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...
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...
Australia’s next national park could be designed on the video game Minecraft – and by primary school children – 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’s design to life. — The Guardian
Epic Games, the company best known for Gears of War, has a very different plan for this generation of video games — 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. — theverge.com
The issue of homelessness in SimCity was recently taken on by an article at Vice News’s tech blog, Motherboard. The article focuses on Matteo Bittanti, a professor at Milan’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 “How to get rid of the homeless”. — thisbigcity.net
The popularity of video games shows no sign of waning, and museums have ramped up their interest in the medium. [...]
“Sorry MoMA, video games are not art” was the headline on Jonathan Jones’s blog [...] after New York’s Museum of Modern Art (MoMA) announced the acquisition of 14 video games, including 1980s classics “Tetris” and “Pac-Man”. “All hell broke loose in an interesting way,” said Paola Antonelli, a senior curator in the museum’s department of architecture and design [...]. — theartnewspaper.com
I’ve been collecting corridors from sci-fi movies for almost 3 years now as part of an artistic project.
For ‘Maze Walkthrough’, I’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. — prostheticknowledge.tumblr.com
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. — theguardian.com
For a few years I’ve thought about how one might design a game where the architecture was the central character. I’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. — thefoxisblack.com
Swedish architecture firm Equator, in partnership with Mojang – 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. — psfk.com
Equator and Mojang invite all minecrafters to a Minecraft Competition July 1 to July 31. 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. But a good city is not just about housing, it...
“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,” Chris Delay, one of Introversion’s co-founders said in an interview.
“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’t be, but it is.” — business.financialpost.com
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’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. — NY Magazine
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 successful SimCity ; 1) Money...
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. — wired.co.uk
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