Comics are o en referred to as the “ninth art” and have evolved from lowbrow medium to an art respected in intellectual circles. This rise in reputa on is mainly due to the movement of the graphic novels in the last decade. In architecture, however, comics remain undervalued. Despite numerous examples of successful architectural comics, the comic itself has not yet fully established itself as an instrument for the development of ideas and for the presenta on of architecture. During my architectural studies I was intrigued by thought experiments the utopias/dystopias and hypothe c scenarios created by great architects to discover the limits of architecture and expand them. I tried to dis ll this interest into my comic “Playground 17”. Inspired by authors like François Schuiten and Benoit Peeters, Bézian, or Archigram and OMA, I endeavored to combine the ar s c possibili es of the comic with the complexity of architectural discourses. ^Furthermore, my inten on was to present this hypothe cal architectural discourse to a broad public, which is why the comic was my rst choice for conveying the c ous se ng of “Playground 17”. How can architecture be implemented in a c ous world, and how can it a ect a utopian se ng? How can comics present architecture and what are the advantages of doing so? What stylis c choices need to be made? How does the process from the ini al idea to the nished comic-book look like? What analogies can be found between the crea on of a comic and the design of architecture? I will try to answer these ques ons in “Playground 17” and its theore cal annex. Star ng with a short overview of architectural comics, I con nue with an explana on of the architectural theory which I used as a framework to construct the scenario of Playground 17. This is followed by a short descrip on of the designing process involved in crea ng “Playground 17”, from the storyboard to the last nishing touches. ^Consequently, I will outline the materials employed while working on the comic, concluding with some general insights and recommenda ons to poten al future authors. To round o the overview, I will also delineate the references which inspired or in uenced the comics architectural design and scenario.