Jason King of Game/Landscape | Landscape Urbanism. has done an in-depth job of recounting what is available to landscape architects and urban designers from the creators of computer games and gaming environments. The potential with these tools and approaches for research, analysis and representation of landscape and the built environment is much more than the current static visualisations or even the usual walk/fly-throughs we are now getting. Along with the advances in point cloud modelling, see post Simulating Landscapes with Point Cloud Models, an analysis and visualisation technique that has asleep learning curve and is very resource intensive, game engines could give a faster more emotive way of accessing the landscape and its experiential potential. Like Jason I was hooked on Myst and its sequels, the beautiful graphics , the idea of a game that involved no violence and the experiential base of the game fascinated me and we were addicted to it and all its sequels.
‘I’ve mentioned a few times on Twitter, I have had an on-going interest in game design as a medium, but also in relation to the potential synergistic overlaps between the technology/techniques with landscape architecture and urbanism practice. The most obvious connection has to do with visual representation, as the ability to create engaging site and building environments is clearly , but there are some interesting opportunities for educational tools, user experience, ecological and urban modeling, scenario building, and iterative design.”
“Growing up with gaming, a trio of interactions early in college defined the concept and hooked me into the potential in an interesting way – even 20+ years ago. The first was a game my sister and i were obsessed with, Myst. Building on the word-based computer games from the 80’s like Adventureland and Pirate Adventure, Myst came out in 1991 and provided a graphical environment (that at the time was incredible) along with a mystery and things that needed to be observed and unlocked.”