GDC Day 1: A glass of wine, golfed from my hand

GDC Day 1: A glass of wine, golfed from my hand

Mar. 10, 2010 by

I can’t blame the girl who swiped the rich and earthy Beaujolais blend from my hand. She was just doing her job. Then again so was I. She was arcing into a powerful backswing in the latest iteration in the

Toward a Ludic Architecture

Feb. 26, 2010 by

  Today etc press released Steffen Walz’s “Toward a Ludic Archtiecture” You can download the text or leap straight into purchasing a printed copy here: http://www.etc.cmu.edu/etcpress/content/toward-ludic-architecture As I continue to work through my dissertation on “What makes a place fun?’, I am

Understanding Place: Game Studies as a System of Knowing

Jun. 9, 2009 by

Below is the full text of a conference proposal I submitted to the upcoming DiGRA conference . Unfortunately, the proposal was rejected, at least in part for being confusing. Fair enough. But I am posting it here is the interest of

The Theory of Alcoholic Architecture

Apr. 17, 2009 by

London now sports what it's owners have described as the world's first walk-in cocktail. Don the sort of coverall you see in science labs and walk into a misty room. The room is the "bar" and the mist is gin

Defining the Fun House

Mar. 30, 2009 by

As a part of my, "What makes a place fun?" research, I have postulated the idea of the "fun house" as an actual home anchored in fun as much as much as some homes are designed to be beautiful. The question

Finding a Fun House: What makes a place fun?

Finding a Fun House: What makes a place fun?

Mar. 17, 2009 by

(This is an excerpt from a longer argument building a description of fun and linking it to the much more explored subject of play.) On face value the question rings true. Some places do seem more fun than others and wondering "What

Fun and Games with Architecture

Fun and Games with Architecture

Feb. 20, 2009 by

Some recent links sifted from the great shifting data mass of the Interwebs: Electronic Playgrounds http://www.physorg.com/news109517949.html  What happens when an international playground equipment maker decides to go digital? i.play is supposed to blend together the fun of videogames with the

Architects and Game Designers: Articulate Builders

Architects and Game Designers: Articulate Builders

Feb. 17, 2009 by

“Architects are builders who theorize – articulate builders.” — Mark Wigley, Dean of the Graduate School of Architecture, Planning, and Preservation (GSAPP) at Columbia University. (From an interview in BLDBLOG) Not only do I think this is a tasty quote

Architecture, stories and the importance of characters

Architecture, stories and the importance of characters

Jan. 15, 2009 by

The idea of a narrative environment isn't new. For as long as designers have considered the symbolic potential of landscape and architectural designs, the foundation for seeing space as story were in place. So, it's pretty common to for architects to discuss

Tilt-Shift for Dummies

Tilt-Shift for Dummies

Jan. 8, 2009 by

OK, the tilt-shift technique–the one that makes real photos look like shots of miniature models by way of manipulating the depth of field–may be the fad of the moment. But it also points a finger at just how delicate our grasp of media