Architecture and Videogames
Intersecting Worlds
Herausgeber: Scavnicky, Ryan; Hui, Vincent; Estrina, Tatiana
Architecture and Videogames
Intersecting Worlds
Herausgeber: Scavnicky, Ryan; Hui, Vincent; Estrina, Tatiana
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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.
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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.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: Taylor & Francis Ltd
- Seitenzahl: 390
- Erscheinungstermin: 21. Januar 2025
- Englisch
- Abmessung: 246mm x 174mm
- ISBN-13: 9781032528854
- ISBN-10: 1032528850
- Artikelnr.: 71267121
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- 06621 890
- Verlag: Taylor & Francis Ltd
- Seitenzahl: 390
- Erscheinungstermin: 21. Januar 2025
- Englisch
- Abmessung: 246mm x 174mm
- ISBN-13: 9781032528854
- ISBN-10: 1032528850
- Artikelnr.: 71267121
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- 06621 890
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.
Part 1: Cultural Artifacts 1.1. Baby, What's 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
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
Part 1: Cultural Artifacts 1.1. Baby, What's 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
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