Thursday, October 11, 2012

Virtual Design to Reality?


As architects further explore material technologies, the mathematical limit of form driven design is becoming a thing of the past.  With further endeavors into biomimicry, parametric data outputs and optimization paths, and structural advancements, the ability to create any form is becoming a reality.  But why has the architect become so obsessive over creating a form that is visually cherished from a grand distance?  Is a structure not to aesthetically function as equally on the inside as the exterior shell? This is where I believe a pre-existing formula for design could not only assist in an architect’s duty to design a space that all will enjoy objectively, but allow the design to internally appeal to all.  This existing formula lives within the world of Video Game Design.
There are three factors that allow spatial game design to be, in my opinion, far more successful in providing an inhabitable space that all “will” enjoy than a typical Top-Down architectural design approach.  First of all, video games are designed knowing that the player will be viewing their digital realm through the eyes of the digital protagonist.  This view, much like in English literature, can be portrayed in first, second, or third person perspective; for example, when a game’s camera angle is locked in the third person, the played character is viewed from above or over the shoulder.  When the same camera is locked into first person, the player views the game through the character’s own eyes.  Through this use of visual perspective manipulation, the game player can experience the digital rendered atmosphere in a number of different ways.  The focus on creating a space to be experienced as opposed to objectified (architecture) ties a person emotionally to the atmosphere in what I believe to be a stronger bond than that of exterior form. 
After creating spaces to be explored, how does one refine this mapping to please the vast population?  Game designers have discovered the answer to this question with one simple solution: playtesting.  In architectural design, understanding of a conceptual structure is formed through mass productions of sketches, models, diagrams, material studies, and detail explanations; in game design, the conceptual understanding is done with one digital, interactive file.  The design team is given a narrative that the game is to follow throughout the designed maps.  These usually give the designer insight on how a character interacts, both physically and emotionally, with a surrounding that may or may not be pre-determined by the plot.  For example, in the game Bioshock, the narrative received by the game architects explained how an underwater utopian society built around the idea that people had free rein to create without moral boundaries (much like stem cell research).  This lead to the ultimate demise of the city as its residents became mentally unstable (continuous desire for more plastic surgery/ experimental needs to perform on children…).  With this knowledge, the architects saw fit to design an atmosphere that emotionally registered as dark, dank, insecure, but with past values that have become rusty and hidden (diamond consumed by the rough).  The end result of the game’s architecture became a post utopian art deco style.  With this 40’s metropolis being located several leagues beneath the sea; the play of light became an aspect within the spatial design.  The diffuse rays of light trying to penetrate the ocean depths add an odd emotional sense of not just serenity, but dark insecurity.  The sound of the spaces built even further onto the eerie notion of the game’s narrative.  The echoes of leaky, dripping, creaky materials failing bring the player closer to the sense of fear.  With all of these elements combined, the games mapping layout far surpassed the notion of the architecture as a space, but redefined it as an additional character.  Being arguably one of the greatest games ever created (according to Game Informer, G4 Network, Playstation Magazine...) due to this architectural “character,” its perfection was reached by, again, using one file.  To see if their conceptual design succeeded in all architectural aspects, many groups of random people selected off the street were brought into the design studio to play the game throughout its several stages of final manifestation.  This is known in the video game designs field as playtesting.  As a video game develops, playtesters are brought in to tell the designers why they do or do not believe that the game is achieving the underlying concept.  With this feedback, the designers can simply open the file, make quick tweaks to the model based off of the tester’s notes, and continue forward with the design to be tested again at a later time.  This process is efficient in aspects of material and time.  If architects designed a space for a client without having to focus on presentation boards, models, and virtual renderings, but rather presented the design in a manner of “exploration,” not only would design redundancies be cut from the timeline, but I believe clients could focus more clearly on how well the design serves the people utilizing it (inside and out).  This idea could even be taken a step further in saying that this process could allow architects to develop “perfect” buildings.  For example, an architect could place his “explorable model” online for the public to playtest and leave feedback on what they believe to be the strengths and weaknesses of the design and its relation to the initial concept.  The public would not design the building, but critique what they (the people who will be using the building) believe is needed or not to make it an ideal environment for all.  A utopian building if you will.


The final factor that architecture could benefit from is the fact that game design has no worldly limitations. There is no need to solve for structural solutions to act against gravity, no need to include types of material insulation to prevent over or under heating, no need to even build on a realistic site.  The possibilities are endless.  Not only can one create a space that the communal masses agree upon, but the ground, water, or air on which it sits upon.  The limitless bounds allow the designer to create even the ecologies that exist in a buildings realm (if neon pink plants allow a site to further accentuate a concept, then why not?).  Furthermore, the architect can begin to design optimal atmospheres to embrace a building, such as a red sky or a weather phenomenon that is beyond our known world (Gears of War II, Razor Hail).  Ultimately, the role of the architect (with exponential evolution in technologies) could be to design utopian worlds to benefit everyone’s desires and needs.  They could manifest an ideal geological and climatic world in which playtested buildings could reside to please the masses.





