So I’ve looked around and picked out this selection of modernist facades that may make your Minecraft buildings more interesting.

Too often have I seen bland gray buildings with tiled window frames, so draw your attention to the ‘Windows & Shell' design. Instead of having one generic rectangular exterior, this one has a partially-cut gray shell selectively concealing/showing the internal dark framework that holds the glass. It's similar to the usual facade, but far more interesting.

Tired of boring, one-colored walls? Tired of alternating checkerboard patterns? Take a look at the ‘Extrusion Composition' design; by utilizing neutral, calm colors and an odd, three-dimensional protrusions, the facade becomes cooler.

Keep in mind that these are ideas, meaning they are largely incomplete. Keep developing them! They are not good on their own!

Also, credit is given for each picture.


Since so many people liked it, I gave in and built the Compact Cube in creative. I initially wanted to build it in Survival because that’s the badass way to do things, but now I wanted to see what it looked like. I also changed a bit of stuff around. I’m testing the design. For science.

I haven’t addressed the geometry in this house, so in honor of Le Corbusier, I’ll go through a few. The entire house is cubical. Every wall is in the center the cube and divides the space evenly into squares. The glowstone is literally in the middle of the cube and provides completely symmetrical light to all areas (except the upper glowstone cancels that out). Dunno about golden sections.

In response to MinecraftHouses: the center glowstone can illuminate the whole house, but that upper one also adds symmetry and lights up the roof so baddies wouldn’t spawn up there. That fence post connects them pretty nicely, too.

I also had no idea what to put under the stairs, so it was either Harry Potter or cake.

It’s currently 5:47am so forgive me for not checking through the new followers I got. I also have a project to do. I’ll get to that later. :3



Partially inspired by the Brown Residence, designed by Lake|Flato Architects, Desert is essentially a series of moments formed by a number of convoluted pathways. It basically means the inhabitant of this house will “never know what’s around the corner.” The hallways leading to the main entrance and the bedroom both turn 90 degrees, obstructing the view entirely. Paths like these can either disconnect rooms from others (separating the feel of a workroom from a place of rest) or create a unique experience (entering the house is…different). The living/dining room features a high ceiling, which opens up the space for easier relaxation (though no one does that in Minecraft).

The things I borrowed were the desert-setting, large overhangs providing shade, and the suspension of solid materials between panes of glass. This house is built mostly out of wood, so be sure to experiment with different colors to achieve the best effect. I would suggest darker wood for walls, lighter wood for floors, and a medium tone for the thin roofing. There are also walls suspended upon sticks, which can either be a piston or a fence post. The left-most portion of the house features sandstone walls. The exterior pathways are made of stone. Use paintings intelligently.

Also the first time there’s an enchanting room.

Height: 5.5 blocks
Width: 25(+2) blocks
Length: 28(+4) blocks
Accommodations: Bed/Workbench/Furnace/Storage/Enchanting

As always, message me if you have questions or want more specific details.

Also, -other work


Sketch: This is a house designed for Minecraft that is both compact and architecturally stimulating. It includes a balcony, a bed, a storage area, a crafting table, and a furnace. Wooden walls and and glass panes.Two glowstones sufficiently illuminates the tiny 7x7x7 house.

This house works best in a wide plains setting where there is nothing to see but grass and the odd outline of a cubical house. This is definitely my favorite :D



The Outpost is based upon—no, more like adapted—from Architect Tom Kundig’s Outpost. The main focus of this house is the geometry of the house, whether it is a quadruple of squares or a big mess of spiraling gRatios. The house itself is a 13x13x13 cube, with an attached garden formed of three squares congruent to the house. A gravel path divides the length of the garden; each square of the garden creates four smaller squares with a tree centered in the middle each. The balcony is also built within golden constraints. Having a length of 8, the balcony forms a gRectangle when viewed from the side. The void beside the balcony, having various lengths of 5 and 8, can be used to finish the geometry in a series of gSections, forming a gSpiral.

