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Brink, Mirror’s Edge(2), and Other Urban Futures!

First off, a personal note – It’s been a long time since I’ve written anything.  It’s been a long time since I’ve gamed, or felt the  touch of keys under my fingers as I type away in the wee hours of the morning; it’s been a long time since I’ve had some fun, and in Read more

Architecture and Level Design I

Image is from conceptual artist Trudi Castle. Her work can be found here. I’ve been having some thoughts lately about the battle between well-designed, realistic environments in games and intelligently designed levels. Don’t get me wrong, they can go hand in hand, but most of the time it seems like they don’t. With the Architecture Read more

BioShock Infinite: The (Architectural) Uncanny

After playing about 3 hours into BioShock Infinite, my mind was only able to formulate one solitary question, a query that even Shakespeare couldn’t have phrased more eloquently. A question that is, in fact, worthy of its own quote block: “What. The. ****. Just. Happened.” What did I just see? How did so much content Read more

Forerunner Landscape
Halo’s Forerunner Architecture

Their name alone speaks volumes about what their architecture embodies: the way they see themselves, the image they want to present to others.

Oh forerunners, so ahead of your time.
On Video Games and Architecture

Ah, architecture in video games. If you think it’s something that most people don’t think about, you’d be right. If you think it dictates most of what happens in a game, you’d also be right.