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Video Games: The Latest Architecture and News

Block'hood: The Neighborhood Building Game That Will Test Your Urban and Architectural Prowess

It is said that the best design solutions are often found when a project comes with a very strict set of parameters. So it makes sense that architectural games, with their coded restrictions and rigid rulesets, tend to draw out a particular kind of creative problem solving. Recently, games like SimCity and Cities: Skylines have inspired designers to experiment with constructing virtual cities without the fear of causing real-life consequences. In turn, these creations have inspired new perspectives on real-world designs.

The newest entrant to the world of architectural gaming is Block’hood, a neighborhood-building simulator that challenges the user to create a functioning community out of 1x1x1 blocks of various program. The interface features bold, stirring graphics from an axonometric view and effects that cycle between day and night. Block’hood taps into the simple desire to play with blocks, and then ups the ante by making the blocks’ existence vulnerable to the environmental conditions you create.

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How Minecraft is Inspiring the Next Generation of Young Architects

For many architects, an obsession with design came at a very young age - often, an architectural career begins with toys such as wooden blocks or that old classic, LEGO. In recent years though, a new contender has emerged to inspire young architectural minds: Minecraft. In this article, originally published on Autodesk's Redshift publication as "Minecraft Architecture: What Architects Can Learn From a Video Game," Kim A O'Connell looks into the growing influence of Minecraft in architectural design and education, including the growing presence of the global "Blockworks" team.

Since it burst onto the gaming scene in 2009, Minecraft has become one of the world’s most popular video games—so much so that Microsoft bought the game and its parent company for a whopping $2.5 billion in 2014.

Today, the world-building platform has also garnered the attention of architects and designers. Could a video game actually change the way architecture is taught and practiced?

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What It’s Like to Be an Architectural Consultant for Assassin’s Creed II

In the following article, originally published in Spanish on MetaSpace as "Assassin's Creed 2 - Arquitectos que hacen videojuegos"(Architects Who Make Video Games), Spanish architect Manuel Saga interviews María Elisa Navarro, a Professor of Architectural History and Theory, who worked with Ubisoft Montreal as a historical consultant on the design team for the video game Assassin's Creed II, from the first rough drafts up to its launch in November of 2009.

While getting her PhD at McGill, María Elisa Navarro was a consultant for the entire development process of the game as part of a research project between the university and Ubisoft Montreal. She worked on the project in complete secrecy with "a small team of 20 people and then later more than 400 in a huge basement in Montreal." Navarro worked on everything from late 15th century wardrobes to the correction of architectural errors in the recreated cities, going over the look and ornamental details of the buildings.

"Sometimes, for gameplay purposes, they needed to have walls with a lot of texture so that Ezio could climb them, but when the time came to lay those parts out, there were some inaccuracies. For example, I remember a balcony with a wrought iron railing that couldn't have existed in that time period. I was responsible for detecting those issues," Navarro noted in her conversation with MetaSpace.

Read the full interview with Navarro after the break.

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Which Video Games Have the Best Architecture?

With the ability to manipulate every interaction players have in a game, video game designers have boundless opportunity to shape the way players experience space. Because of this, game designers often look to architecture to enhance gameplay and provide inspiration for the appearances of their virtual worlds.

In the video above, Jamin Warren of YouTube show PBS Game/Show calls Halo the “most creative architectural game,” remarking that the brutalist-inspired architecture of the series exerted a strong influence on the way players move through levels and makes the battles in the game more immersive. Warren notes that several members of Halo’s development team had backgrounds in architecture; this observation suggests that the video gaming industry views architectural design as an essential element in its creative endeavors.

Warren makes an interesting point with his remarks on Halo: while people that inhabit virtual buildings cannot experience them physically, video game buildings can still be incredibly innovative and interesting. Which other video games feature innovative architectural approaches? Check out our list of six of the most architectural video games after the break.

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10 Things The “Cities: Skylines” Video Game Taught Us About Modern Urbanism

Ask a random person in the street about their favorite hobbies, and it’s unlikely that they’ll say “urban planning and traffic management” - yet when video games began to take off in the late 1980s city-building was one of the first breakout hits, in the form of MaxisSimCity series. The huge success of the “Sim” series in general drove conversations about the value of simulation, as part of the general 1990s optimism about virtual worlds being the future. Sim games became the subject of academic critiques of their philosophy of the world, while city builders became a lot more than a game: in 2002, SimCity 3000 was used as a semi-serious test for mayoral candidates in Warsaw.

After a slump caused by a difficult transition to 3D graphics, city builders are back in vogue. Following what is widely considered as a disappointing SimCity reboot in 2013, Finland’s Colossal Order recently released Cities: Skylines to critical and financial success. But simulations require assumptions; they are, after all, written by people who have their own conscious and unconscious views on how and why cities work. The limitations around designing a video game - the fact that each asset must be modeled and textured, and that each transport option requires a huge amount of work to simulate - mean that Cities: Skylines is as stripped down and streamlined an articulation of urban philosophy as Le Corbusier’s Ville Radieuse or the New Urbanists' models, and just as interesting. We investigate 10 things this game tells us about 21st century urbanism, after the break.