The golden Ratio is all derived from the Fibonacci approximation, where dividing each successive number by the previous in the sequence would more accurately approximate the golden Number (or phi). Refer to the following picture. Notice the correlation between the sizes of the squares, the measurements of the house, the Fibonacci Sequence, and the golden Spiral it forms.


The secondary focus of the house is spatial relationship between the house and the garden. The elevated nature of the cubic house introduces a hierarchy between the artificial and nature. A viewer first focus is the house, followed by the garden, as led by its downward-flowing walls. Last in the hierarchy would be the external site, serving little to no importance to the overall house. The cube is also split into several sections, one of which aligns with the garden wall height. This effectively extends a section of the cube, reaffirming the status of the garden as a support space relative to the cube.

And of course, the windows themselves were fairly tricky. The way they are now, my professors would kill me for not connecting/defining any geometry. They’re mostly decorations right now. The only real geometry has been borrowed from the original Outpost, the near-perfect cross that divides the wall into near-fourths.

The building material, staying true to the original, should be smoothstone. The interior should have warm palette—I suggest wood and … wood. Yep. Oh, and bookshelves.


Mending Wall - by BNV Architecture

This building has all the qualities of a modern house: Mending Wall features orthogonal faces and edges, a dense mass supported by light stilts, and is smack-dab in the middle of nowhere. It seems like the staple of most modern houses; after the invention of steel and the beginnings of Miesian architecture, people wanted more volume, more space, and less obstructive designs. Perhaps they wanted the feeling of power, the dance with death, living dangerously beneath the threat of structural collapse. Anyways, this building is simple: it is a volume that suggestively tapers to a point. It features wide-open living area flanked by catwalks and wide floor-to-ceiling windows. Some things line up and create volumes. Other things are symmetrical. There’s a wooden floor on the exterior that implies space. That’s nice. Simple but over-used ideas.

What I also wanted to talk about is import of real buildings into the Minecraft setting. Architects would usually frown at the “dumbing down” of all the work and design into something that is much more simple. They may even make the case that it’s not real architecture because you’re just copying a design brick for brick, block for block.

However, that’s not necessarily true; when you import into Minecraft, the building is essentially undergoing a massive pixelating transformation. While simplifying the building is easy, it is difficult to maintain the original intentions of the design. It takes skill to analyze the original building and reproduce the implied volumes, masses, and feeling of the space.

Keep it up!

Mending Wall - info

Height: 8 blocks
Width: 12+ blocks
Length: 33 blocks
Accommodations: Bed/Workbench/Furnace/Storage/Enchanting

As always, message me if you have questions or want more specific details.

Also, -other work


Sketch: A one-story house designed for Minecraft to be compact and architecturally stimulating. It includes a bed, a storage area, a crafting table and furnace, a chair, and a table. One block of glowstone set into the floor provides enough light for the 6x3x3 interior. The wooden exterior facade, however, is twice its size and complements the black inner walls.


'Villa Amanzi' - by Original Vision

People must’ve seen this somewhere before. This is called the Villa Amanzi, designed by a company called Original Vision. Located in Phuket [P-HOO-ket], Thailand, it’s supposed to be an expansive mansion that houses a good number of people. It supposedly boasts a beautiful view of the beautiful Andaman Sea from all possible vantage points. Strange, though, since there’s a cliff next to it and so many trees, but I’ll take their word for it.

There isn’t much to speak of; it’s merely there to invoke beauty. White and clean, it is reminiscent of van der Rohe’s Farnsworth House, comprising mainly of horizontal planes. The vertical supports are thin or out of the way, serving to convey the feeling of weightlessness. Lucky for the Villa Amanzi, it is hanging over the side of a cliff, so that feeling is much amplified. Ironically, the Villa is also “rooted” to the cliffside; the ‘left’ side of the building basically extends until it reaches a cliff. The result is a mixture of space and air, created through solid, strong means; it’s a perfect mixture for a relaxing inhabitant, who has the space and freedom, yet needs the reassurance of safety.

