Archinect - News 2024-05-06T13:24:15-04:00 https://archinect.com/news/article/150133183/everything-out-of-the-ordinary-with-alex-lysakowski Everything out of the ordinary with Alex Lysakowski Shane Reiner-Roth 2019-04-24T09:08:00-04:00 >2024-03-15T01:45:58-04:00 <img src="https://archinect.gumlet.io/uploads/12/12d9f7474a44b9727312aa9d09837c6f.jpg?fit=crop&auto=compress%2Cformat&enlarge=true&w=1200" border="0" /><p>With so much of the built environment built not to delight but simply&nbsp;<em>to function,</em> the concept of post-production architectural imagery becomes a viable way of retroactively taking pleasure in the spaces we inhabit.</p> <figure><p><a href="https://archinect.gumlet.io/uploads/18/18ae59bd4fb3d7edc4aa472fae400b23.jpg?auto=compress%2Cformat&amp;w=1028" rel="nofollow" target="_blank"><img src="https://archinect.gumlet.io/uploads/18/18ae59bd4fb3d7edc4aa472fae400b23.jpg?auto=compress%2Cformat&amp;w=514"></a></p><figcaption>Antistructure, by Alex Lysakowski</figcaption></figure><p><a href="https://www.alexlysakowskiphoto.com" rel="nofollow" target="_blank">Alex Lysakowski</a>'s Antistructures are digital manipulations of buildings and built elements which might otherwise not grab attention (nor were built with the intention of grabbing attention).&nbsp;Lysakowski's signature move is stretching an ordinary building's proportions to a point just beyond believability, forcing them to enter definitions of monumentality, timelessness and noble austerity.&nbsp;<br></p> <figure><p><a href="https://archinect.gumlet.io/uploads/87/87c5bd753b7feac933d28773aac1bedc.jpg?auto=compress%2Cformat&amp;w=1028" rel="nofollow" target="_blank"><img src="https://archinect.gumlet.io/uploads/87/87c5bd753b7feac933d28773aac1bedc.jpg?auto=compress%2Cformat&amp;w=514"></a></p><figcaption>Antistructure, by Alex Lysakowski</figcaption><p><br></p><p>Based in Ontario, Canada,&nbsp;Lysakowski writes that his work "creates images with surreal and uncanny structural interaction within banal surrounding landscapes, eluding to a transitional space between reality and fiction while still retaining realism within the atmosphere of the image." Unlike Gordon Matta-Clark's Anarchit...</p></figure> https://archinect.com/news/article/90692631/monument-valley-a-video-game-about-impossible-architecture Monument Valley, a video game about impossible architecture Archinect 2014-01-07T17:32:00-05:00 >2018-01-30T06:16:04-05:00 <img src="https://archinect.gumlet.io/uploads/a6/a66af717cbf0c18eb0088aff86629179?fit=crop&auto=compress%2Cformat&enlarge=true&w=1200" border="0" /><em><p>For a few years I&rsquo;ve thought about how one might design a game where the architecture was the central character. I&rsquo;m particularly fond of temples, palaces, mosques, monasteries and other buildings which combine exquisite artistry with a potential for exploration and mystery. The main problem was how to make an interactive experience out of this.</p></em><br /><br /><!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "http://www.w3.org/TR/REC-html40/loose.dtd"> <html><head><meta></head></html>