Archinect - News 2014-09-18T10:06:03-04:00 http://archinect.com/news/article/106094906/how-video-games-have-the-power-to-change-real-lives How video games have the power to change real lives Alexander Walter 2014-08-08T13:46:00-04:00 >2014-08-12T21:39:14-04:00 <img src="http://cdn.archinect.net/images/514x/9e/9e824aabdeb98deb13c1eb009f81c429.jpg" width="460" height="276" border="0" title="" alt="" /><em><p>But the intricate fantasy environments imagined for games like GTA V may well prove more useful than they seem. Now the technologies and tools developed by this multibillion dollar entertainment industry are making changes in the real world. John Isaacs, a lecturer in computing at the University of Abertay, is one of those exploring the possibilities of game engines. In 2011, he developed an urban mapping application for his PhD project.</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> http://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 >2014-01-14T03:03:42-05:00 <img src="http://cdn.archinect.net/images/514x/a6/a66af717cbf0c18eb0088aff86629179.jpg" width="514" height="685" border="0" title="" alt="" /><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> http://archinect.com/news/article/77134832/equator-launches-architecture-competition-that-will-be-conducted-inside-of-the-video-game-minecraft Equator launches architecture competition that will be conducted inside of the video game Minecraft Archinect 2013-07-15T14:08:00-04:00 >2013-07-15T19:32:22-04:00 <img src="http://cdn.archinect.net/images/514x/76/76f92eb136fa4ba372316bc855b75e94.jpg" width="514" height="344" border="0" title="" alt="" /><em><p>Swedish architecture firm Equator, in partnership with Mojang &ndash; the creators of Minecraft, invited players of the popular video game to submit their ideas for an architecture competition that would be held within the game itself. The Minecraft design competition, which runs until July 31st, is in line with a 2023 housing project by HSB Stockholm in Kungsbroplan. The housing company is holding an architectural competition for the project and wants to see ideas related to the future of housing.</p></em><br /><br /><p> <img alt="" src="http://cdn.archinect.net/images/514x/lr/lr75vgghp0v99bbt.jpg" title=""></p> <p> <strong>Equator and Mojang invite all minecrafters to a Minecraft Competition July 1 to July 31.</strong></p> <p> HSB Stockholm has chosen a site, at Kungsbroplan in Stockholm, for its future project in 2023, where they want to see new ideas about housing in the future.</p> <p> But a good city is not just about housing, it should have&nbsp; other exciting features as well. Therefore, we at Equator and Mojang would like to invite all minecrafters to a Minecraft competition where you`d get the chance to come up with ideas about how Stockholm could look like in 2023.</p> <p> The Minecraft challange is to design a tall building on the chosen site with housing and your amazing ideas! Come up with ideas about what you`d want to see in Stockholm 2023.</p> <p> From July 1 to 31, there will be a server: ksf.so opened for all interested minecraft builders.</p> <p> On August 8, Equator chooses three winners who will get fine Mojang prizes. The ideas of the three laureates will be presented in the Equator Stockholm architectural proposal fo...</p> http://archinect.com/news/article/72818230/prison-architect-and-the-moral-dilemmas-of-a-prison-simulator Prison Architect and the moral dilemmas of a prison simulator Archinect 2013-05-09T11:38:00-04:00 >2013-05-13T19:07:18-04:00 <img src="http://cdn.archinect.net/images/514x/bb/bbd5551c9cb34299cbd71cf8a7dd2a86.jpg" width="514" height="386" border="0" title="" alt="" /><em><p>&ldquo;Part of the research I did for that game is I went around to Alcatraz in San Francisco because I wanted to have a level where you break into a prison,&rdquo; Chris Delay, one of Introversion&rsquo;s co-founders said in an interview. &ldquo;I started working on how to simulate a prison and how it was going to work. It was then that it occurred to me that building a prison was quite good fun, and that it shouldn&rsquo;t be, but it is.&rdquo;</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> http://archinect.com/news/article/70162301/three-guiding-principles-for-a-fine-fake-metropolis Three guiding principles for a fine fake metropolis Nam Henderson 2013-03-27T11:56:00-04:00 >2013-03-27T12:41:11-04:00 <img src="http://cdn.archinect.net/images/514x/lu/luxtqcnpri2h1b9c.jpg" width="514" height="394" border="0" title="" alt="" /><em><p>The wizards at Electronic Arts seem to understand cities as market-driven algorithms. Input people, rules, and resources, and the results are stability, growth, and wealth...SimCity&rsquo;s engineers have repeated the same mistake made by countless potentates, forgetting that cities are forged both by master builders and the people who hack their grand plans.</p></em><br /><br /><p> When Electronic Arts released the newest version of SimCity Justin Davidson decided to take the plunge and explore what the game could teach about urban planning and running a city. The effort helped him to identify three guiding principles for creating a&nbsp;successful&nbsp;SimCity ; 1) Money Equals Happiness, 2) Zoning Is Destiny, 3)&nbsp;Transit, Schmansit.</p> http://archinect.com/news/article/27912054/history-in-the-making-how-constantinople-was-built-for-assassin-s-creed History in the making: How Constantinople was built for Assassin's Creed Alexander Walter 2011-11-18T13:59:35-05:00 >2011-11-18T14:19:46-05:00 <img src="http://cdn.archinect.net/images/514x/11/11b56ab2316416eb92ff70c4b148386f.jpg" width="514" height="342" border="0" title="" alt="" /><em><p>Games gurus and architects have much in common: both design the movement of people through space. Assassin's Creed: Revelations, set in 16th-century Constantinople, writes that similarity large. To furnish the video-game's levels with verisimilitude, art director Raphael Lacoste and mission design director Falko Poiker turned draftsmen. They made a research trip to the city (today's Istanbul) to collect images that could be turned into computer graphics.</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>