RESEARCH ON LEVEL DESIGN IN GAMES

DEFINING THE BUILDING BLOCKS OF VIRTUAL ARCHITECTURE

The course was a collective think-tank and R&D program. For two intense weeks, we meet virtually online, connecting from Lyon, France to Melbourne, Australia. Students played several games and mapped, collaged and diagramed these elements and extracted their meanings into concise definitions and user flows.

This lead us to a dictionary and web of ideas that show the evolution, overlapping and speculations on the future of public space. This includes the influence of technological advances, post-COVID design measures, internet culture, economic contexts, and new digital opportunities.

Together, the collective research resulted in a design toolkit for defining what are the building blocks to virtual architecture.

AND THIS WORLD NEEDS IDEAS...

wild-heart2

Video Games

DISSECTING THE LAYERS OF VIDEO GAME LEVELS

Students analzyed and broke down the elements (both tangible and intagible), interactions and timings that can make up several video games.

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3-2
3-1
2-1
1-1
1-2
2-2
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rabbit2
rabbit3
wild-heart2
wild-heart-1
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Untitled-13
Superliminal-Mapping-3-1
Superliminal-mapping-1-1
Superliminal-mapping-2-1
Superliminal-mapping-4-1
Superliminal-mapping-5-1
Superliminal-mapping-6-1
Superliminal-mapping-7-1
Rabbit-Hole-2
Rabbit-Hole-1
Rabbit-Hole-3.png

Layers of Experiences... 

OUTCOMES


ARCHIVES


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