unit-code
We began the year by voyaging into the parallel world of videogames, on a series of virtual field trips. We visited a selection of seminal videogame worlds to understand their unique forms of architecture, geography, landscape, inhabitation, and politics. Each game was critiqued through both its narrative and its systems, alongside the social sphere of the game’s community and the interfaces upon which it is played. Through this comprehensive analysis we defined how designing for virtual environments is a future-facing practice that resonates with the concerns of the physical world.
We used various forms of analysis, from conventional mapping and architectural reconstruction through to data-mining, screenshot recording and hacking. All of these methods constitute critical ‘counterplay’ –reassessing the game through the transgressive and inquisitive exploration of their worlds.
These Game Worlds studies question the agency of virtual worlds, helping us develop a deep understanding of how games can be applied as new methodologies for urban design. By unpacking the logics of these game worlds, this detailed research acts as a framework for our subsequent design proposals.
Movement pattern and world scale analysis.
Environmental cycles study.
Resources and geography mapping.
In game ecology analysis.
Diagram exploring user creativity in building design.
Exploring landscape scanning protocols.
Mapping the architecture of logistics.
A timeline of collaborative infrastructure construction.
Tracking player inhabitation in the world.
Mapping travel patterns in the game narrative.
Mapping Fortnite as a transmedia Metaverse.
Analysing different speeds of in-game mobility.
The material economy of structures in the game world.
Mapping weather and environmental effects.
User interface and HUD analysis.
Worldbuilding Los Santos from Los Angeles.
Analysing transit times across the island.
Defining the edges of the game space.
World size comparisons in the GTA game series.
Screenshot studies of weather and day-night cycles.
Mapping the layered universe of the game.
Multi-dimensional map of facades in different gravity conditions.
Categorising different physics and gravity styles.
Analysis of gravitational shifts and falling speeds.
Analysing different built forms and the movement they facilitate.
Mapping of interplanetary connections.
Analysis of planetary orbits.
Analysis of world composition through mining pathways.
Study of biomes and creature composition.
Analysis of different interactions with planetary environment.