Description
There are two fundamental aspects that characterize the profession of an architect: design and construction. Usually in schools of architecture, inside the design laboratories, students never participate in the construction phase. It would be very educational to follow a project from the initial concept to the final result, but this is often not possible due to lack of analysis, funding and equipment. In this paper we propose to look at level design for the creation of 3D worlds of videogames as a method of design education. This could be an interesting topic of study for a university course in a faculty of architecture through the development of a methodology and the complete process from a basic concept to a finished product, complete, playable, and usable. Level design is one of the topics closest to architecture, both in design methodology and arguments to be developed, like space and activities taking place inside it. We believe that making a level could represent an important technical and creative exercise for students because they can carry out and develop some themes more in depth and in a more innovative way than with traditional courses.Period | 4 Nov 2010 |
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Event title | 10th International Conference on Construction Applications of Virtual Reality |
Event type | Conference |
Conference number | 10 |
Location | Sendai, JapanShow on map |
Degree of Recognition | International |
Documents & Links
Related content
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Activities
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3D Representations of Cities in Video Games as Designed Outcomes: A Critical Overview and Systematization
Activity: Talk or presentation types › Oral presentation
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An Untold Story of a Creative Community of Level Designers: Designing and sharing imaginary navigable virtual environments with game technologies
Activity: Talk or presentation types › Oral presentation
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Teaching Architectural Design in a Time of Change: Digital Tools and Methodologies
Activity: Talk or presentation types › Oral presentation
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From a Utopian Dream of Architectural Splendour to a Sublime Ruin. Narrative qualities of the architectures and places of the city of Rapture in Bioshock
Activity: Talk or presentation types › Oral presentation
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Research output
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Design of a Video Games Art Museum: Concepts, Design Process and Educational Values of a Design Studio Project
Research output: Chapter in Book/Report/Conference proceeding › Conference contribution › peer-review
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Narrative and Experiential Qualities of Architecture and Places in Video Games’ Virtual Environments
Research output: Chapter in Book/Report/Conference proceeding › Chapter › peer-review
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Teaching Architectural Design in a Time of Change: Digital Tools and Methodologies
Research output: Chapter in Book/Report/Conference proceeding › Conference contribution › peer-review
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Learning from Videogames Level Design: An Educational Point of View for Architecture
Research output: Chapter in Book/Report/Conference proceeding › Conference contribution › peer-review