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# An architecture studio now works inside game space
- URL: https://www.killscreen.com/an-architecture-studio-now-works-inside-game-space/
- Published: 2026-08-28T23:47:45.000Z
- Updated: 2026-08-28T23:47:45.000Z
- Description: Sandra Youkhana and Luke Caspar Pearson write up their practice for AD’s Staged issue, arguing games reach audiences buildings never will.
- Author: Kill Screen Staff
- Tags: Architecture, Game Art, Game Engines, London, exhibition, digital art, Art

Sandra Youkhana and Luke Caspar Pearson have spent a decade arguing that videogames are not a presentation format for architecture but a place where architecture gets built. Their London practice You+Pea now makes that case inside the discipline’s house organ: “An Architecture Studio in Game Space,” an essay for *Architectural Design*’s issue *Staged: Architecture for Performance, Exhibition and Fiction*, edited by Neil Spiller and Ashley Simone. [Announcing the piece](https://www.instagram.com/p/DZK-Up2CGWK/?ref=killscreen.com), the pair say it outlines “new forms of practice that emerge at the intersection of architecture and game design” and argues that game worlds let architecture reach audiences buildings never will.

The two run the Videogame Urbanism studio at the Bartlett School of Architecture, UCL, where students design playable cities rather than paper ones, and their own projects have long worked this seam. Their *London Developers Toolkit* turned the city’s speculative property boom into a garish, playable send-up of luxury towers, and their book *Videogame Atlas* subjected game worlds to the kind of mapping and analysis usually reserved for real cities.

![Installation view of You+Pea’s London Developers Toolkit](https://storage.ghost.io/c/25/84/2584b75d-4bd6-4cce-8259-f1d1c65abbb5/content/images/2026/08/you-pea-london-developers-toolkit.jpg)

**London Developers Toolkit* by You+Pea. Courtesy of the artists.

The *Staged* issue places the studio alongside installations, entertainment architecture, narrative projects and memorial tombs—architectural thinking working every venue except the building site. Architects drifting gameward is a long-running Killscreen story; we had our doubts when [Bjarke Ingels made a game](https://www.killscreen.com/bjarke-ingels-new-game-everything-good-bad-architecture/) back in 2016\. You+Pea’s version is the stronger claim: not architecture rendered in a game engine as a preview of the real thing, but game space as the site itself—buildable, occupiable, and with a public already living in it. The audience for cities is in game worlds now, and this studio moved to meet it.

Games talking to architecture, and architecture answering back—that crossing is Killscreen’s whole beat. The free Radar newsletter delivers it to your inbox.

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