Since this converted house is only designed with one or two inhabitants in mind, it is much smaller than it actually is. The mountain serves to conceal a storage area; since that is inside the mountain, whatever it looks like is irrelevant. There is an entire bottom level (visible in the original) missing from the current plans; if anyone approaches me with a request for three or more bedrooms, I will gladly rework something!

Height: 11.5+ blocks
Width: 20+ blocks
Length: 21 blocks
Accommodations: Bed/Workbench/Furnace/Storage/Enchanting

As always, message me if you have questions or want more specific details.

Also, -other work


Sketch: A house designed for Minecraft to be compact, yet architecturally stimulating. The impressively thin house is only 4 blocks wide, allowing only 2 blocks’ width as living space. The stairs used are formed by wooden slabs, which allow the inhabitant to see through the entire height of the house. However, the slabs can be exchanged for stairs if the inhabitant does not wish to jump across slabs.

Each half-floor serves a unique purpose: the basement is a studio with a chair and table, the ground floor is a welcoming foyer, the first floor up is a crafting floor, the second floor is a furnace floor, the roof floor is a bedroom, and a balcony sits at the top. The facade is that of giant steps, formed by the balcony and the gate. While completely awkward if built on plain grass, this house will be natural if fitted in a narrow valley (as shown above).


4x4 House - by Tadao Ando

This house was originally designed for a competition and then built for a client. It was designed to sit on the shore-side and face the ocean, allowing viewing through an extremely large window. Amazingly, after the first building was completed, the client requested a second building to be built beside it.

The house’s most noticeable feature is the cube that sticks out of the upper floor; in the most spatial sense, it becomes two volumes that are intersecting each other. However, the intersection is not fully realized in the interior because it is merely one combined space. That doesn’t stop it from implying the boundaries, though; the result is a series of similar ambiguous questions about the space: is it two intersecting volumes, three separate interlocking volumes, or just one space, unified by the purpose of that room?

Tadao Ando also works extensively with light; his concrete structures will often cast either emotive shadows or beautiful gradient light. The same goes for the 4x4 House: provided you have a shade mod installed that allows for the dynamic input of sunlight, you will find that the morning sun floods into the floors from one side, especially illuminating the top floor. The noon sun is blocked by the roof, and allows for a relaxing shaded rest. The evening sun streams through the clerestory window on the western side, which throws a soft, reddening glow on the interior.

Throughout the course of the day, the staircase is lit by the sun; the slitted windows at the side also does the same. The windows all provide a vertical dadum that lines the entire house and can imply cutting lines. The material of the house, platform, and wall is made of stone; the other is made of darker materials like obsidian and the such. The lighter building features a center line of darker material on the side where the darker building has a lighter material line down its side. Wood is used in the interiors to provide a soft contrast to the bluntness of the stone material. The middle portions of the roof is made of half-slabs to emphasize the square plan from above.

Have fun building!

Also, my friend, Duhtee, is starting up a channel to post videos that would display some really nice Minecraft architecture! You should totally go check him out.

Original House
Duhtee’s Youtube Channel

4x4 House - info

Height: 12 blocks
Width: 7+ blocks
Length: 7+ blocks
Accommodations: Bed/Workbench/Furnace/Storage/Enchanting

As always, message me if you have questions or want more specific details.

Also, -other work



Oops. I made the fundamental mistake of architecture. I didn’t draw such that it would outline specific characteristics of my design. As a result, those drawings, even if they looked good, don’t actually make the architecture look good. And I forgot to add in some scale, so I assure you this building is rather tall.

