Archinect

Imaginary Constructions: Architecture In Fictional Media

  • An Architect's Guide to the Realm of Nerds, and What we can Learn From It

    By sonairun
    Apr 14, '17 4:42 PM EST

    From a very young age, I have been intrigued just as much about the outside world, as I have been about the world inside of the books, video games, movies, and television shows I was exposed to as a child.  I have always held that the architecture of fiction is just as, if not more interesting than the architecture we design and build in real life.  While deadlines, budgetary constraints, zoning laws, and other aspects of professional practice may not allow such structures as the Tower of Barad-dur or the vertical planetary city of Coruscant to actually be realized, it is important to examine the structures we create in fiction in order to look at how we build, why we build, to whose agency we build, and to whom the intended usage is actually for within such buildings.

    While this may initially appear to be a one-off blog covering simply the nerdy or geeky cultures, I intend to use this to look at such works of fiction to draw parallels to issues plaguing the architecture profession, such as city density, overcrowding, racial segregation, class segregation, cultural acceptance, sustainability, among other topics.  Looking at how others build, and more specifically, why they build, is an important aspect to knowing a client base and society in which even the most subtle suggestions or hints within a building may favor a group over another.

    Each post will cover a specific topic, and will seek to connect various aspects of fictional works together to physical built work in our environment, and it is the hope that anyone who reads this will walk away looking at our built environment a little differently.

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About this Blog

The purpose is to examine the architecture within fictional printed and digital environments, (i.e. Video Games, Movies, Graphic Novels, Comics, etc.) in order to provide a different perspective on the built environment, as well as providing insights into how power structures, societal issues, and/or other issues of the built environment are portrayed within these media.

Authored by:

  • sonairun

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