As a final comment to this opinion, I am not saying in any way that the design process involved in architecture or video game engineering is superior to the other.  I just believe that a perfect merge of the two could (in my opinion) benefit one another in some way, shape, or form.  But, as an architect, imagine the ability to have full creative control in the realm of the virtual reality.  Without worldly limitations/ geographies/ ecologies/ species/ climates, the end creation could be something to inspire designers of the future to manifest as a reality.  Below is the outline and visual powerpoint (can't upload powerpoints) I gave to my classmates on the subject.  I hope you all enjoy, and ponder this idea constructively.  

One last note.  In this assignment, the research I uncovered allowed me to lock in my personal pick for favorite game of all time...Portal!!  Not only is the architecture within the game fluctuating around bent laws of physics, but the architecture itself is cognitive in though process(GLaDOS)!!  Spaces that manifest themselves into what they feel is optimal to achieve a task...so sweet...so futuristic...a reality within grasp I hope.


Intro:
                Architect’s design approach
-          Top-down design:  Architect looks down on a site plan and documents various aspects of it.  After designing a geometric parti shape, special program begins to occupy the void, generating the two-dimensional plan and section drawings.
-          Buildings are not seen from above or in section or plan.  They are experienced by individuals.

Game design approach
-          Bottom-up (user-up) design:  The designer begins with a game narrative or actions that the player will follow while playing the game.  Then he designs a set of worldly rules, spaces, and objectives that will facilitate these actions.
-          This is accomplished by utilizing three systems in the game design industry:
o   Mechanics:  often referred to as “designing by verb”
o   Motif:  created from a narrative  written by the game design staff, or from a popular narrative setting (I.E. World War II)
o   Playtesting:  players are brought in from the outside the development team in order to play levels of a video game to negate or confirm the effectiveness of their experiential and spatial qualities (the games provocative emotions)

In what way could incorporating these design ideas in architecture be beneficial? 

Architecture types in games:
-          Objective:  a structure has a net value about it such as in Star Craft or Age of Empires
o   Examples of said structures…
-          Spatial:  a more common approach in today’s gaming society.  Creating a world in which a first person view can provoke emotion through exploration and experience. 
o   Segue into examples…

Replicated Realities:  mostly motif based design due to any number of real world based narratives.
-          Examples: 
o   Assassin’s Creed series
§  City designs forged from past plans from such architects as Michelangelo
o   Grand Theft Auto
§  Each game within the series is based upon a major, crime fueled city in the United States
o   Sporting games (Madden, MLB 2K11, NBA All-stars, etc…)
§  Carbon copies of existing stadiums
o   Other Examples:
§  Spider-man 2
§  Call of Duty
§  Medal of Honor
Atmospheric Character:  Explorations in virtual architecture, when led by inspired artists, prove to move in quantum leaps toward an experience so involving that it breaks through previous attempts at suspending our disbelief and reality.
-          Holds very closely to the motif aspect of game design.  It uses an in depth narrative, in the sense of an architect, as a site plan for an overall design.
-          Importance of playtesting (revisited)
o   Based on the determined game narrative, players decide whether the atmosphere portrayed in game play successfully follows the overall concept.  If not, the player notes what did and did not work in the trial, so that the designer may go back into the model and quickly edit the problem areas.
-          Examples:
o   Portal/ Half Life
§  Game plot
§  Game design:  All by architects
·         Bottom-up (describe through models)/ top-down (how so?.. puzzle tools set the site foundation)
§  New Architectural concept (structurally and with nudge design)
·         The atmosphere is a thinking being trying to kill you through spatial and verbal manipulation
·         No longer does the player HAVE to go from point A to B, but wants to go from A to B (new age linear game design [mechanical])
o   Gears of War series
§  plot
§  Architectural atmospheric emotional setting (post apocalyptic modern gothic style)
·         Epic scale and emotion portrayed through artistic design
§  Links to Portal’s idea of a harmful atmosphere
·         Krill (death by night)
·         Razor hail (death by weather)
·         Living surroundings (worm stomach level)
·         Similar concepts found in earlier game designs such as God of War
o   Halo series
§  plot
§  Architecture seen from all scales (viewed from all angles)
·         Brutalism style architectural design at “small” scale
·         The world itself is architecturally designed to be viewed from all angles
§  Architecture serves greater purpose in overlaying narrative
·         Becomes one of seven rings to form a galactic scale weapon
o   Bioshock
§  plot
§  Atmosphere does not act, but is
·         Slight tie into replicated reality design (1930-40’s art deco)
§  Creates an ideal atmosphere for the presented narrative (dystopian horror)
·         Atmospheric character formed through creative use of light, sound, scale, location, and moral quandaries
o   This then turns the atmosphere into a philosophic character
§  Philosophic design
·         Achieved through:
o   Narrative setting
§  Inspired by Ayn Rand’s Atlas Shrugged and the dark portrayals of Stephen King
o   Art deco dystopia style (metaphor for fallen perfection[Atlantis])
o   Subconscious directional nudges (still feels like free roam)
o   Moral quandaries built in to determine story direction

