id |
2006_730 |
authors |
Paterson, Inga |
year |
2006 |
title |
Architectural Interiors and Exteriors in Computer Games |
source |
Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 730-737 |
doi |
https://doi.org/10.52842/conf.ecaade.2006.730
|
summary |
This paper looks at the design of place in a game environment. Many 3D video games have a strong orientation to streetscape and interior design. This paper questions what can be learned from architectural insights and examines how cultural references can be used in computer games to enhance the game experience by supporting game play through a deepened sense of immersion. Focusing on the cultural ideologies of play, this paper sets out to consider the suitability of real-world building design in the creation of game-world environments, with an emphasis on how level design can be enhanced through a deepened understanding of the virtual locations in which the game challenges are situated. |
keywords |
Game-world; game-play; architectural-design; immersive environments |
series |
eCAADe |
email |
|
full text |
file.pdf (170,384 bytes) |
references |
Content-type: text/plain
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last changed |
2022/06/07 07:59 |
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