From a perspective of architectural visualisation, influenced and restricted by real locations; how is the gaming experience altered?
The goal for my personal research project is to look at the use of architecture within games. I want to look at how architecture can influence and determine the overall game play.
To do this I will learn how 3D visualisation of architecture has evolved and how it can be used in today’s society. This will include techniques, social etiquette's and responsibilities.
To answer my question I also feel that I will have to research gaming technologies, such as game engines and design programmes. By doing this I will be able to achieve a further understanding of the limitations and possibilities of these technologies.
I will also research into the actual game play, looking at how players use the environment to their advantage and basic rules within the level building process. I believe that I could use current examples of games using architecture to add to the game, e.g. “Resistance” (PS3), where levels are based on real locations such as London and Nottingham.
I will also look at how architecture works within the level as well as the overall design itself, how it relates into the way in which games are played within the confines of modern technology, and also how today’s famous attractions are creatively edited to achieve a game level that is recognisable upon the surface yet still have an unknown element.
Another area would be to look at Photorealism, both within the gaming world and architectural visualisation. This would then lead onto looking into realism in games, looking further than just graphical realism will help me discover if realism plays an important part within the gaming experience.
Another area of interest may be to research and learn more about psycho geography, with more knowledge of this area I feel I could use its rules and techniques to help evaluate existing levels and also plan new, exciting and innovative levels.
By researching the use of architecture in gaming levels and the visualisation techniques behind them, I believe that I would be in a suitable position to begin designing a level design or architectural visualisation, unique from any specific style, using techniques that would possibly make the design usable in more than one type of medium.
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