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With so much of the built environment built not to delight but simply to function, the concept of post-production architectural imagery becomes a viable way of retroactively taking pleasure in the spaces we inhabit. Antistructure, by Alex LysakowskiAlex Lysakowski's Antistructures are digital... View full entry
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