1 Department of Architecture & Design, The Faculty of Engineering and Science (TECH), Aalborg University, VBN2 Digital Design, The Technical Faculty of IT and Design, Aalborg University, VBN3 Department of Architecture, Design and Media Technology, The Technical Faculty of IT and Design, Aalborg University, VBN
Production consumes and culture in the experience economy
The architect's professional field has expanded with the new virtual medias There is a new set of rules different from the scenography of the film and different from the architecture of amusement parks. The new rules are fiction, interaction, complexity, and artificial intelligence. But there is still some reminiscence of the aesthetic language of the classical architecture that can be used; especially the classical utopian and virtual architecture. It seems as if the architecture of the impossible has now become possible. However, the subject raises a number of important questions. How does the architect and designer approach the world of level design? What tools are necessary for creating a game flow in first-person shooter's level design? Is it possible to look at experienced architecture for the origin of Level design? And is it possible to establish a number of rules for creating a good or bad architecture in level design? We will look at two different games FarCry and Half-Life 2. Keywords: World design, experience architecture, level design, game flow and gameplay.
Architecture and Fiction in Level Design: A New Challenge and a New Art Form, 2006
level design and architecture
Main Research Area:
Production consumes and culture in the experience economy, 2006