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
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Fantastic!
There was a more inventive one a few years back that involved isometric projection-based illusion which was way more inventive. You shift the projection to allow your character to overcome obstacles.
Can't find the link, of course.
Echochrome
FEZ definitely belongs in this discussion. It's interesting how each game has its own take on the use or manipulation of traditional representational views. It would be interesting to see how section cuts could be used in games like these...
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