Monday, April 4, 2011

Abstract Outline

Introduction
Older architectural styles such as classical and gothic have gone out of style for a variety of reasons such as impracticality of spaces and details to intricate and time consuming for the modern world. These reasons are good and sound, but they have no bearing in a digital world. As such these styles may be repurposed for a digital environment where quality of space means more than quantity.
Not only can these older styles be expressed in their original state, they may be adapted to fit a theme of a specific digital world. One could take the intricate detailing and soaring ceilings of Gothic architecture and blend it with technology and metal to produce a new aesthetic. This can be applied not only to single architectural styles, but multiple ones at the same time.
As the architecture is digital, and its main purpose is entertainment, multiple styles can be mixed to create unique styles. The double columns of baroque mixed with gothic arches, caryatids adorning an otherwise plain renaissance building, the possibilities are endless.
For the purposes of this report major iconic elements of gothic and classical styles shall be analysed by criteria of implementation, effect on game play. The iconic elements to be discussed are gothic arches, vaults, flying buttresses, columns, rose windows, statuary.
Flying Buttress
Flying buttresses were designed to hold up the walls and soaring ceilings of gothic cathedrals without looking bulky. These soaring structures can be implemented in the game world in several ways. They can be built with level geometry and adorned with models to simulate the level of detail seen in the real thing. This is only practical if there are few buttresses as the entity count can get rather high, and it is time consuming to change all of them if a change needs to be made. A better solution would be to render the entire thing as a model, allowing as much detail as the designer deems necessary. Thus, if you change the source file, all the instances of the model will update. Depending on the where they are implemented in the game world, player accessible or not, they can be primarily aesthetic in nature or may play a part in the gameplay, i.e. cover, climbing.
Gothic Arch
Gothic arches allow larger spans of openings in walls. They can be nested two smaller inside one larger for an ornate effect. As with flying buttresses they can be implemented as either models or level geometry. In this case, most likely level geometry. Arches would have a minimal impact on gameplay, being just a different shaped opening.
Vault
A Vault is just an arch extended to cover an area, forming a ceiling instead of a lintel. A vault will most probably be implemented as level geometry unless heavy ornamentation is called for. Minimal impact on gameplay as it is just a different shaped ceiling.
Columns
Columns of classical design were highly ornamental, none more than caryatids, which were part column, part statue. These elements would most likely be implemented as models due to high reoccurrence and high level of detail. The effect on gameplay is that they break up space and provide obstacles to movement and projectiles.
Rose Window
A highly ornamental window with mullions arranged as if petals in a flower, rose windows are a key part of the gothic cathedral. Rose windows would most likely be implemented as models due to their highly intricate nature. For gameplay purposes, it really is just a large round window with all the implications therein.
Statuary
Statues have played an important part in defining a space since they were first introduced, long before the classical era, it seems only fair that they be included in the elements to be implemented. As with columns and rose windows, statues would almost certainly be implemented as models due to the intricacy innate to statuary. Gameplay wise, they have the same effect as columns, breaking up the space and providing cover.

Monday, March 14, 2011

Thesis Question and Sub-Questions

-How Iconic Elements of Gothic & Classical Architecture May be Implemented in Videogames?
...-What are these elements?
...-Mechanics of implementing these elements
...-Effect on the environment
......-effect on gameplay
.........-effect on balance
......-effect on atmoshpere

Friday, February 18, 2011

updated proposal

Summary
Older architectural styles such as classical and gothic have gone out of style for a variety of reasons such as impracticality of spaces and details to intricate and time consuming for the modern world. These reasons are good and sound, but they have no bearing in a digital world. As such these styles may be repurposed for a digital environment where quality of space means more than quantity.
Not only can these older styles be expressed in their original state, they may be adapted to fit a theme of a specific digital world. One could take the intricate detailing and soaring ceilings of Gothic architecture and blend it with technology and metal to produce a new aesthetic. This can be applied not only to single architectural styles, but multiple ones at the same time.
As the architecture is digital, and its main purpose is entertainment, multiple styles can be mixed to create unique styles. The double columns of baroque mixed with gothic arches, caryatids adorning an otherwise plain renaissance building, the possibilities are endless.
The scope of this project, however, is to focus on several examples of real world architecture and the application of elements of those buildings to a single design, to be built by a professional videogame level designer or design team.

Purpose

The Purpose of this research is to find a way to enrich the digital environs in which we find entertainment and to show that there is a venue for older building design methodologies. It is the hope of the researcher that this report show those architects who are enamoured with classic styles there is a way to express this passion and profit from it.

