other.
The concept of the project will follow the design features of the CCP Complex
which are floating architecture, sense of experiential drama, sense of openness,
pedestrian-orientedness, large open spaces and upstream-downstream. Each building
facility will have its own technology to project art into its faade.
2.4.3. A Proposed Philippine Animation Center
The proposed project is conducted by Cesar Lacorte Jr. on March 2010. The
project is situated at Calamba, Laguna. The center is consists of administrative building,
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animation studio, visual edutainment department, animation training center, and


ancillary department.
According to the summary of his study, the proposed Philippine Animation Center
aims to provide a wealth of knowledge about animation and where it stands today. It will
present how greatly the animation industry has matured and provide the aspiring
Filipino animators with both inspirations and motivation to excel in their chosen field. Its
goal is to capitalize on the ever-widening market for the animation by providing facilities
of excellent standard for animation training and production, to develop interest and
appreciation animation, to increase the skills and nurture the creativity of Filipino
animators, and to boost the countrys global competitiveness in the field of animation.
Based on his study, there is constant growth in the animation industry in terms of
the number of animation studios and animators and the revenue that animation brings.
It is no doubt beneficial to an animation industry that is par with standards given that the
global demand for animation is significantly increasing each year.
Filipino artists strength and edge as animators stems partly from our culture and
disposition. Their creativity is not inhibited by limited resources. They have various
artistic backgrounds and a wide, varied cultural exposure. They are adaptive and
service-oriented. Also, their English proficiency and cultural affinity with the West are
added advantages.
Original content animation has been produced recently for wider audiences
through such popular media as TV programs and movies. However, the industry has
only scratched the surfaces in terms of producing its own brand of animation.
Lacorte concluded that the Philippine animation industry is standing its ground
amidst fierce competition with other foreign animation providers. Filipino animators are
talented and skilled. The proof is in the handful foreign animation, the success of which
can be attributed to Filipino animators. If the Philippine country becomes a premier
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animation provider, it is apparent that our animation industry requires nurturing and
support.
In this light, the project will be an instrumental in further developing the creative
talents and skills of the Filipino animators. It will encourage collaborative efforts to push
for a kind of animation distinctly their own.
2.5.

Synthesis
This study focuses about the proposed Animation Hub with Museum and Theater

in Pasay City, Metro Manila.


Studies from the past theses presented were not directly related to the present
research for the following reasons: First, the present study focuses on the proposed
animation hub with museum and theater in Pasay City, Metro Manila wherein past
studies focused on different proposal associated to animation in different locations in the
Philippines and other Asian countries. Secondly, different concepts of design and
approach were used while conducting the architectural planning and designing of the
past researches. The present study utilizes its concept (Canvas Painting on Easel) and
theoretical (Design Concepts by the CCP) framework to come up with the final design of
the proposed animation hub with museum and theater. Lastly, past studies considered
different from the present study with its scope, location, topography and other physical
as well as social conditions.
Peerzadas study was able to integrate the aspect of education, participation and
performance into one place creating unique sensory experience as well as continuous
flow of movement within the structure through the concept of fluidity. The present study
also wanted to consider those aspects which will comply with the CREATE-LEARNPLAY character of the proposed project.
In Plahas study, he involved the process of developing games and the behavior
of the gamers into forming a collaborative center that combines the aspects of education
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and recreation. The present study also intends to incorporate the process of where it
specialized in, which is animation. By considering the process of the production of
animation, the researcher will be able to determine the necessary amenities and the
possible approach to be utilized in the proposed project.
Study of Miralles Tagliabue EMBT centered on harmonizing the relationship the
structure and its surroundings. Their idea was to design a contemporary structure while
considering the cultural features of the place into the building. Since the building was
proposed in China, the architects in EMBT wanted to include Chinese culture into the
structure along with a contemporary design. The present study also wanted similar
approach through contemporary design but instead of Chinese culture, a touch of CCPs
design character will be applied in the proposal.
Another previous study, Lacortes, focused on creating a venue for the Filipino
animators but it differs from the present research on the scope of the project. The
previous one would develop a studio and training center for Filipino animators which
allow them to have a place for new advancement in the animation industry. The present
study is the same in matters of developing a studio and training center for Filipino
animators but different in a way that the present also showcases the work of the industry
through the additional means of developing museum and theater.
Similar to Lacortes study, Reyes study concentrated on providing a new set and
form of venue for the improvement of Filipino animators in the animation industry.
However, Reyes study includes a flexible user-based infrastructure. This is to ensure
that each occupant in a building will have access to all the basic needs for a healthy,
productive workplace: air quality, temperature control, daylight and view, electric light
control, privacy and working quiet, network access and ergonometric furniture. All of
these will be considered in the present study.

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Yaps study aimed to create a venue for local comics and cartooning industry as
well as to promote and strengthen the industrys market. His proposal is located within
the CCP Complex in Pasay City. The KOMIKOLAB followed the design concepts of the
CCP which are floating architecture, sense of experiential drama, sense of openness,
pedestrian-orientedness, large open spaces and upstream-downstream. The present
study is similar to the previous one but instead of providing a venue for the local comic
and cartooning industry, the present research focused on local animation sector. In
addition to that, the present study will also incorporate the design concept of the CCP
Complex to come up with a design suited for the proposed project.
The different conceptual literatures provided information which was used as
bases for the present study. This includes the different designs and approach of various
centers, studios and museums in the Philippines and abroad which are used to put in the
conceptualization of the design model of the proposed PHILANIMA.
Seoul Animation Center is a place created to provide comprehensive support the
Koreas cartoon and animation industry. It runs information desks, offers educational
programs, holds events to support new talents and productions, and hosts diverse
events and exhibition such as animation film festival and many more. This has inspired
the researcher to come up of a similar approach that will be essential to the growth and
development of the animation industry in the Philippines.
MVDRV designed the China Comic and Animation Museum through innovative
ways and means. These include the creative configuration of spaces which appeals to
different age groups and application of sustainability features within the structure.

By

similar means, the present study would like to incorporate a creative approach while
maintaining the balance of its relationship with the surroundings.
MAGIC is a state of the art interactive learning facility for students who want a
major in animation and game development. The facility aimed to mirror the working
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animation studio. It is consists of complete set of animation and gaming amenities in


which the users can engage their work in a healthy and productive environment. Similar
to MAGIC, the present study also aims in building an interactive workplace for which the
user can have fun and enjoy while studying and working.
UP-Ayala Land Technohub is a hub dedicated to information technology. The
hub has work-and-play concept, composed of recreational facilities that promote worklife balance and is committed to a sustainable development. Related to Technohubs
concept of work-and-play, the present study takes in a CREATE-LEARN-PLAY
environment. In addition to that, the present study also includes environmental
sustainability in the proposal which is parallel to the Technohub.
The Mind Museum is an interactive museum that features an environmentally
sustainable design and is certified Gold in LEED. It hailed as the first LEED-certified
museum in the Philippines. This provides an inspiration to the researcher to incorporate
an environmentally sustainable design in the proposed project that will also contribute to
the ecosystem as an environmental-friendly structure.
The Toon City Animation Studio is known for being one of the major production
houses in Philippines. It has received an award for its outstanding performance in the
television industry. This has inspired the researcher to come up of a design that has a
healthy and productive environment which can help to produce outstanding animators
that can rival other animators outside the country.
All these conceptual literature are taken for consideration in the overall conduct
of this research.

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