Image credit: Thames & Hudson (book cover artwork)
At first i thought this was going to be a book containing a lot of drawings of videogame locations with some architectural terms thrown in. I was wrong. It is so much more than that. This book explores how video game worlds are designed, how they compare to real world architecture, and most importantly how their design affects the way we play.
The book looks at Baldur's Gate 3, BioShock, DOOM, Elden Ring, and others, analyzing their game environments through maps, floor plans, measurements, and architectural drawings. As a building designer who works with Revit and CAD, I am constantly working with 3D models, drawings, and construction coordination. It was fascinating to see video game environments treated like real buildings. I have never had my job and my passion for gaming come together so closely.
One thing that I liked about this book is seeing all the detailed work that goes into making the environments in video games that players may not realize. For instance, in Baldur’s Gate 3 they discuss how elevation, windows, routes, and spatial design can all influence the player’s choices. Even a room that appears simple can have multiple outcomes and options depending on how you choose to approach it. The environment itself is part of the game now and not just the place where the gameplay takes place.
Another game that I enjoyed reading about was DOOM. Maybe this book will help me understand why I spend half my time playing DOOM in a state of sheer panic. The book analyzes how the game's speed of movement, corridors, and battle spaces work together to accelerate its extreme pace. The environments are purposely built to ensure that you are constantly on the move. I'm not losing my mind because I've been terrible at this game for years. It's the architect's fault.
One of my favorite things about this book is that it makes you think about something you've likely encountered countless times without even thinking about it. When was the last time you stopped playing a game and thought about why the corridor was curving the way it was or why the building had multiple entrances or why your room was shaped the way that it was? Some of the content in the book can get a little technical, and it's understandable that some readers may find the language a bit overwhelming, but you don't need to work in the construction industry or understand architectural drawings to get the point.
Videogame Architecture: Building Virtual Spaces provides a fresh perspective on the worlds we spend so much time in. Whether you're interested in architecture, worldbuilding or just love videogames, there's something for you in this book. The book has made me look at virtual buildings in a new light. This would be a very interesting book to read if you'd like to make a career out of designing video games, but it'd be an enjoyable book for any gamer.
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