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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. — Alphr.com
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 Herzog & de Meuron.What's new in... View full entry
Photographer Ryan Schude's narrative panoramas are as informed by the artist's humor as they are by the structures in which they often take place. Consider "The Saturn," a typical Southern California dingbat that is transformed into a tableau of subjects wondering where they went wrong. There's... View full entry