Archinect - News2024-12-24T13:12:00-05:00https://archinect.com/news/article/150062562/new-call-for-submissions-for-monu-29-narrative-urbanism
New Call for Submissions for MONU #29 - Narrative Urbanism MAGAZINEONURBANISM2018-05-02T13:21:00-04:00>2018-05-02T13:21:40-04:00
<img src="https://archinect.gumlet.io/uploads/yd/ydqtgzrchrzjfgbp.jpg?fit=crop&auto=compress%2Cformat&enlarge=true&w=1200" border="0" /><p>One important outcome of our last <strong>MONU issue #28</strong> on <strong>"Client-shaped Urbanism"</strong> was the realization that in order to create better cities, we need to improve the communication among everybody involved in the creation of cities, whether they are clients, developers, municipalities, architects, urban designers, or the users of cities, to name just a few. Especially for architects and urban designers, one way to make themselves understood better, is to use the power of "narratives", helping them to connect not only to experts and intellectuals in the field, but to everybody else too. To find out what such urban and architectural narratives might look like today - and what they were like in the past - how they can be crafted, where they may be used and how narratives can help improving our cities in general is one of the main aims of the upcoming issue of <strong>MONU</strong> that we call<strong> "Narrative Urbanism"</strong>.</p>
<p>In the history
of human civilisation, narratives and storytelling have always been an importa...</p>
https://archinect.com/news/article/149935027/console-narratives-how-games-incorporate-architectural-storytelling
Console narratives: how games incorporate architectural storytelling Julia Ingalls2016-03-16T12:58:00-04:00>2020-08-06T11:01:05-04:00
<img src="https://archinect.gumlet.io/uploads/up/uppf6yengsrlte9q.jpg?fit=crop&auto=compress%2Cformat&enlarge=true&w=1200" border="0" /><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’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.</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="http://archinect.com/firms/cover/577/herzog-de-meuron" rel="nofollow" target="_blank">Herzog & de Meuron.</a></p><p><img title="" alt="" src="http://cdn.archinect.net/images/650x/vz/vzly9wehn4bt4v3s.jpg"></p><p>What's new in architecturally-related game design? This, for starters:</p><ul><li><a href="http://archinect.com/news/article/149933952/interdependent-city-design-video-game-block-hood-launches-thursday" rel="nofollow" target="_blank">Interdependent city design video game Block'hood launches Thursday</a></li><li><a href="http://archinect.com/news/article/90692631/monument-valley-a-video-game-about-impossible-architecture" rel="nofollow" target="_blank">Monument Valley, a video game about impossible architecture</a></li><li><a href="http://archinect.com/news/article/122202906/how-video-game-engines-may-influence-the-future-of-architecture-and-everything-else" 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="http://cdn.archinect.net/images/650x/cc/ccdq71w3huaonvak.jpg"></p>