How much does concrete weigh? This is, on the one hand, an insultingly simple question. Take some concrete. Put it on a scale. Record the weight. Multiply by some larger number if you’re using a sample. There you have it: concrete’s weight. It’s not really a mystery. But it’s not that easy. There’s
In “On Dérive,” the titular act is explained through text and your own movements through a virtual environment. To dérive (to drift), is to let yourself wander through the city with no prior aim or destination in mind; a spontaneous journey through the urban stage. The point of it is to demonstrate
As an architect, Alejandro Aravena traffics in a sort of obviousness that only becomes apparent in hindsight. The Chilean’s best works gradually reveal themselves to be fundamentally explainable. This, one might argue, is a more compelling magic trick than the eternal mystery of how some of his coll
The idea of the New York City apartment as we know it had yet to be established at the end of the 19th century. The inhabitants of huge multi-occupant living spaces were mostly low-income immigrant families, isolated physically and culturally. The change began with Jacob Riis’s 1890 book How the Oth
More videogames should be set in the places their creators want to go on vacation. I’m not sure if the person behind Postcard From Capri wants to travel to the Italian island of the game’s namesake but, hell, after having seen the work-in-progress screenshots, I know now that I certainly want to go
What better way to celebrate it being 50 years since influential Swiss architect Le Corbusier’s death than redesigning his famous Villa Savoye? Oh, not actually, of course. We couldn’t possibly bear to spoil what is considered by many to be one of the keystones of modern architecture (and also an of
There’s experimental housing, and then there’s housing created in a test tube. Rosa de Jong creates the latter. To use Zoolander terminology, these are homes for ants. There are no ants here, but the scale is appropriate for the little critters. Instead, what you have is a series of cylindrical dior
I like it when videogames play peek-a-boo with me. Yes, please, treat me like a toddler. I mean it. I am not yet beyond the delight of a magic trick; a spatial sleight-of-hand. And Voi has enough of them to warrant your curiosity. This is a game in which I spent a good five minutes going back-and-fo
The city in A Place for the Unwilling is alive. It may even be possible for it to die. The streets and buildings make up its physical form as bones and muscles and arteries do ours. The population is its life force; rushing like a bloodstream through the alleys and avenues, occasionally stopping for
The Tower Inverted is a game in the same way that a leisurely stroll through the park can be a game: Who knows what you’ll find? Granted, the things you’ll find in The Tower Inverted aren’t a total surprise. To wit, here’s a far from comprehensive list: conical trees, low-slung huts, glowing globes,
In many ways, the architecture of modern metropolises largely consists of simply lining each city block with minor variations on the same massive, contemporary rectangle of a skyscraper. The sheer size of these structures is impressive at first but, after a while, their similarity can leave a city f
The computational science of randomness is a way to establish a firm balance without bias; a gateway between an artist and code itself. In videogames, randomness can take hold anywhere from a laughable Bethesda glitch, a serendipitous discovery in Metal Gear Solid V, to the randomly generated levels
Pavilion doesn’t explain itself. The kind souls at Visiontrick Media have left that to scribes and, as was announced today, owners of PC, Mac, and Linux computers by the end of the year. Let’s give it a try, shall we? (The new trailer below should help.) Pavilion is a puzzle. What isn’t? As was prev
What’s the difference between art and architecture? Here’s Archdaily’s Vanessa Quirk with a run of the mill definition: Art is a form of self-expression with absolutely no responsibility to anyone or anything. Architecture can be a piece of art, but it must be responsible to people and its context.
Ghosts of Memories is an upcoming iOS and Android game set in a mystical, isometric world of impossible architecture. While the game it resembles most, Monument Valley, presented its puzzles as compact structures to be rotated, explored, and manipulated, Ghost of Memories spreads its puzzles out acr
William Chyr has changed the name of the videogame he’s been working on for the past two years or so. What was once known as “Relativity” is now known as Manifold Garden. And, blimey, you can see why this new title was chosen upon seeing the latest screens from the game. It really does appear as a s
Over the weekend, Willy Chyr encountered a rare and beautiful demon inside the code for his upcoming spatial puzzler Relativity. Beyond being a mere bug, this unknown corruption has emerged from a new shader Chyr was toying around with while creating a series of conceptual screenshots he deemed the
The case for preserving brutalist architecture requires some strange contortions. Defenders of gems like London’s Robin Hood Gardens or the Orange County Government Center must claim that buildings whose charms are derived from their heft and imposing strength are at risk and in need of our protecti
What is a neighbourhood beyond a collection of functions such as greenspace, housing, shops, and schools—figurative building blocks that can be strung together to build a functioning environment? The neighbourhood-as-collection-of-blocks metaphor appeals to videogame creators and audiences because i