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Japanese practice Makoto Yamaguchi Design has completed a headquarters for a game production company in Tokyo inspired by video game elements. Facing the site of an elevated railway where trains pass on average every 1.5 minutes in both directions, the scheme is defined by slanted walls in... View full entry
Populous has announced its plans for an esports gaming center in the new Qiddiya City entertainment district of Riyadh, Saudi Arabia. The proposed Qiddiya City Esports Arena is included under the Saudi Vision 2030 umbrella and serves a considerable market of gaming fans within the country that is... View full entry
Sports arena mainstay Populous is venturing into new territory after its announcement of a new five-part NFT collection in partnership with their hometown esports franchise aptly named the Kansas City Pioneers. According to the firm, the collection is meant to showcase a prototype future home for... View full entry
Join us in celebrating The Blindspot Initiative, the latest book of projects and essays on design resistance and alternative modes of practice edited by Jose Sanchez at Archinect Outpost on Saturday, February 9th, 7-9pm. The evening will begin with a talk by Jose Sanchez and comments by... View full entry
Epic Games, the creators of the Unreal Engine, the standard for VR and AR exploration, experiment and implementation has unveiled its Academy. Understanding that understanding and exploring their medium is not as easy as picking up a pencil. Unreal is looking to change this by launching its own... View full entry
Among the discoveries in the magical realist-flavored experiential series of smartphone games from the Triennale Game Collection is just how compelling this format is for exploring the nuances of architecture, even if that architecture pushes the limits of physics (and is often heavily layered... View full entry
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’s Central Yharnam, Old Yharnam and Cathedral Ward, Hidetaka Miyazaki and his team of environment designers imply much of the game’s narrative through the clash between one architectural style and another; between one layer of history and the next. — Alphr.com
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 Herzog & de Meuron.What's new in... View full entry
According to Jane McGonigal, a well-known game designer and researcher, “games build the kind of trust, relationships and social networks so critical to [collective action].” Playing games, people naturally weave a tight social fabric.” — Northern Lights Minnesota