Simply put, this design is built around two principles: an exploration of cavernous space and a reflective symmetry among a center axis. As shown in the two perspectives, the site is divided implicitly along the center (it is actually not the center but that’s irrelevant) into two opposing sections; one side is tall, massive, and dense while the other is nothing but empty air. Taken as a whole, these structural elements represent two opposing waves, as if one is sine and the other is its inverse. Where one peaks, the other dips. Going even further, the two sides of the site are also inverses of each other; a high wall arcs over the valley and a slope reveals a doorway underneath a ledge on the opposite side.

The reason why this named 'Caverns' is because I didn’t have a good singular idea other than its spatial qualities. Each individual massing of the whole is its own “cave.” The space created beneath each is large and spacious, overshadowed by an extremely thick (or: dense) block of stone. This feeling of spelunking serves to accompany the feel of Minecraft, where cave exploration is key. In a way, these caves are also growing; the way they “climb” over each other and “wrap” around each other implies they are ever-so-slightly inching away. The only exception is the wall on the far left, which bends and creates a stop.

Height: 15 (+3) blocks
Width: 26 blocks
Length: 47 blocks
Accommodations: Bed/Workbench/Furnace/Storage/Enchanting

As always, message me if you have questions or want more specific details. Also, if you’re a contractor, I want to build it with you! :D

Also, -other work


Unnamed House - by Otto Medem de la Toriente

Nicknamed Amplify because it was nameless, this is an attempt at an adaptation of the above work. It was built in Madrid by a team of Spanish architects and, along with a series of their other works, explored the post-modern ideal of the House with their tilted, intersecting spaces. Reinforced by long, smooth surfaces and stone materials, this particular project serves as a study for the amplification across a space and beyond. The pitched ceilings create a linearly-changing perception of the volume of space as you sweep your eyes across the room.

The ceiling could also be thought as a move as well: as you approach the smaller side, it invokes a sense of constriction whereas the opposite invokes the feeling of freedom. The taller ceilings and larger windows also open out into the outside, as if capturing a view of the world as if blending both exterior and interior. The material of the stone is also encouraged by its apparent double-thickness. This reinforces the separation of interior and exterior across the wall and ceiling, allowing the flow to only travel through either end.

Not my best adaptation by any means. As a rule, I try to keep the buildings as small as I can while within the correct proportions. But even in the end, it is slightly off; a few rooms have undefined functions and awkward parameters. The basement, intended as a garage, has now lost its purpose in a world where vehicular transport does not exist (at least without mods). It is my hope that you, as the future architects, will fill this void to your own tastes.

Have fun building!

Also, my friend, Duhtee, is starting up a channel to post videos that would display some really nice Minecraft architecture! You should totally go check him out.

Duhtee’s Youtube Channel

Amplify - info

Height: 14.5 blocks
Width: 34 blocks
Length: 21 blocks
Accommodations: Bed/Workbench/Furnace/Storage/Enchanting

As always, message me if you have questions or want more specific details.

Also, -other work


Sketch: This is a house based on some picture I saw. Part of architecture is also choosing the correct location (or in this case, creating the perfect location) for the house to sit in. If the location is poorly picked, it wouldn’t matter how good the house is because it does not fit in with its surroundings. That’s the bane of many good Minecraft houses: they look terrible where they’re built.

This house isn’t a compact house and is quite big, in fact. It is built into the cut of a oceanside hill, the flat bottom aligning with the sand of the beach. The two walls on both sides frame the house and is shaped along the contour of the hill. So basically, a huge steamroller rolled across the hill and flattened it in one straight path.

This house is comprised mainly of three rectangular prisms. The inner spaces are defined by zones; one minute, there can be a long, horizontal space and the next, there can be the vertical space that overlaps.

There’s nothing special about this house, really. BUT, if anyone wants to be the contractor to my architect, go ahead and build this. Some of the more specific things aren’t shown here, but that’s just a message away! :)


There’s really nothing special about this building, really. Maybe I could mention that one of the rooms on the first floor is cubical, though why, I can’t say. It just looked cool that way. If this were a school project, I’d probably bullshit a little more to my professors about Miesian space-making, but even afterwards, they’d tell me to work harder.

