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September 17, 2007

My Work

Sorry for such a late post, but here are some of my interests:
I read a book the other day called Cradle to Cradle. It changed my life.
It's about eco-effective vs. eco-efficient design, and challenges recycling, reusing, and product design to the fullest: the authors suggest a system redesign, of which I am always in favor! Unfortunately, I didn't know exactly HOW to get it done, and this book fills in the details. As Mies once said, "God is in the details." Thus, I argue it is a must read for all carbon-based life. Chimps and birds definitely included.

http://www.amazon.com/Cradle-Remaking-Way-Make-Things/dp/0865475873


Last semester's final model, a school.



The final model in the site model. For this project I used a grid-like plan and organized program in a linear fashion. At one pint the program was randomized to force interaction between different zones, at the final point the program took on a more traditional orientation. I was interested in an adjustable program.




I love high-tech architecture, architextural materials, abstract geometries, and eco-effectiveness.
Also interested in algorithmic (repetition) programming possibilities in architecture, and 3D rendering and animation as a design start-point.


A few projects I recently saw:


Hysolar in Stuttgart, Germany



Mittnacht Bau ("Midnight Build") in Stuttgart, Germany, made of Cannstatter Travertine.


| | Comments (1)

Abstraction Abstract

One of the most obvious points in the article was geared towards the argument against photorealism and in favor of abstraction. Abstraction, as seen in Pong, may have been used as an artistic expression, but I believe it was convenient, simple and the only available display method. Games have evolved along with technology, and this is absolutely necessary in the gaming industry.
The niche of high-resolution, high-quality yet visually abstract games is one I don't think has many customers.
After viewing some interesting-looking Mac games, I realized that I could not tell from the cover (marketing) the objective of the game or the target market group. I gave up and went back to looking for PC games because I knew they would give me the balance of escapism/fantasy and real-world challenge for which my soul longed.
A favorite game of mine, Quake 4, which I will be playing for the semester, has this crucial balance of fantasy and realism. In it, I am part of a military team. I fight bad guys and save good guys. I risk my life for my team members. I am a hero.
Conversely and perhaps, perversely, in the game I become one of the bad guys. I become a Strogg, a cyborg. Part human, part mechanical, I become hideous, alien even.
The realistic qualities of the game provide a connection, something of which I understand, while the fantastic qualities of the game provide a past time, entertainment if you will. If I wanted only realism, I would play The Sims.

Which brings me to my first point:
I disagree with Will Wright's comment on abstraction in The Sims. He says it is a key design element, although I find The Sims as boring as, if not more boring than, my normal life! Why play a real-time, reality game, when I have one called life chasing me down every morning? There is nothing "more difficult" (pg. 64) than starting the game from whence I last saved it after my mansion burned down as a result of stacking too many electrical appliances together. This game play is overly-realistic. A little abstraction would benefit the game immensely.

Which brings me to my second point:
I argue for more photorealism in all games, and propose that the only abstraction should occur in the game play, not in the representation. The more realistic the representation is, the more abstract the game can be, thus the more challenging, compelling, and successful.

RvB, Rooster Teeth Comics and Electric Sheep

Rooster Teeth comics site: http://rvb.roosterteeth.com/home.php

RvB
As Andy mentioned the first class, clips from the DVDs are available on youtube.

Also, found this article early last year but wasn't able to do much with it in Architecture studio, although I am a big proponent of "building" the virtual world, as a real-time experiment connected to somewhat realistic (or entirely fantastic) personalities, not as a new past-time, entertainment or social networking.

Electric Sheep, Androids, and Second-Life
"We're building an experimental space in 'Second Life' to look at ways a 3D environment can be used to do real work..."
url: http://www.news.com/Second+Life+dreams+of+Electric+Sheep/2100-1043_3-6056759.html

The possibilities are endless...

Also see.... www.virtualsuburbia.com for a blog on architecture in Second-Life.

Extension of Man or Fulfillment of Needs?

The article grossly missed the danger and consequences of engaging in games that mimic real-life experiences. The more we pretend, the less we are able to appreciate what is really here: meaningful relationships, tangible experiences, and real-life consequences. For once I ask myself, where is the logic?

And what's wrong with automatism? It's not entirely human, or personally desirable, but it's beneficial in our industrialized world and I believe, unfortunately enough, there are some minds which are better suited to one-dimensional existences. Specialization is key evidence of a civilized society.

September 24, 2007

New Quake Game

http://www.enemyterritory.com/

Enemy Territory - Quake Wars

See promo "movie" and downloadable demo...

Half-Life 2

half.jpg


Above are my friends from Half Life 2. I forgot their names, but apparently they are my friends.

Gameplay
The game was somewhat reminiscent of Myst and Tomb Raider. Together. A really "cool" game with way too many "puzzles." And way too many movies!
I liked the gameplay but for me to be really hooked, there needs to be more weapons and more shooting. And I'd like to be able to shoot everybody, including... say my "friends." Additionally, I'd also like to be able to hit people other than guards (with REAL weapons of course) and it would have been cool if I could have broken things with other things... more. Slightly more sophisticated AI would have been nice, too...
All in all, the game was really cool. I like how there was no time limit; I could explore everything at least a few times. I actually stood in line for "food" for a little bit hoping my health would go up if I ate (since those guards beat me up real nice a couple of times) but I got impatient and moved on...
I got to the train cars part then class was over. By then I was pretty into it, determined to get up on the scaffolding, but... class was over! I briefly contemplated being a few minutes late for studio to play more. But I came back to reality and quit the game.
That was hard...
I hate to compare this game to Quake 4 but what the heck...
Quake 4 scenery is way more repetitive. You can get lost QUICK. There's no time limit in Quake 4 BUT the music makes it feel like there is. So you feel lost because every room looks the same and you're in a hurry because it's dark and there might be a Strogg lurking around a dark corner. It's just way more intense. A lot more objects are interactive, and this is good. Not to the point of being annoying... But you have a mission and it's clear. Half Life 2 has some strange plot you'd never understand from playing the game alone. I got a "briefing" but it was too wordy for me to follow.
I know at some later point in HL2 I get real weapons, a boat, etc. And according to PC Gamer this was "the best game ever." But I'll stick to instant action and steep learning curve for my kicks.

Graphics
The graphics were AMAZING, especially considering it was released '04.
The end.

The verdict: I might someday agree this is one of the greatest games ever but I haven't played it much so maybe I'm just being agreeable. But it was addicting and I can't wait to get back in the lab and play some more...

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