The wonderful opportunity of videogames for an architect is that they allow for the creation of structures impossible to realize in the physical realm. Sure, for many years, pen and paper has offered the same deal, but not quite. Software lends itself to a virtual space that can be freely explored f
You come to, upright, in the middle of a room swirling with color. Quickly, you realize the stripped wallpaper isn’t actually moving. It’s you, swiveling your head around, trying to figure out where and who you are—how you got to this ugly room in the first place. The neon walls overwhelm, but not n
Benjamin Nordsmark’s Labyrinth Table is not Kramer’s coffee table book about coffee tables—sadly, nothing ever will be—but it’s pretty damn cool nonetheless. “The Labyrinth Table,” writes Nordsmark, “was created to show how a well-known object like a table can be given an extra dimension by creati
Doomdream is more of a description than a title. It’s an attempt by its creator, Ian MacLarty, to conjure up an “impression of [his] dreams after [he’s] been playing Doom all day.” That’s Doom, the 1993 hell-romping shooter, which mostly everyone is familiar with. If you’re not, all you need to know