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Transreality

How can we as architects interact with external practices, such as video games? Are there relevant aspects to be found, and what are the ways in which they could be approached? This project grounds itself in three different personal interests; architecture, digital design tools and video games, or more specifically: ”What kind of architectural expressions and spaces could be created if we design in the borderland between the real and the virtual game?” This is an experimental project that approaches a few aspects of video game design, as well as potential qualities of virtual worlds. It concerns itself with image based digital massing, level design as basis for program or composition on site, as well as being on the border between the real and the virtual. The result of the investigations is a playful collection of objects, arranged according to a loose, narrative sequence idea. The scene is geographically tied to a real location, but floats in a no-man’s-land between reality and game. In its current state, it is not a proposal for the actual, real world site, and at the same time it is not quite a game either. There is an ambivalence to the scene being at the pivot point of these two definitions. The objects have a structural and aesthetic nature that touches on low-polygon shapes as expression, using images for generating a grid-surface based outcome and exploring a transitioning between reality and virtuality through architectural representation.

Identiferoai:union.ndltd.org:UPSALLA1/oai:DiVA.org:kth-277844
Date January 2020
CreatorsGateman, Emmelina
PublisherKTH, Arkitektur
Source SetsDiVA Archive at Upsalla University
LanguageEnglish
Detected LanguageEnglish
TypeStudent thesis, info:eu-repo/semantics/bachelorThesis, text
Formatapplication/pdf
Rightsinfo:eu-repo/semantics/openAccess
RelationTRITA-ABE-MBT-2083

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