I look at a lot of architecture and play a lot of pc games, there seems to be an interesting contrast of purpose between the two areas.
The purpose of architecture, in it's more creative projects, like say: the Bilbao Guggenheim:
The guy making it was thinking: I'll make some crazy melting building, people will be amazed that I can actually build this mess.
Conversely, if you make a building like this in Blender and put it in your quake 1 derived game map, it just looks like you abused a load of cubes and chucked it in.
for example:
...
It's like an architect is constrained by money and space and what can be built.
A game designer is free of all these considerations, but has to 'sell' the reality of his buildings/environment, I find this very interesting.
...
I'm still trying to frame this idea in words, so I thought I would do it here.
I've been mulling this for some time and a conversation I had with cortez today about abstract maps got me thinking.
There are a lot of 'abstract' maps for Nexuiz and also a lot of 'realistic' maps.
...
I guess this is kind of related to the discussion we've been having here about artistic direction in Xonotic.
I hope that there is room for all the mad old maps from Nexuiz in the new Xonotic aesthetic, and not just grimey technological corridors, love them as I do.
...
The map you see above is Nexldmc2 which I am currently retexturing/modifying.
The purpose of architecture, in it's more creative projects, like say: the Bilbao Guggenheim:
The guy making it was thinking: I'll make some crazy melting building, people will be amazed that I can actually build this mess.
Conversely, if you make a building like this in Blender and put it in your quake 1 derived game map, it just looks like you abused a load of cubes and chucked it in.
for example:
...
It's like an architect is constrained by money and space and what can be built.
A game designer is free of all these considerations, but has to 'sell' the reality of his buildings/environment, I find this very interesting.
...
I'm still trying to frame this idea in words, so I thought I would do it here.
I've been mulling this for some time and a conversation I had with cortez today about abstract maps got me thinking.
There are a lot of 'abstract' maps for Nexuiz and also a lot of 'realistic' maps.
...
I guess this is kind of related to the discussion we've been having here about artistic direction in Xonotic.
I hope that there is room for all the mad old maps from Nexuiz in the new Xonotic aesthetic, and not just grimey technological corridors, love them as I do.
...
The map you see above is Nexldmc2 which I am currently retexturing/modifying.
nomnomnomnonmonm:
"the best trolls are indistinguishable from idiots"
"the best trolls are indistinguishable from idiots"