Goals and Objectives
The goal of this research is to show that there is a desire for these design methodologies in digital entertainment, that capturing the essence of these styles is possible with the abstraction inherent in digital media and how best to incorporate them in the level design process. The objective is to provide a report on the possibilities for integration as well as a proof-of-concept game level if the research appears to be fruitful.

Methodology
Examples of various famous works representative of their architectural styles will be selected and elements capable of easy transition will be determined. Architectural principles will then be melded with video game level design methodologies to produce a blend of the selected elements in a seemingly unrelated thematic design, i.e. techno-gothic. This design will then be applied to a proof-of-concept game level. Examples of similar ideas in the gaming industry will also be provided.

Previous Studies
The Role of Architecture in Videogames by Ernest Adams examines the roles architecture plays in videogames and how different aspects of architecture can be used for effect. It finishes with a note that the author would like to see levels, or parts there of, designed with the help of architects, or at least those who are familiar with famous architectural works.
This report, on the other hand, works it from the other way around, to show architects and building design technologists that there is a way to express “dead” architectural styles in videogames.

Plans for Dissemination

The results of this research are to be accessed via a blog as well as a read-me (a text file contain information about a program i.e. author) distributed with the level designed at the end of the research.

Budget
$500 for professional level designer to design a level based on designs produced as a result of the research. I believe it is important to have a proof of concept level, and level design is a very complex process involving modelling, mapping, and texture creation. The completed level will be distributed along with a truncated version of the report via the internet videogame modification community.

Wednesday, February 16, 2011

Flying Buttress


Flying buttresses are a signature part of gothic architecture. Usually ornate, their primary purpose was to prevent the towering walls of cathedrals from collapsing outward.


Importing into a game

Relatively simple, this structure could be created with either a model or map geometry. The model approach would allow greater detail as only one object would need to be created, Instances of the model would then be placed into the map at appropriate points.


Effect on gameplay

Columns can be used as cover, overall structure can inhibit land and air vehicle movement. Walkways can be placed on different levels between the buttress columns allowing vertical gameplay as well.

Thursday, February 3, 2011

Research Proposal

How Can Archaic Architectural Styles Be Adapted for Use in Interactive Digital Environments


Summary
Older architectural styles such as classical and gothic have gone out of style for a variety of reasons such as impracticality of spaces and details to intricate and time consuming for the modern world. These reasons are good and sound, but they have no bearing in a digital world. As such these styles may be repurposed for a digital environment where quality of space means more than quantity.
Not only can these older styles be expressed in their original state, they may be adapted to fit a theme of a specific digital world. One could take the intricated detailing and soaring ceilings of Gothic architecture and blend it with technology and metal to produce a new aesthetic. This can be applied not only to single architectural styles, but multiple ones at the same time.
As the architecture is digital, and its main purpose is entertainment, multiple styles can be mixed to create unique styles. The double columns of baroque mixed with gothic arches, cariatids adorning an otherwise plain renaissance building, the possibilites are endless.
The scope of this porject, however is to focus on several examples of real world architecture and apply elements of those buildings to a single design, to be built by a proffesional videogame level designer or design team.

Purpose
The Purpose of this research is to find a way enrich the digital environs in which we find entertainment and to show that there is a venue for older building design methodologies. It is the hope of the researcher that this report show those architects who are enamored with classic styles there is a way to express this passion and profit from it.

Goals and Objectives
The goal of this research is to show that there is a desire for these design methodologies in digital entertainment, that capturing the essence of these styles is possible with the abstraction inherent in digital media and how best to incorporate them in the level design process.

Methodology
Examples of various famous works representative of their architectural styles will be selected and elements capable of easy transition will be determined. Architectural principles will then be melded with video game level design methodologies to produce a blend of the selected elements in a seemingly unrelated thematic design, i.e. techno-gothic. Example of similar ideas in the gaming industry will also be provided.

Previous Studies
The Role of Architecture in Videogames by Ernest Adams examines the roles architecture plays in videogames and how different aspects of architecture can be used for effect. It finishes with a note that the author would like to see levels, or parts there of, designed with the help of architects, or at least those who are familiar with famous architectural works.
This report, on the other hand, works it from the other way around, to show architects and building design technologists that there is a way to express “dead” architectural styles in videogames.

Plans for Dissemination
The results of this research are to be accessed via a blog as well as a read-me distributed with the level designed at the end of the research.