This is an old one from when I first moved to Dubai. One of my obsessions is trying to modernize traditional motifs and nothing is more iconic in the UAE than the wind towers of their old traditional homes. This was my first take on modernizing the modern courtyard/windtower homes. Continue reading with more images…
After figuring out some of the main ingredients for the level design, particularly for geometry, I needed to see how those translated into the “LEGO” pieces we planned on having to build our greyboxes.
Most importantly, those previously mentioned 3 street sizes, would combine into various intersection types. Intersection types are what will eventually drive the difficulty for the player. In the simplest of terms, the bigger the intersection, the harder it is for cameras to cover it, the harder it is for players to see what those contestant AIs are doing. So intersection identification came first.
Above, you can see that in Unity, I crossed every street type against each other and the results are seen in orange and green. Orange intersections are X intersections, while T intersections are green. There are 6 of each.
Before providing values for these various intersection types, I went and built the pieces themselves in 3DS Max and attached placeholder textures. This would be all linked via our pipeline into Unity so that any changes the RLD required, could be carried out in Max then updated automatically back in Unity.
Above, you can see module identification level now textured. Below is a closer view. Above on the right is the same level changing due to us realizing, thanks to the RLD, that our largest street as way too wide. It skewed our valuing of the intersections. A new street width ratio was adopted 4:2:1 instead of the old 6:2:1.
On to valuing the intersections in the next post. Do check back if hasn’t gone up yet.
Another one of my old designs I’m pulling out of my archives. Once again, I can’t help but wonder how much video games may have subconsciously influenced my architecture designs in the last 10 to 15 years.
I see Tetris. I see a platformer world. What do you see?
More images here.
I was just browsing through some of my old work when I came across this, one of my old office building designs. What struck me was how video-gamey it looks, for lack of a better term. I just wonder how much of my work was actually subconsciously influenced by my love of games. I look at this and I think “platformer” because to me it looks like those indentations are part of some abstract looking level design. For those of you that are not gamers or in the game development industry, a platformer would be games like Super Mario Brothers, where you jump, and climb on well…platforms. Even the pattern of fritted glass seems game-ish. It almost looks like I took a platformer level and wrapped it around a building. Perhaps some of you have thoughts on this? Feel free to comment below.
Ironically, this project that I had developed for two years before it was cancelled, would indirectly lead to me leaving architecture and entering game design. For more on that and more images see this project’s main page.
From Mondrian to Mike Mignola. Check out the next update, number 4, on what led to the final inspiration of the buildings’ room interiors!
The Pearl was my sub mission to a competition in Abu Dhabi for a new mall at the Marina. Being set in this context, I was inspired by the traditional Emirati boat, the Dhow, or more specifically the shape of it’s ribs. The site was curved, shaped like a banana, which also served the design.
More images and information about this design here.