Note: Try to build a fence or wall around this house; by itself, the building has no frame of reference and looks extremely awkward. What goes behind those walls, I don’t know.


 - - click the pictures! :D

Some of you might be wondering if I’ll ever convert my architecture project for Minecraft. I didn’t have time due to Finals, the Crits, and all the people I had to spend time with before I left for break, but now I did.

I sketched this one pretty quickly on the train, but it’s manageable.


As pretentious as this sounds (because architecture and art often sounds that way), the retreat itself is a study of spatial relationships and volume. The cube contains the original three planes, each made of wood to differentiate from the stone exterior. Then the edges of each interior plane is projected onto the cube and sections of the stone is removed as an extension of the interior (meaning edges all line up). This implies continuous rectangular volumes, etc. The spatial edges are then extended out onto the site. So basically, everything revolves around the central three planes.

The secondary focus for my project was discovery. Architects love the whole discovery thing because that’s something more thoughtful and less physical. It expresses control over a person’s psychology because it’s all suggestive. Very clever stuff, as is mine. Looking at the site plan (the big thing), we see that the only access point is through the initial landing area. Due to the 3-block high hedges, a guest’s view of the retreat is completely restricted, save for the fairly narrow path. The guest becomes curious, walks down the sandy path, and sees a fork in the road. Of course, you can’t resist the ever-so-inviting opening in the cube; the sand continues inside and draws your attention within. So you enter, following the groove, turning to left and out the side of the cube, led on by the interior plane that extends beyond the cube itself. That wall forms a rectangular volume, so you direct your attention towards the center of that space. You enter, that, turn back, and realize the wall is obstructing your view of the lake behind it. Once again, curiosity draws you underneath the wall and into a much more serene, calm, private environment.

So yeah, architecture has a lot of bullshitting involved, but once in a while, there’s a real psychological reason for certain design choices.

If anyone needs finer details, simply ask.

(Here’s a helpful Rhino render of the original project.)


This is the compact Ranch House designed for Minecraft. Although it is not a real ranch house (it is not a flat, sprawling building), it retained certain elements of such a design.

After realizing the whole “black interior wall” didn’t work as well as intended, I just went ahead and threw some random colors around. Guess they’d be a wildcard of some sort.

Inside is the 6x3 enclosure with every commodity available, even if it may be a tiny bit tight. This house isn’t as good as the cubical compact house in that it is claustrophobic and improperly proportioned. At least it is better than a cabin!

wirestitches said:

Can you send me some more specific details on Otto Medem's House? I can't build it solely based on the pictures in your photoset.

Oh gosh, I was hoping I’d have put enough information into the plans.

What sort of information or questions do you have? I don’t actually built the thing (everything I do is mostly mental but it all works out in the end).

I suppose I could try going through materials because that isn’t specified in the documents. I suggest using smooth light-gray blocks for the main building; something below stone like quartz would work perfectly, though in Single-Player, the cost would be through the roof. Thus I would suggest stone. This comprises most of the main building. This needs to be able to be slabbed as well; the slabs form the slope of the ceilings.

For the basement walls and the one wall in the side off to the back, I suggest using sandstone. In reality it is a multi-colored cobble texture, but sandstone gets close enough to provide a rusty color.

Maybe one day I’ll count all the blocks.

There’s a canopy on the right side (look at the elevation and second-floor plan). That basically has slotted openings in them. The canopy is supported by a single wall, also made of stone/quartz.

The sections will be your friend from now on. Look at them and see where each part lines up. It will also give you your ceiling and wall thicknesses. This house is a bit weird because it’s not as intuitive; a lot of the walls have bends to make them look thicker.

The basement space is 4 blocks high. Then there’s a floor on top of it made of quartz (or stone). Then there’s another three blocks of air up, then a floor above that. From the outside, the ‘balcony railing’ makes it look like the floor is 2 blocks thick.

I hope this helps! If you need anything, just ask.