Far Cry 2

Far Cry 2

Nov. 6, 2008 by

The increase of computing power in game consoles (and by proxy games on personal computers) has allowed for the both the increase in the graphic detail of game environments as well as the increase in their size and scope. Far

New York Mystery House

New York Mystery House

Jun. 17, 2008 by

What does it take to get your Upper East Side 5th Ave condo in the New York Times? How about an architect who decides to build in a Da Vinci Code mystery right into the design and not tell the

SimCity: Super Size Me

SimCity: Super Size Me

Apr. 18, 2008 by

Close to twenty years since the original was released, SimCity remains a peculiar outlier in the videogame landscape. And why not? A game nominally designed around the job of city planner or urban designer and one that tiptoes delicately around

Millenium Falcon

Millenium Falcon

Apr. 15, 2008 by

While this certainly does not qualify as an example of fun architecture, this is a great example of people having fun with architecture. Life Without Buildings speculates that, contrary to the claims of the Star Wars designer that cooked up

Space Time Play Review

Space Time Play Review

Apr. 3, 2008 by

Space Time Play Computer Games, Architecture and Urbanism: The Next Level Edited by Friedrich von Borries, Steffen P. Walz and Matthias Böttger 2007 Birkhäuser 496 pages www.spacetimeplay.org Book Review (Disclosure: I contributed two small 300 word reviews to this book.

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