Archinect - News2024-11-21T15:50:36-05:00https://archinect.com/news/article/150133183/everything-out-of-the-ordinary-with-alex-lysakowski
Everything out of the ordinary with Alex Lysakowski Shane Reiner-Roth2019-04-24T09:08:00-04:00>2024-03-15T01:45:58-04:00
<img src="https://archinect.gumlet.io/uploads/12/12d9f7474a44b9727312aa9d09837c6f.jpg?fit=crop&auto=compress%2Cformat&enlarge=true&w=1200" border="0" /><p>With so much of the built environment built not to delight but simply <em>to function,</em> the concept of post-production architectural imagery becomes a viable way of retroactively taking pleasure in the spaces we inhabit.</p>
<figure><p><a href="https://archinect.gumlet.io/uploads/18/18ae59bd4fb3d7edc4aa472fae400b23.jpg?auto=compress%2Cformat&w=1028" rel="nofollow" target="_blank"><img src="https://archinect.gumlet.io/uploads/18/18ae59bd4fb3d7edc4aa472fae400b23.jpg?auto=compress%2Cformat&w=514"></a></p><figcaption>Antistructure, by Alex Lysakowski</figcaption></figure><p><a href="https://www.alexlysakowskiphoto.com" rel="nofollow" target="_blank">Alex Lysakowski</a>'s Antistructures are digital manipulations of buildings and built elements which might otherwise not grab attention (nor were built with the intention of grabbing attention). Lysakowski's signature move is stretching an ordinary building's proportions to a point just beyond believability, forcing them to enter definitions of monumentality, timelessness and noble austerity. <br></p>
<figure><p><a href="https://archinect.gumlet.io/uploads/87/87c5bd753b7feac933d28773aac1bedc.jpg?auto=compress%2Cformat&w=1028" rel="nofollow" target="_blank"><img src="https://archinect.gumlet.io/uploads/87/87c5bd753b7feac933d28773aac1bedc.jpg?auto=compress%2Cformat&w=514"></a></p><figcaption>Antistructure, by Alex Lysakowski</figcaption><p><br></p><p>Based in Ontario, Canada, Lysakowski writes that his work "creates images with surreal and uncanny structural interaction within banal surrounding landscapes, eluding to a transitional space between reality and fiction while still retaining realism within the atmosphere of the image." Unlike Gordon Matta-Clark's Anarchit...</p></figure>
https://archinect.com/news/article/90692631/monument-valley-a-video-game-about-impossible-architecture
Monument Valley, a video game about impossible architecture Archinect2014-01-07T17:32:00-05:00>2018-01-30T06:16:04-05:00
<img src="https://archinect.gumlet.io/uploads/a6/a66af717cbf0c18eb0088aff86629179?fit=crop&auto=compress%2Cformat&enlarge=true&w=1200" border="0" /><em><p>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.</p></em><br /><br /><!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "http://www.w3.org/TR/REC-html40/loose.dtd">
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