![]() This has presented a refreshing challenge for JILA. An initial impetus was to live in the landscape, not just admire the view – a preference for experience over appearance. Our discussion creates curiosity about the brief. Rather than framing ocean views, the design directs attention inwards, highlighting the clifftop’s unique geology and form through exposed rock faces. This most intense part of the garden also subverts expectations of usability, with the owner recalling that her most enjoyable moments have been watching her grandchildren playing, not on the lawn overlooking the ocean, but hopping between the stones, spotting lizards. A sunken seating area turns inward, using stone recycled on site to anchor sitters in place. In contrast to the immense expanse of ocean that unfolds behind the building, the garden exists at a micro scale, rewarding more intimate forms of engagement. This corner of the rear garden also functions as a clever counterpoint to the site’s sublime view, which, framed by the floor-to-ceiling glazing of the house’s rear, requires little embellishment. The folded landscape echoes the Japanese influence in the house’s architecture, filtered through a uniquely Australian lens. At the garden’s base, a trickling rill gently filters water through aquatic plantings that is later fed back into the pool. Sandstone rough backs – waste material sourced from a Sydney stoneyard – bridge the garden’s spaces, nestling into the site in a balancing act that melds the existing with the conceived. The intimate scale of the house’s rear garden counterbalances the immense drama of the ocean panorama. I ask Irwin a dull question about maintenance, and the question is reshaped in her answer, becoming an anecdote about how the garden teaches, with decisions about pruning, removal and maintenance weighed against the course the garden itself wants to take – a process of watching and learning. ![]() Banksias supply nectar and shelter for local wildlife and a coastal tea tree offers dappled shade and the promise of a future gnarled and greyed trunk. Facing the street, small trees work both as screens and producers, with guava and citrus trees nudging the edges of the space and local native species jumping the boundary. In contrast to the gardens of neighbouring houses, (which are often bare and denuded for fear of obscuring precious views), this landscape is full, generous and alive. The house’s owner mentions that neighbours and walkers en route to the area’s nearby clifftop parklands often slow to admire the garden, commenting on its abundant planting. JILA has designed both front and rear spaces to perform – to provide. ![]() cumbersome controls due to bad sprite position -bad draw distance and onscreen clutter -no in game reference for commands and no options -no z axis movement buttons that I can find(needed by any game of this type that uses depth and altitude as movement) There are improvements that can be beyond its issues as well, a HUD display with functions could alleviate some issue but in all the game is on the low end to anything else Ive played in a year It gets a 1 for function, a 4 for effort and a 2 for the game it turned out to be.The house’s front garden spills toward the street, blurring the boundaries between the public and private realms planting references the site’s former ecology. No save option because of a checkpoint system, yeah thats on my list of bad and stupid game design choices because when a save gets corrupted, you must restart also it is ridiculous. I currently have it modded out for any game I play. The screen to sub point of view is over the right garbage, which was garbage in every game that ever used it. There are few options and no key mapping which I find to be a good reference for the controls when a game fails in this regard. Than something about a crew member needing to talk(tutorial) cant exit or resolve this after, just locked into the sub 2d mode then I quit. I figured there must be a trigger to continue or a way to drill out, something wasn't seeing it then lo I found some way forward (draw distance sucks). So I started in some kind of cavern, no exits and no big deal. I Yup, that's a 2 rating and after 20 minutes no less now let me iterate. Yup, that's a 2 rating and after 20 minutes no less now let me iterate.
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