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- W2899004562 abstract "RESEARCH QUESTION:How can the concept of the game engine, its technologies and the philosophies of game design support an interdisciplinary approach to creating architecture?My interest in the topic of examining ‘game architecture’ as a precursor to an architectural methodology stems from its capacity to formulate unorthodox space. Game architecture uses references to 'real architecture' to generate a layer of information that convinces the observer that the virtuality is related to their real experiences. This enables game designers to ground concepts of thought into interactive experiences. The means of managing an environment through the lens of a Game Engine requires designers to develop and organise libraries of objects. These objects are described under the prolific term ‘asset’ which is used to categorise all objects that are essential to building a game world environment. An ‘asset’ broadly defines every conceivable object in every form of matter, whether it be a solidity of a wall, the liquid state of water flowing down a stream or the gaseous smoke that bellows from an industrial building. Assets are produced in a variety of software, optimised for creating sounds, 3D objects and particle animations, and are managed by their file types. The Game Engine mostly supports mainstream file types to enable these externally created libraries of assets to be used within the parameters and tools provided by the Game Engine. The principle of importing an external asset assists designers to compose libraries of personally developed or acquired assets to satisfy their design objectives.In contrast, 'Procedural Architecture' that uses industry standard software, like Revit, does not require the import of external assets. Revit’s workflow is supported by a library of parametric tools and generic objects that provides designers with enough to work within its framework. Revit does not require its software structure to distinguish file types in the same way as the Game Engine and as such an architectural designer could work within Revit to produce a desirable result. Producing content in Revit’s interface, has a strong preference for the visual perspective of an architect’s normal perceptions of plan level, section and axonometric. Revit’s preference for the use of drawings in the design process encourages an inherently 2D view of architecture. Revit’s framework for utilising a distinctive internal library allows designers to produce architecture that might be described as 'Procedural Architecture'. 'Procedural Architecture' is a product of working within Revit's framework. That is in Revit's case, objects created using an internally coded tool such as generating a wall that uses direction and magnitude, a vector, to produce a 'wall' object.In contrast to Revit’s existing library, the Game Engine is designed to support file types from various generative software, meaning the Game Engine is not designed for creating environmental content, rather supporting the placement of content in the creation of game…" @default.
- W2899004562 created "2018-11-09" @default.
- W2899004562 creator A5090057576 @default.
- W2899004562 date "2018-01-01" @default.
- W2899004562 modified "2023-09-27" @default.
- W2899004562 title "Preserving Waihi's golden past : a research into the culture of the game and its engine to support and enrich an explorative engagement with Waihi's gold mining industry" @default.
- W2899004562 hasPublicationYear "2018" @default.
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