Cosmogony

A computational masterplan exploring decentralized territorial logic, where settlements emerge through self-organizing systems driven by energy and terrain.

Universe Lore
Voltaris is a speculative sci-fi universe developed as an original world-building and design research project. It centers on a sentient civilization inhabiting the planet Diaterra — formless plasma beings who utilize sophisticated biomechanical exoframes to interact with physical reality.
Year: 2025
Type: Masterplan / Worldbuilding
Universe: Voltaris, Planet Diaterra
Focus: Adaptive Urbanism & Computational Cartography
Role: Full Cycle: Concept, Spatial Logic, C# Scripting, Diagrams, Visualization.
Tools: Houdini, Rhino + Grasshopper (Wasp, Nuclei), C#, Adobe Photoshop
Status: Academic Project (DesignMorphine)
The Masterplan
Cosmogony is a territorial study of how Voltaris society unfolds across Diaterra. Rather than a centralized plan, the masterplan reveals a layered grid of interconnected colonies shaped by energy access and geological structure. It is a study in distributed intelligence — a city logic born from need, terrain, and plasma flow, resulting in a responsive network of modular clusters and high-speed mobility systems.

The Challenge
The objective was to visualize a logic of urbanism far removed from human tradition. I had to represent the growth of a civilization that expands through "responsive adaptation" rather than conquest. The technical challenge lay in creating a complex cartographic document that could simultaneously show topography, four layers of transport networks, and zoning logic while maintaining a cohesive aesthetic.

The Solution & Impact
I developed a multi-stage computational workflow. The terrain was modeled in Houdini, after which I used C# scripting within Grasshopper to create custom, light-aware isolines. By calculating shading intensity based on surface normals and light direction, I achieved a "gradient-like" topographic visualization.
For the transport networks, I utilized Nuclei (Grasshopper), employing simulations inspired by natural growth patterns like slime molds. This allowed the infrastructure to "find" the most efficient paths across the fractured landscape, perfectly reflecting the decentralized nature of the Voltaris. The final document is a masterplan that proves my ability to design not just spaces, but the underlying systems that govern them.