Overall recap of playtest importance in architectural design
-          Design for experiential qualities alongside objective form
o   Ensures population approval of design before built (prevents failures?)
§  Holds designer’s artistic portrayal while still pleasing people (video game popularity)
o   Involves clients and bystanders in design process (good or bad?)
o   Allows architect to see project in first person view in any worldly scenario (weather conditions, day lighting [or lack thereof], site adaptability, etc…)
If Architects learn to design as video games do, what will be the next level for future architecture?
-          Atmospheric and spatial success on a large scale (block, city, state, country?)
-          Design of custom site and vegetation to fully accent a structure?
-          Creation of an ideal climate and surrounding topology to further accent?
-          Manifestation of entire utopian worlds that meet full aesthetic and functional needs of the human race through “playtesting?”

Wednesday, October 10, 2012

The Dark Architect


Today, being a radical artist (in my opinion) is quite difficult due to the cultural appreciation for lack of censorship.  This allows any able bodied performer, medium artist, or word smith to envision and create pieces of increasing vulgar without a shock and awe reaction from public critiques.  It was this reaction that generated increasing interests in unexpected witnesses which then widespread to the public “acceptance” domain; for example, rock and roll was once portrayed as the “devil’s music.”  This is primarily due to the fact that these initial rock poets focused on lyrics that pertained to drug use and pleasing sexual drives, but this radical shift led to some of the most brilliantly composed pieces of rock history (I.E. Led Zeppelin, Rush, The Who, Iron Maiden, The Police, etc…).
If anyone knows my personality, they would know that I love skill based classic rock and 90’s punk rock primarily for these anti-establishment bases (not that I believe what any of them sing about).  Piranesi is one of the best examples to portray as one of these artists in the realm of architecture.  His bleak, dark, dismal architectural spaces had not only ever been seen before in the world of artistic paper architecture, but led the human mind to question as to “why, how, where?” 
Piranesi’s view on philosophical theory truly allowed him to mentally grasp a whole new spectrum of how to manipulate light and material into an atmosphere that manifested emotions within people of discomfort and even fear (debatably).  This really motivated his piers to further examine the beauty in his madness. 
Peers such as Yo-Yo Ma continue to seek further understanding of the emotional reason within these two-dimensional fantasies.  Although this cellist is by no means correlated to the network of architecture, his beautiful understanding of emotion through music al composition allows him to be a perfect “scientist” in the anatomical breakdown of how this flattened atmosphere may project emotion through the medium of sound.  In his experiment, a team of architects created what they imagined Piranesi’s Prison to look as if constructed three-dimensionally.  Once the space had been forged, Yo-Yo Ma would then be virtually seated within the penitentiary, from which he would portray the emotion he felt through a cello.  Below, you may see this experiment to its full fruition…
Piranesi’s works in the realm of two-dimensional emotional darkness influenced many other architects to pursue this limitless design opportunity of paper architecture (Louis Boullee, Melnikov, Archigram, etc…) in hopes to achieve emotional feats of their own.  Boullee tackled the idea of emotional impact when viewing the perfection of spheres both worldly and extraterrestrial (planetarium). 
As a conclusion and, in a way, a falsification of my opening statement, it seems to me that this emotional use of “paper architecture” is coming back.  I still believe it is almost impractical to be a radical artist today due to the fact that the emotional reaction required by human minds to truly make a piece philosophical and not “weird,” but the emotional impacts derived from the use of two-dimensional atmospheres in architecture remains to be one of the primary tools in selling a design concept.  The works submitted into the annual Evolo competition show how this is true.  Through the use of tantalizing photoshopped imagery, competitors hope to gain an edge over other teams by visually swaying the jury into believing that their design “could” stimulate emotion in such manors as portrayed on their presentation boards.