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    <title>Photographer: Ubisoft Montreal | ArchDaily</title>
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        <![CDATA[How Video Game Architecture is Speaking to You]]>
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      <pubDate>Sat, 15 Jan 2022 08:30:00 +0000</pubDate>
      <dc:creator>Jullia Joson</dc:creator>
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        <![CDATA[<p dir="ltr">Video games and virtual worlds are jam-packed with imaginative environments to explore, time periods to peruse, and invented architectural styles to thumb through within every reality we choose to engross ourselves into. With recent advancements in technology, greater than ever are we witnessing the latest PC and console generations harboring the ability to produce life-like settings for players to roam around, get lost, and explore all the nuances the seemingly authentic reality holds.</p>]]>
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        <![CDATA[Cartography in the Metaverse: The Power of Mapping in Video Games]]>
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      <link>https://www.archdaily.com/782818/cartography-in-the-metaverse-the-power-of-mapping-in-video-games</link>
      <pubDate>Fri, 26 Nov 2021 05:00:00 +0000</pubDate>
      <dc:creator>Enrique Parra y Manuel Saga</dc:creator>
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        <![CDATA[<p><em>In this new collaboration, originally titled Cartografías del Metaverso (Cartography in the Metaverse), Spanish architects and founders of the blog <a href="http://metaspaceblog.com/?utm_medium=website&amp;utm_source=archdaily.com" target="_blank">MetaSpace</a>, Enrique Parra and Manuel Saga, explore the potential of mapping in video games. Mapping can sometimes go beyond the mere role of orientation, as in the Diablo sequel, and become a very important element of the game, as in Civilization and World of Warcraft.</em></p>]]>
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        <![CDATA[From Backdrop to Spotlight: The Significance of Architecture in Video Game Design]]>
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      <link>https://www.archdaily.com/938307/from-backdrop-to-spotlight-the-significance-of-architecture-in-video-game-design</link>
      <pubDate>Tue, 16 Jun 2020 07:35:00 +0000</pubDate>
      <dc:creator>Dima Stouhi</dc:creator>
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        <![CDATA[<p>We’ve asked our ArchDaily readers about which video <a href="https://www.archdaily.com/tag/game" target="_blank">game</a> has impressed them most in terms of architectural <a href="https://www.archdaily.com/tag/visualization" target="_blank">visualization</a>, and why. Hundreds of various answers later, it became evident that there isn’t one element that makes a video <a href="https://www.archdaily.com/tag/game" target="_blank">game</a> stand out, but the virtually-built environment is almost always a key factor in how the <a href="https://www.archdaily.com/tag/game" target="_blank">game</a> is experienced.</p>]]>
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        <![CDATA[What It’s Like to Be an Architectural Consultant for Assassin’s Creed II]]>
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      <pubDate>Wed, 07 Oct 2015 08:00:00 +0000</pubDate>
      <dc:creator>Manuel Saga</dc:creator>
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        <![CDATA[<p dir="ltr"><em><em>In the following article, originally published in Spanish on MetaSpace as "<a href="http://metaspaceblog.com/2015/04/29/architecturevideogamesmaria-elisa-navarroassassins-creed-2-arquitectos-que-hacen-videojuegos/?utm_medium=website&amp;utm_source=archdaily.com" target="_blank">Assassin's Creed 2 - Arquitectos que hacen videojuegos</a></em>"(Architects Who Make Video Games), Spanish architect Manuel Saga interviews <a href="http://arquitectura.uniandes.edu.co/arq_equipo/maria-elisa-navarro-morales/?utm_medium=website&amp;utm_source=archdaily.com" target="_blank">María Elisa Navarro</a>, a Professor of Architectural History and Theory, who worked with <a href="http://montreal.ubisoft.com/en?utm_medium=website&amp;utm_source=archdaily.com" target="_blank">Ubisoft Montreal</a> 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.</em></p>]]>
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