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Features

Three
Inspirations for
Creative Level Design
While
we as Level Designers can learn a lot from classical and contemporary
ideas in structural architecture, we can also draw inspiration from
the visionaries that work outside of the restrictive hierarchies
of reality. These experimental architects are able to spend their
energies solely on the expression of their creations, as is our
own modus operandi: to design and construct that which entertains
or informs.
This
artilce presents three great works that have inspired in me new
thoughts on the nature of spatial design, and consequently new ideas
on particular aspects of our art. In a vein similar to that of Duncan
Brown's GDC 2001 presentation on contemporary architecture,
I present three works from the realm of experimental or visionary
architecture. I hope to give you insight into their ideas and processes,
and toss in a few of my own notions on their expressionistic relationships
to our work as geometricians of time, space and experience.
Lebbeus Woods'
Terra Nova
"Experimental architecture
transcends the logic of
its own construction."
Lebbeus Woods
Lebbeus
Woods is one of the planet's most renowned visionary architects.
His publications can be hard to come by since most are now out of
print (but they are certainly worth the effort and tragic losses
required to obtain one). You may also come across his work at your
local art museum where it has been known to pop up from time to
time (the San Francisco Museum of Modern Art actually has a couple
works in their permanent collection).
Terra
Nova is a collection of six projects that Woods assembled to
present a thesis on, and created nothing short of a complete rebirth
in architecture, culture, and humanity a new earth, as the
title suggests.
At
first glance, you notice Lebbeus Woods the artist. Just looking
at the physical qualities of his drawings is an exercise in rethinking
spatial composition. The freedom and discipline with which he breaks
down and reassembles typical notions of architecture using line,
color, texture, and shape are worthy of study alone.
Then
you sense the immensity of the environment evoked by these compositions.
The quasi post-apocalyptic aspects that lend the pieces a prophetic
sensation, existing somewhere between science fiction and science
fact. The acceptance of architecture becoming truly fluid and organic,
and in turn unfamiliar to our fuzzy, four-walled notions of a home
or dwelling.
In
a nutshell, these structures are accomplished by breaking down the
very hierarchies that shape architecture, as we know it, partially
in terms of technology, but moreover politically. For Woods, breaking
down bureaucratic hierarchies is the only way to truly advance not
only architecture, but the human condition as well. Some might call
it anarchy, but Woods likes to think these constructs are products
of an assemblage of "heterarchies", a term he borrows
from cybernetics which Woods defines as "a spontaneous lateral
network of autonomous individuals; a system of authority based on
the evolving performances of individuals (e.g. a cybernetic circus)."
DMZ
is a conceptual project consisting of a massive structure assembled
along the demilitarized zone in Korea. It is difficult to interpret
all of its implications, however, what is understood in part, is
Woods' simple idea of architecture being just an additional layer
of the earth. It exists as another thin crust among the strata of
geological time, a regenerating skin or film that undulates and
transforms along with the body of the Earth from which it grows.
Such seemingly unrelated concepts (such as architecture and layers
of strata) when put together, can produce the most interesting designs.
What else could architecture be blended with and what might that
look like? What if one was to combine two unrelated objects such
as a wall and tofu? An individuals initial reaction towards that
combination might simply be the idea of edible architecture, where
the inhabitants create their own spaces and passageways by consuming
their bland tasting environment. One can even reverse engineer an
architectural design to define the inhabiting culture itself. This
brings up a point that makes Woods' images intriguing: you as a
viewer are invited to imagine how you would interact with these
landscapes and structures. This is the same imaginative leap that
is often the challenge in level designing.
Solo
House, another project in Terra Nova, contains an interesting
narration in the art of visionary architecture. Aaron Betsky describes
the project in Terra Nova's introduction as a place where:
"
Woods
imagines a new home on a far away range for a single inhabitant
who starts by using the instruments supplied to him to measure
the universe outside of his armored egg, and then slowly turns
the optical penetrators inward, so that he ends up by comparing
his own atoms with those of the metal all around him. The implication
of the little narrative supplied with the project is that man
goes from seeing architecture as a traditional shelter that he
can use to define himself in relation to the world around him
to
realizing that in essence he is the same as the world around him."
Studying
Woods is great for designers of both real and fantasy worlds. As
fantastic as his designs are, and as far as they may stretch the
bounds of logic, they maintain an eerily realistic quality of being
functional constructs (which, I suppose, is why Woods is considered
an architect, rather than just a good illustrator). He accomplishes
this visual functionality in part using recognizable and believable
frameworks, and through the amount and scale of architectural detail.
All are important elements to be aware of when designing an environment.
When it comes down to it, like Woods, we all are creating nothing
more than the illusion of space.
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