Archinect - News 2017-08-17T09:57:30-04:00 Gaming the neighborhood: One-to-One #32 with Jose Sanchez, co-creator of Block'hood computer game Amelia Taylor-Hochberg 2016-08-01T15:35:00-04:00 >2016-08-09T01:01:47-04:00 <img src="" width="650" height="421" border="0" title="" alt="" /><p>Architect Jose Sanchez is the co-creator of <a href="" rel="nofollow" target="_blank">Block'hood</a>, a city-building computer game that runs on real city data. Under his practice,&nbsp;plethora-project (covering architecture and indie game development), he focuses on how play can initiate design practice.&nbsp;</p><p>In Block&rsquo;hood, players build cities out of 80 preset block types, and are rewarded for thinking &ldquo;ecologically&rdquo; and creating diverse cities (check out some screen shots in the gallery below). Sanchez wanted the game to be accessible to everyone, not just urban planners or architects, and to ultimately be both a learning tool&nbsp;and&nbsp;fun in its own right. Sanchez's interview is part of our special August focus on&nbsp;<a href="" rel="nofollow" target="_blank">Games</a>.</p><p>Listen to&nbsp;<a href="" rel="nofollow" target="_blank">One-to-One</a>&nbsp;#32 with&nbsp;<strong>Jose Sanchez</strong>:</p><ul><li><strong>iTunes</strong>:&nbsp;<a href="" rel="nofollow" target="_blank">Click here to listen&nbsp;and subscribe to the new&nbsp;"Archinect Sessions One-to-One" podcast</a></li><li><strong>SoundCloud</strong>:&nbsp;<a href="" rel="nofollow" target="_blank">click here to follow Archinect</a></li><li><strong>RSS</strong>: subscribe with any of your favorite podcasting apps via our RSS feed:&nbsp;<a href="" rel="nofollow" target="_blank"></a></li><li><strong>Download</strong>:&nbsp;<a href="" rel="nofollow" target="_blank">this episode</a></li></ul><p></p><p><img title="" alt="" src=""></p><p><img title="" alt="" src=""><img title="" alt="" src=""></p><p><img title="" alt="" src=""></p><p><img title="" alt="" src=""></p>... Defy gravity in the works of FLW, Tadao Ando, Louis Kahn in this upcoming video game Justine Testado 2016-06-27T20:44:00-04:00 >2016-06-28T11:16:55-04:00 <img src="" width="650" height="336" border="0" title="" alt="" /><em><p>Frank Lloyd Wright, level designer? That&rsquo;s what artist William Chyr was thinking, from the moment he crossed the threshold at the Robie House...It was a rare IRL architectural excursion, as Chyr has been immersed in building the digital levels of Manifold Garden, his first-person 3D exploration game in which you defy gravity in order to walk up walls, fall through windows, and launch yourself from one side to the other of an infinite stepwell, [while] solving increasingly difficult puzzles.</p></em><br /><br /><p>Alexandra Lange interviews video game designer William Chyr on his upcoming game, &ldquo;Manifold Garden&rdquo;, which is due for a January 2017 release on PlayStation 4.&nbsp;&ldquo;Chyr has slowly incorporated more architectural references,&rdquo; Lange writes, &rdquo;stretching back through the centuries and including built works by Frank Lloyd Wright and Tadao Ando, and unbuilt works by Louis Kahn, Anne Tyng, and Arata Isozaki.&rdquo;</p><p>You can also watch a 16-minute gameplay demo right below. (Just be careful if you have motion-sickness.)</p><p>More on Archinect:</p><p><a href="" rel="nofollow" target="_blank">Console narratives: how games incorporate architectural storytelling</a></p><p><a href="" rel="nofollow" target="_blank">This studio illustrates Minecraft's architectural capabilities to create imaginary worlds</a></p><p><a href="" rel="nofollow" target="_blank">Do video games belong in fine art museum collections?</a></p> Console narratives: how games incorporate architectural storytelling Julia Ingalls 2016-03-16T12:58:00-04:00 >2016-03-16T12:58:33-04:00 <img src="" width="650" height="366" border="0" title="" alt="" /><em><p>Dark Souls and Bloodborne both put the player in decaying worlds and invite them to peel back layers of history. From the ruins of Firelink Shrine and its relationship to the Undead Church above it, to the various connections between Bloodborne&rsquo;s Central Yharnam, Old Yharnam and Cathedral Ward, Hidetaka Miyazaki and his team of environment designers imply much of the game&rsquo;s narrative through the clash between one architectural style and another; between one layer of history and the next.</p></em><br /><br /><p>Perhaps you're ready to take a break from diving and dodging through problematic MEP in Rhino to enjoy the scripted unfurling of these (non-deadline driven) complex spatial narratives, some of which are inspired by the work of real-world firms like <a href="" rel="nofollow" target="_blank">Herzog &amp; de Meuron.</a></p><p><img title="" alt="" src=""></p><p>What's new in architecturally-related game design? This, for starters:</p><ul><li><a href="" rel="nofollow" target="_blank">Interdependent city design video game Block'hood launches Thursday</a></li><li><a href="" rel="nofollow" target="_blank">Monument Valley, a video game about impossible architecture</a></li><li><a href="" rel="nofollow" target="_blank">How video game engines may influence the future of architecture (and everything else)</a></li></ul><p><img title="" alt="" src=""></p> This studio illustrates Minecraft's architectural capabilities to create imaginary worlds Justine Testado 2015-08-17T16:34:00-04:00 >2015-08-24T21:50:23-04:00 <img src="" width="650" height="366" border="0" title="" alt="" /><p>The BlockWorks studio proves, yet again, that architects can use Minecraft as a design tool to produce rather magical results with impressive detail. The team of architects, designers, and animators envision mystical cubic worlds in response to what they refer to as "Briefs", which include commissions from YouTube personalities, gaming networks, museums, and film studios as well as original submissions to actual Minecraft design competitions.</p><p>Although the designs are largely fictional, BlockWorks draws inspiration from real-world buildings from throughout history and even structural details by today's starchitects. As expected, the team's growing portfolio is pretty spectacular, and surely retains one's attention for a good amount of time.