Posts Tagged ‘architecture’

The Impossible Architecture Of The Stanley Parable

By Philippa Warr on November 21st, 2014.

A perfectly normal office

About a year ago I interviewed Davey Wreden and William Pugh about the architecture of The Stanley Parable but never published the article. I’d been thinking about how the game intertwines narration and level design for a while, but it was a gif which finally converted solo pondering into getting the pair on Skype. Here’s what happened when Wreden and Pugh dug into the ideas behind The Stanley Parable’s disorienting and utterly impossible building.

CAUTION: There will be spoilers.

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BLDGBLOG Interviews Daniel Dociu

By Jim Rossignol on April 26th, 2008.


Daniel Dociu is the chief art director of the Guild Wars developers ArenaNet, and one of the best concept artists in the business. I was delighted to see that my favourite blogger, Geoff Manaugh, has taken some time out to interview him.

BLDGBLOG: So how much description are you actually given? When someone comes to you and says, “I need a mine, or a mountain, or a medieval city” – how much detail do they really give before you have to start designing?

Dociu: That’s about the amount of information I get.

Game designers lay things out according to approximate locations – this tribe goes here, this tribe goes there, we need a village here, we need an extra reason for a conflict along this line, or a natural barrier here, whether it’s a river or a mountain, or we need an artificial barrier or a bridge. That’s pretty much the level at which I prefer for them to give me input, and I take it from there.

BLDGBLOG, in case you’re not familiar with it, is an admirably progressive architecture blog, which regularly touches on subjects such as science fiction landscapes and videogame architecture. A peerless read.

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Archived Architectures

By Jim Rossignol on December 20th, 2007.

In an idle couple of hours earlier today I found myself reading the peerless architecture and urban speculation blog, BldgBlog. It’s the kind of writing project that makes me sick with envy, and I can’t wait to see Manaugh turn his ideas into book form in 2008. Anyway, one of Manaugh’s recent posts was headed up by an image of the Chartres cathedral map from Quake 3. It’s a map that’s as old as the (virtual) hills, and not even that interesting a build, given what many others did with Quake 3 mapping. Nevertheless it sparked a recollection of the hours I used to spend downloading and playing around in Quake III maps, when I should have been editing the online section of PC Gamer.

Digging out my old Quake III installation (which I found buried in a spare hard disc filled with old games that I don’t want to part with just yet), I decided to have a root around in the virtual architectures of yesterday and see what I could unearth.
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