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Faculty in the Department of Architecture have received a cash gift from Epic Games Inc. in support of their work on Virtual Places, a project that is adapting the company's virtual reality (VR) gaming engine, Unreal Engine 4 (UE4), for architectural and urban design. — Cornell University
Three Cornell professors used virtual reality to create and expand on their research project Virtual Places. The study of architecture and video games is a growing focus. Within academia and practice, VR is a tool which helps unpack architectural ideas for learning as well as creating... View full entry
Captivating audiences with their brief presentation at last year's 2018 E3 Expo, the game's development team Shedworks featured a strikingly captivating trailer that showed a world filled with beautiful desert landscapes, eye-catching color palettes, and of course beautiful renditions of towering... View full entry
A new video game is giving players the chance to be their own curator and gallery designer. Called 'Occupy White Walls,' the upcoming massively multiplayer online game—which is currently in free public alpha—allows you to build your own art space using modular architectural blocks. Developed... View full entry
North London video game developer, Shedworks, have developed a specially commissioned film for our exhibition Disappear Here: On perspective and other kinds of space, in collaboration with Sam Jacob Studio. We spoke to Greg Kythreotis, co-founder of Shedworks, to find out more about how the video came about and the processes behind it. — RIBA
RIBA interviews Greg Kythreotis, co-founder of video game studio Shedworks; talking about his involvement in the current Disappear Here: On perspective and other kinds of space exhibition at the RIBA Architecture Gallery in London, the collaboration with Sam Jacob Studio, and potential overlaps... View full entry
The following examples show how gamespace can become the stage for a social, political and ethical critique: from a nondescript city under the effect of gentrification, to a barren luxury estate and a set of playful and absurd buildings for London. These examples suggest that, rather than allowing architects to indulge Piranesi’s power-hungry ideal, games could work as a means of showing how dysfunctional reality really is. — Failed Architecture
In her essay Gamespace Urbanism: City-Building Games and Radical Simulations for Failed Architecture, Federica Buzzi looks at a new crop of indie city-planning computer games that promise fresh potential for simulation and exploration of radical urban scenarios — and subsequent social... View full entry
In a throwback to arcade games, Bjarke Ingels' firm BIG has created an Arkanoid version of their website called Arkinoid, where you can earn points by hitting the firm's projects with a black paddle ball:Don't think it will be easy to claim the top score, however: "Ben Devine!" is currently in the... View full entry
Hello Games has created its own periodic table of elements for the universe of No Man’s Sky ... This allows them to generate 1.8 quintillion planets that are all different from one another and built governing the inherent logic set forth. [...]
“It is no longer about designing a final object or a product, but about designing or configuring the system or the process of their formation—the underlying code, algorithm, or procedure that can generate not just one but multiple outcomes.”
— killscreen.com
More from the games chest on Archinect:Art of Intervention: One-to-One #34 with architect Abraham Burickson, founder of the immersive theater company, Odyssey WorksA tour of experiential magical realism games from the Triennale Game CollectionPokémon Go is forcing us to grapple with 'virtual... View full entry
Frank Lloyd Wright, level designer? That’s what artist William Chyr was thinking, from the moment he crossed the threshold at the Robie House...It was a rare IRL architectural excursion, as Chyr has been immersed in building the digital levels of Manifold Garden, his first-person 3D exploration game in which you defy gravity in order to walk up walls, fall through windows, and launch yourself from one side to the other of an infinite stepwell, [while] solving increasingly difficult puzzles. — Curbed
Alexandra Lange interviews video game designer William Chyr on his upcoming game, “Manifold Garden”, which is due for a January 2017 release on PlayStation 4. “Chyr has slowly incorporated more architectural references,” Lange writes, ”stretching back through the centuries and including... View full entry
The complexities of designing at the scale of a city could take years to enumerate, but with Block'hood, a game where players design neighborhoods in various modes of complexity with over 80 pre-set blocks, it takes only minutes to start encountering these challenges first hand. Developed and... View full entry