</p><p><img title="" alt="" src=""><br><img title="" alt="" src=""><img title="" alt="" src=""><img title="" alt="" src=""><img title="" alt="" src=""><img title="" alt="" src=""><br><br>You can check out more of BlockWorks' projects in greater detail on their <a href="" rel="nofollow" target="_blank">website</a>. Also, sneak a peek at some their project trailers below or on their <a href="" rel="nofollow" target="_blank">YouTube channel</a>.</p><p><em>All images <a href="" rel="nofollow" target="_blank">via</a>. H/T <a href="" rel="nofollow" target="_blank">Kotaku Australia</a></em></p> Primary school kids could design Australia's next national park via Minecraft Justine Testado 2015-04-24T20:50:00-04:00 >2015-04-24T21:22:33-04:00 <img src="" width="620" height="372" border="0" title="" alt="" /><em><p>Australia&rsquo;s next national park could be designed on the video game Minecraft &ndash; and by primary school children &ndash; if a new venture by the [NRAMLR] goes to plan. In a move worthy of Leslie Knope from Parks and Recreation, pupils from the Adelaide Hills area have been invited to design their 'perfect national park' using the block-building game, with $8.9m allotted to bring the winning student&rsquo;s design to life.</p></em><br /><br /><!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" ""> <html><head><meta></head></html> How video game engines may influence the future of architecture (and everything else) Alexander Walter 2015-03-05T13:47:00-05:00 >2015-03-11T18:19:09-04:00 <img src="" width="650" height="366" border="0" title="" alt="" /><em><p>Epic Games, the company best known for Gears of War, has a very different plan for this generation of video games &mdash; one that expands far beyond what games are typically assumed to be. [...] In this future, or present if you ask Sweeney, lessons learned from one field, say an architect designing a virtual building, can be applied to games or film, and likewise. Sweeney believes the potential application of the engine across all fields increases exponentially as information is shared.</p></em><br /><br /><!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" ""> <html><head><meta></head></html> The issue of homelessness in SimCity Alexander Walter 2015-02-09T19:19:00-05:00 >2015-02-12T19:13:06-05:00 <img src="" width="597" height="334" border="0" title="" alt="" /><em><p>The issue of homelessness in SimCity was recently taken on by an article&nbsp;at Vice News&rsquo;s tech blog, Motherboard. The article focuses on Matteo Bittanti, a professor at Milan&rsquo;s IULM University, who became increasingly interested in homelessness in the game. [...] Bittani was so interested in it that he began compiling quotes from SimCity users intent on dealing with the virtual homeless, ultimately publishing them in a 600 page, two volume mega-book called &ldquo;How to get rid of the homeless&rdquo;.</p></em><br /><br /><p>Related:</p><ul><li><p><a href="" target="_blank">Exclusionary Strategies: Laws and Designs Used to Oust Homeless Population</a></p></li><li><p><a href="" target="_blank">Can a City Really 'End' Homelessness?</a></p></li><li><p><a href="" target="_blank">Honolulu Law Criminalizes Homelessness</a></p></li></ul> Do video games belong in fine art museum collections? Alexander Walter 2015-02-09T15:33:00-05:00 >2015-02-11T22:04:24-05:00 <img src="" width="650" height="434" border="0" title="" alt="" /><em><p>The popularity of video games shows no sign of waning, and museums have ramped up their interest in the medium. [...] &ldquo;Sorry MoMA, video games are not art&rdquo; was the headline on Jonathan Jones&rsquo;s blog [...] after New York&rsquo;s Museum of Modern Art (MoMA) announced the acquisition of 14 video games, including 1980s classics &ldquo;Tetris&rdquo; and &ldquo;Pac-Man&rdquo;. &ldquo;All hell broke loose in an interesting way,&rdquo; said Paola Antonelli, a senior curator in the museum&rsquo;s department of architecture and design [...].</p></em><br /><br /><p>Related:&nbsp;<a href="" rel="nofollow" target="_blank">Tate Museum Creates Minecraft World Inspired by Famous Paintings</a></p> Artist creates game "Maze Walkthrough" featuring the best Sci-Fi corridors in film Archinect 2014-12-23T18:23:00-05:00 >2014-12-27T23:10:04-05:00 <img src="" width="650" height="365" border="0" title="" alt="" /><em><p>I&rsquo;ve been collecting corridors from sci-fi movies for almost 3 years now as part of an artistic project. For &lsquo;Maze Walkthrough&rsquo;, I&rsquo;ve selected some of those corridors, made 3D reproductions of them, and built a virtual maze putting them together. The final result is a desktop application that puts the user inside the maze, allowing him or her to navigate and explore it, kind of a FPS video-game without the shooting.</p></em><br /><br /><p><img title="" alt="" src=""></p> 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="" 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" ""> <html><head><meta></head></html> Monument Valley, a video game about impossible architecture Archinect 2014-01-07T17:32:00-05:00 >2016-10-17T17:04:23-04:00 <img src="" width="650" height="866" 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" ""> <html><head><meta></head></html> 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="" width="625" height="418" 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="" 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: 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> 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="" width="620" height="465" 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" ""> <html><head><meta></head></html> 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="" width="560" height="429" 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> 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="" width="620" height="413" 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" ""> <html><head><meta></head></html>