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By Duncan Brown
Gamasutra
[Author's Bio]
April 17, 2002

The Big City

Grand Central Station

The Subway

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This feature originally appeared in the proceeding of Game Developers Conference 2002


2002 GDC Proceedings
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Features

GDC 2002: Manhattan as Muse: New York City as a Conceptual Tool

Grand Central Station

Grand Central Station, which was completed in 1913, has an enormous concourse. The single main space is 120 feet wide, 375 feet long and 125 feet high. (Just as a comparison, based on eight game units being roughly equal to a foot, Quake III Arena's Arena Gate level is approximately 128 feet by 328 overall.) Very few game engines can support the Grand Central scale. Perhaps as pre-rendered scenes, but certainly without the crowd and it would be tedious to walk across. However, we can reutilize the space's formal configuration and detail character at a smaller scale. The space is not just the concourse but also a system of entries, balconies and ramps that extends over four floors.

Rockefeller Center

Rockefeller Center is a great modern complex of underground spaces and circulation. Buildings are linked underground, more common in Minneapolis than Manhattan, and you can travel for blocks indoors or underground. The buildings are classic Art Deco design, not just a series of corridors but lobbies with strong connections to outdoor spaces; squares and below grade plazas.


Rockefeller Center offers classic Art Deco design.

There are numerous other potential examples to study; from the Metropolitan Museum to the Guggenheim, and more recently the Rose Center at the Natural History Museum. Many more buildings and spaces of similar scale exist in Chicago, San Francisco and Los Angeles and provide opportunities for study and inspiration.

A Simple Walk

A simple walk down Ninth Avenue from Times Square offers different program types and locations for events. There is the space of Times Square itself and all the electronically animated activity leading off from it. We pass the Port Authority Bus Terminal with its super-scaled structure and myriad of transit connections. The Jacob Javits Convention Center is just a few blocks west on the river. The air vents for the Lincoln Tunnel are a dramatic construction. At 34th Street, we cross over the Amtrak entry into Penn Station from New Jersey, which opens up a large hole in the ground, and reveals a building spanning the tracks on a large truss. Traveling further south we pass a Post Office Sorting Office. And in need of a temporary conclusion, we can turn right and head towards the piers.

The Alienist

For more of an armchair sampling, we can draw examples from a book set in New York. The Alienist by Caleb Carr is a historical thriller with a group using early detective methods to hunt down a serial killer. The killer ritually murdered his victims in prominent places close to water. In 1896 New York was just developing and much of it still under construction. The plot leads the reader through a series of turn of the century downtown environments; the Williamsburg Bridge, Lower East Side tenements, Madison Avenue mansions, Bellevue Hospital and the seedy bars of the Tenderloin. Unrelated to the story, a list of locations could create another narrative-a parallel space of events.

Reversal of the Ordinary

The establishing shots for Die Hard with a Vengeance cover the Brooklyn Bridge, the Empire State Building, river views and then street vendors, yellow cabs and the subway. You know where you are.

A reversal of the ordinary, or inversion, is used in game play situations to create new, exciting events. In the case of Die Hard in New York, this would be the scenes of driving the cab through or across Central Park, you don't get to do that everyday, and opening the street grate to jump down on to the moving subway car. Or the fact that the aqueduct is still under construction gives additional room for play. Riding the motorbike through the subway in Money Train would be another example. Or that Times Square is completely empty in Vanilla Sky.

By nature of being a sports arena, Madison Square Garden is already designed for event purposes. It contains not only sports activities, modern day gladiatorial combat, but in Godzilla it takes on another role-spawn site for the creature eggs. The arena is a centralized space, but also a network of supporting corridors, lobbies; crowd gathering and meeting places.

Godzilla visits New York, takes a downtown tour, and tramples everything. In this respect, Godzilla represents an assault on the iconic event locations, and Mimic the infrastructure. In Mimic, the bugs visit New York from the opposite spectrum; no single entity but a massive, persuasive, insidious attack.

Organizing Frameworks

Architecture has a long history of techniques and strategies for tying all these events together. Structure in the sense referred to here is the order or organization of a system. Analyzing building and cities, other levels, or even pieces of art and music, we can abstract patterns of order. Architecturally that order is usually tied to a particular time and place, but they can be creatively reinterpreted for our own purposes.

Movies have their own structure of cuts, dissolves and fades. Movies have an establishing shot, then cut to an interior or sound stage. In the remake of The Thomas Crown Affair, the Metropolitan Museum is actually the entrance lobby to the New York Public Library, and then it switches to a set for the galleries. As a fragment of architecture, levels need a continuity and structure that doesn't seem forced. Like the embassy at the beginning of Rainbow Six, they are partial city fragments-gated environments.

Levels exist at a scale between buildings and cities. In terms of experience, they operate between movies and theme parks. They are an assemblage of buildings, and fragments of large cities. We will quickly survey the potential of the city grid, the subway system and the highway network.

The Grid

A street grid is the most basic organization for laying out spaces and events, connecting them together. Manhattan's grid is perhaps one of the most famous and unrelenting in the world. There are two distinct roles for the street grid in the city. Downtown where the buildings are lower and the section simpler, the grid was simply overlaid on the outlines of the old Dutch farm settlements; producing a complex pattern of intersecting diagonals.


The 1811 master plan divided the remainder of the city into the 2,000 plus blocks that we know today.

In Midtown, it acts as a neutral background for the skyscrapers. The 1811 master plan divided the remainder of the city into the 2,000 plus blocks that we know today, creating as Koolhaas writes, "an undreamt of freedom for three-dimensional anarchy." Buildings stack multiple activities on top of one another.

What is particularly exciting is the way the buildings work in section or vertically in New York. Subway lines are many floors below ground, with utilities between them and the street. Buildings and bridges, that support trains and cars, cross streets layered with pedestrian circulation too. Level design is often only considered in plan, but New York is also an opportunity to consider it in section.

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The Subway


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