Archinect - News
2024-11-21T18:55:37-05:00
https://archinect.com/news/article/150114151/do-architects-make-better-video-games-cue-shedwork-s-sable-2019-s-beautifully-anticipated-video-game
Do architects make better video games? Cue Shedwork's Sable, 2019's beautifully anticipated video game
Katherine Guimapang
2019-01-11T19:20:00-05:00
>2024-03-15T01:45:58-04:00
<img src="https://archinect.gumlet.io/uploads/c1/c14a2e9c4e01ead9e0fca135a2699c0d.PNG?fit=crop&auto=compress%2Cformat&enlarge=true&w=1200" border="0" /><p>Captivating audiences with their brief presentation at last year's 2018 E3 Expo, the game's development team <em><a href="https://www.shed-works.co.uk/" rel="nofollow" target="_blank">Shedworks</a></em> featured a strikingly captivating trailer that showed a world filled with beautiful desert landscapes, eye-catching color palettes, and of course beautiful renditions of towering architecture. Taking much inspiration from classic graphic artists like J<em>ean “Moebius” Giraud</em> and games such as <em>80 Days</em> and <em>Sunless Sea</em>, the overall plot of the game revolves around a young character named Sable and her exploration of a world whose history is unknown. <em>Sable</em>'s lead designer uses his architectural education to create a world that expressed a way for gamers and enthusiasts to understand architecture through exploration. </p>
<figure><p><a href="https://archinect.gumlet.io/uploads/93/931e5dd215f6614871c42fbf852df02e.PNG?auto=compress%2Cformat&w=1028" rel="nofollow" target="_blank"><img src="https://archinect.gumlet.io/uploads/93/931e5dd215f6614871c42fbf852df02e.PNG?auto=compress%2Cformat&w=514"></a></p><figcaption>Sable - game play screen capture Image © Shedworks</figcaption></figure><figure><p><a href="https://archinect.gumlet.io/uploads/30/30e1260881d7715e6c8696d6ac57847d.PNG?auto=compress%2Cformat&w=1028" rel="nofollow" target="_blank"><img src="https://archinect.gumlet.io/uploads/30/30e1260881d7715e6c8696d6ac57847d.PNG?auto=compress%2Cformat&w=514"></a></p><figcaption>Sable - game play screen capture Image © Shedworks</figcaption></figure><p>When developing the game's overall concept lead designer Greg Kythreotis explains it was important to build something artistically evocative. Much of the game c...</p>
https://archinect.com/news/article/150095761/disappear-here-architecture-and-video-games
Disappear Here: architecture and video games
Alexander Walter
2018-11-13T13:24:00-05:00
>2018-11-13T13:25:19-05:00
<img src="https://archinect.gumlet.io/uploads/fe/fe376b7724a625aff75280f374865559.gif" border="0" /><em><p>North London video game developer, Shedworks, have developed a specially commissioned film for our exhibition Disappear Here: On perspective and other kinds of space, in collaboration with Sam Jacob Studio. We spoke to Greg Kythreotis, co-founder of Shedworks, to find out more about how the video came about and the processes behind it.</p></em><br /><br /><p>RIBA interviews Greg Kythreotis, co-founder of video game studio Shedworks; talking about his involvement in the current <a href="https://archinect.com/news/bustler/6502/sam-jacob-studio-s-exhibition-on-perspective-at-the-riba-architecture-gallery-opens-tomorrow" rel="nofollow" target="_blank"><em>Disappear Here: On perspective and other kinds of space</em></a> exhibition at the RIBA Architecture Gallery in London, the collaboration with <a href="https://archinect.com/firms/cover/150055711/sam-jacob-studio" rel="nofollow" target="_blank">Sam Jacob Studio</a>, and potential overlaps between architecture and video games in respect of the 'perspective' theme. </p><p>"Whilst the history of perspective and architecture are incredibly intertwined," Kythreotis explains, "I also think that, by virtue of historically being rendered on a screen, video games also have an incredibly rich history of exploring perspective. Whether orthographic, more realistic renderings or complete distortions and warpings of perspective, I would love to see the overlaps between mediums be explored in even more depth."</p>