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E-raamat: Architecture and Videogames: Intersecting Worlds

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  • Formaat: 390 pages
  • Ilmumisaeg: 04-Feb-2025
  • Kirjastus: Routledge
  • Keel: eng
  • ISBN-13: 9781040262290
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  • Formaat: 390 pages
  • Ilmumisaeg: 04-Feb-2025
  • Kirjastus: Routledge
  • Keel: eng
  • ISBN-13: 9781040262290

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This book explores and affirms the emergent symbiosis between video games and architecture, including insights from a diverse range of disciplines.



This book explores and affirms the emergent symbiosis between video games and architecture, including insights from a diverse range of disciplines.

With contributions from authorities in both architecture and videogame industries, it examines how videogames as a medium have enlightened the public about the built environments of the past, offered heightened awareness of our current urban context, and presented inspiration and direction for the future directions of architecture. A relatively nascent medium, videogames have rapidly transitioned from cultural novelty to architectural prophet over the past 50 years. That videogames serve as an interactive proxy for the real world is merely a gateway into just how pervasive and potent the medium is in architectural praxis. If architecture is a synthesis of cultural value and videogames are a dominant cultural medium of today, how will they influence the architecture of tomorrow? Heavily illustrated with over 200 images, the book is split into seven sections: Cultural Artifacts, Historic Reproduction, Production Technologies, Design Pedagogy, Proxies and Representation, Bridging Worlds, and Projected Futures.

The definitive resource on consolidating these interconnected fields, this book will mobilize the current generation of designers to explore and advance this synthesis.

Part 1: Cultural Artifacts 1.1. Baby, Whats ROM? The Architectural
Historian as Retro-Gamer 1.2. The Interplay of Architecture and Gameplay in
Dark Fantasy, Urban Open-World and Post-Apocalyptic Videogames 1.3. On his
roles as founder of Molleindustria and Experiential Game Design Instructor at
Carnegie Mellon 1.4. Foundational Pixels: How Architecture First Entered
Videogames 1.5. Architecture Manifesting Videogames Manifesting Architecture:
A Cultural Artifact Loop 1.6. Newest Basilica of Guadalupe Part 2: Historic
Reproduction 2.1. Visualizing the Indigenous Architectural Past through
Virtual Reality & Gaming 2.2. On his role as World-Design Director at Ubisoft
2.3. Restorative Heritage: Videogames as Participatory Storytelling 2.4. On
his roles as Professor and Research Fellow 2.5. Mantle Site Workflow Part 3:
Production Technologies 3.1. Past Present Future: The emerging use of digital
tools for heritage architecture in the creation of alternate realities 3.2.
On their roles as Architect and Design Computation Specialist and Associate
Director at Arup Architecture 3.3. On his role as Computer Graphics
Supervisor at Proximodo, a Visual Effects House 3.4. Full Circle: Leveling Up
Building Digital Twins with Videogames 3.5. ERA Production Workflow Part 4:
Design Pedagogies 4.1. Infinite Play: Video Games as Teaching Tools 4.2. Past
Present Future: The emerging use of digital tools for heritage architecture
in the creation of alternate realities 4.3. Rik Eberhardt: On his role as
Program Manager for the MIT Game Lab 4.4. Comparing Pedagogies of the
Architectural and Game Design Classrooms 4.5. Design Pedagogy Example
Projects Part 5: Proxies and Representation 5.1. Game Worlds as Real Worlds
5.2. Building Black Joy in a SIMulated Realm 5.3. On her role as architecture
professor and critic at MIT and director of the Critical Broadcasting Lab
5.4. Unraveling the Challenges of Reimagining Historical Virtual 3D Game
Environments 5.5. Be.longing XR Part 6: Bridging Worlds 6.1. Oh Shit I Took
Both Pills, and Now Architecture is NO LONGER Frozen Music!! 6.2. Court Sin,
Peter Marshall: On their roles as Creative Director and Studio Director of
Architecture at FORREC 6.3. Virtually Reality: Viva las [ Videogame] Vegas
6.4. Games of Deletion Part 7: Project Futures 7.1. On the Possibility of
Enaction within Synthetic Worlds 7.2. Reversibility and Atmosphere: The
Shared Philosophical Implications of Architecture and Video Games 7.3. Paper
Visions: Theorizing Virtual Architecture 7.4. Liam Young: On his roles as MS
Fiction and Entertainment Coordinator at Sci Arc, Designer, Director and
Producer
Vincent Hui is a Full Professor at Toronto Metropolitan University and has been awarded several teaching distinctions across different universities. He has taught a variety of courses, ranging from design studios to advanced architectural computing and digital fabrication. A consummate collaborator, his research work and creative outputs examine intersections between architecture and other disciplines including biology, robotics, artificial intelligence, and videogame technologies. His teaching, creative projects, scholarly output, and outreach initiatives have merited his induction as a Fellow of the Royal Architectural Institute of Canada.

Ryan Scavnicky (Scav) is a storyteller using memes, TikToks, group chats, Twitch broadcasts, Discord servers, print media, and the Extra Office YouTube Channel to create insightful commentary by challenging the status quo of disciplinary boundaries. He is the "Godfather of Architecture Memes" according to Architectural Digest, and recently authored the eponymous essay for a book by the renowned photographer Iwan Baan called Bread and Circuses: Rome and Las Vegas. Scav is an Assistant Professor at Marywood University School of Architecture, where he launched and now coordinates the groundbreaking Bachelors of Virtual Architecture program.

Tatiana Estrina is a designer and creative coder, currently pursuing a dual degree with architecture and computer science at MIT. Merging her interests in architecture and computer science, her work delves into digital realms, design computation, and the horizon of futurological fabulation.