From Starcraft to Age of Empires: When Architecture Is The Game
In this new collaboration, originally titled "Architecture for the system and systems for architecture," Spanish architect and cofounder of the blog MetaSpace, Manuel Saga, reflects on the experience of developing (and taking on) a game where architecture plays a key role for the designer, and for the player. The case studies" No less than four major titles of our times: Starcraft, Age of Empires, Diablo and Dungeon of the Endless.
Castillos de Age of Empires 2 © Ensemble Studios - 1999. Image
In this new collaboration, originally titled "Architecture for the system and systems for architecture," Spanish architect and cofounder of the blog MetaSpace, Manuel Saga, reflects on the experience of developing (and taking on) a game where architecture plays a key role for the designer, and for the player. The case studies" No less than four major titles of our times: Starcraft, Age of Empires, Diablo and Dungeon of the Endless.On MetaSpace we have introduced a general overview of the challenges that video game designers face when creating buildings, cities and even maps. This time we will go one step further: what happens when a game doesn?t offer a narrative or a fixed, open map, but rather an architectural system that the player can take control of" How does a design team respond to something like that"Let's take a look.
StarCraft II Wings of Liberty © Blizzard Entertainment - 2010. Image
Architecture fo...
Castillos de Age of Empires 2 © Ensemble Studios - 1999. Image
In this new collaboration, originally titled "Architecture for the system and systems for architecture," Spanish architect and cofounder of the blog MetaSpace, Manuel Saga, reflects on the experience of developing (and taking on) a game where architecture plays a key role for the designer, and for the player. The case studies" No less than four major titles of our times: Starcraft, Age of Empires, Diablo and Dungeon of the Endless.On MetaSpace we have introduced a general overview of the challenges that video game designers face when creating buildings, cities and even maps. This time we will go one step further: what happens when a game doesn?t offer a narrative or a fixed, open map, but rather an architectural system that the player can take control of" How does a design team respond to something like that"Let's take a look.
StarCraft II Wings of Liberty © Blizzard Entertainment - 2010. Image
Architecture fo...
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