spring 2005 a group of students at the School of Architecture, Royal Institute
of Technology, Stockholm have been involved in a course that explore the
relation between computer gaming and architecture. Between tool and production.
about the new is just so last Friday. On the other hand, by saying the same
we always create something new. In this work we are using all kinds of different
strategies and different materials, connecting and re-connecting things
and contexts. Instead of thinking that changing something means doing the
opposite, which means simply reversing the image in the mirror and continuing
doing the same, this work is all about changing the way things change.
Or as Nike
put it in a recent ad: “On our way to innovation we passed something
examines the history, theory and practice of representation and the production
of architecture. We will see that projective systems have affected our understanding
of space through the evolution of media such as painting, photography, film
and computer generated imagery. With the aid of 3D applications bundled
to computer games like Half-Life, Doom 3 and Unreal Tournament we will formulate
limitations and possibilities for the production of architecture.
not only made to be controlled by the user but also to control her or make
her believe in stereotypes. The industry behind the games wants us to believe
in specific stereotypes of architecture, sex or race. This is something
we should be critical about, but at the same time these stereotypes play
an inevitable part in the illusion and immersion of games. The fact that
computer games involve contemporary issues like violence and relations to
consumer society makes it an interesting artistic tool. It connects the
illusion to the real.
Palle Torsson 2005