Games have transitioned from arcade halls to our homes, from nostalgic small screens to larger displays, phones, computers and televisions. While small projects initiated for artistic and recreational purposes that warmed our hearts, they have since been replaced by multi-million-dollar gaming companies that receive awards on stage. The familiar square pixels have evolved into forms close to reality. Characters that could only move in two dimensions and linear worlds are long gone. Now, in games, we can see the places we visit in the real world, interact with them, and easily lose our connection with reality. Games are much more integrated into our lives than we think, now pushing the boundaries of design and technology, not only within their own industries but also changing the design world. Perhaps game design and architecture are more relevant than we think. And starting to see the common ground between the two can help us make new interpretations about the future of architecture.

Designing Spaces: Architecture vs. Game Level Design

Game level design, like architecture, involves designing spaces tailored to specific users. The only difference lies in how these users experience the space. Users of architectural designs experience the space physically in the real world, in real-time. In contrast, users in games experience this through a digital environment. This fundamental difference in experience gives rise to certain distinctions in design objectives between the two fields.

Some of the design objectives in architecture include creating durable structures that can withstand the test of time. To achieve this, factors such as the relationship between the structure  and its surroundings are thoroughly considered during the design stage, and design decisions are made accordingly. In level design, however, the spaces with which users interact are not bound by the parameters of the real world. This provides game-level designers with an infinite realm of creativity. Of course, there is a key parameter that limits level design: the story.

Storytelling and symbolism play a significant role in both architecture and level design because both fields are centered around one thing: the user. Defining the user’s relationship with the space and achieving their interactions in the most functional and desired way is done through storytelling. For a design to be considered a place, it must have meaning, purpose, and function. An architect achieves this by using design parameters and symbols. Architecture has never been about designing just a structure that meets the needs of the user: throughout history, it has always served a purpose. This purpose is often determined by those in authority; architecture has been used to further their agendas, demonstrate power, and manipulate.

Exploring the Intersections of Game Level Design and Architecture: Spaces, Immersive Technologies, and Storytelling-Sheet1
Colosseum_https://tr.wikipedia.org/wiki/Kolezyum

The path chosen by the Romans to showcase their engineering skills and imperial power was to build monumental structures. The Colosseum was not just a symbol of Roman grandeur. It was used as a mask hiding behind to entertain the people, but actually used to accustom them to blood and violence, and to maintain military authority over the populace. Additionally, throughout history, places of worship have been built, especially in the early days of Christianity, where the mosaics and decorations in churches were used to educate the Christian population with divine stories and scenes.

In short, architecture has told many stories throughout history; it has served cultural, religious, and political purposes through symbols. Today, architecture not only serves the purpose of the powerful but also acts as a mediator, shedding light on the surfaces of history. One of the most beautiful modern examples of this is the Jewish Museum in Berlin, designed by Daniel Libeskind. In modern times, museums are not obligated to present history and art through the works they contain. Architecture also takes on this purpose by telling stories through design.

Exploring the Intersections of Game Level Design and Architecture: Spaces, Immersive Technologies, and Storytelling-Sheet2
DenisEsakov_https://www.archdaily.com/91273/ad-classics-jewish-museum-berlin-daniel-libeskind/5afa5779f197cc4fc100001a-ad-classics-jewish-museum-berlin-daniel-libeskind-photo?next_project=no

In games, storytelling and symbols are used to influence the player and establish a connection with the game and its world. They create an internal reality and invite the player into their world, attempting to blur the line between the real and digital world. Games like Assassin’s Creed, use exact real-world locations to retell historical stories. Another game, The Last of Us Part 2, remade the exact image of Seattle but in a setting of post-apocalyptic America

Exploring the Intersections of Game Level Design and Architecture: Spaces, Immersive Technologies, and Storytelling-Sheet3
https://80.lv/articles/how-naughty-dog-created-the-immersive-world-of-the-last-of-us-part-ii/

Seeing these real-world locations in both their past versions and in potential future scenarios or apocalyptic settings is an impressive experience. From a designer’s perspective, having endless possibilities for what these places could become is fascinating. Similarly, from a user’s point of view, being able to explore these locations and interact with them, even in a digital environment, is very exciting. Perhaps we won’t just be limited to experiencing them through a screen. After all, the world is changing, isn’t it?

Immersive Technologies

Immersion technologies have transformed game design and architecture, blurring the line between two worlds: virtual and real. The technologies of virtual reality (VR), augmented reality (AR), mixed reality (MR), and extended reality (XR) provide new tools for interaction, simulation, and visualization for designers in all fields. Designers can now study designs in three dimensions and interact with locations in real time thanks to immersive technologies that make it easier to create immersive virtual environments. Detailed and accurate digitalization of physical spaces is made possible by immersive technologies and with the use of some tools like photogrammetry and laser scanning, giving architects important resources for recording and visualizing their work. it is not a common practice due to the need for specialized skills, designers and architects may need some time to be acquainted with these newfound technologies. 

What the Future Holds

The differences between architecture and game-level design will become increasingly hazy as immersive technologies continue to advance. It might be necessary in the near future for both architects and game designers to adapt to this new paradigm and accept immersive technology as an essential instrument for expression and design. Incorporating virtual technologies into architectural education is crucial to equip upcoming designers for this fresh environment. More interactive and collaborative design approaches could replace traditional techniques, teaching design students how to make use of immersive technologies to create compelling and immersive spatial experiences. 

Architecture and level design stand on the brink of change as two design fields so closely intertwined with technology. While the gaming world perceives this change as exciting, potentially leading to more interactive and impactful results, it remains a question of whether architects will embrace it. This significant transformation, capable of influencing the design world, designers, their education, and even the designs themselves, raises curiosity about whether these two design fields will completely break down their boundaries with the contribution of immersive technology and find themselves in the same realm, or will they continue to be seen as two separate branches with similarities. 

References:

Funk, T. (n.d.). Game Levels as Works of Art, Architecture, and Design Published by. [online] doi:https://doi.org/10.1353/book.100735.

Sakellariou, A. (2020). How Accurate Last of Us 2 Is To Real World Seattle. [online] ScreenRant. Available at: https://screenrant.com/last-us-2-real-world-locations-seattle-changes/ [Accessed 11 Feb. 2024].

Tokarev, K. (2020). How Naughty Dog Created the Immersive World of The Last of Us Part II. [online] 80.lv. Available at: https://80.lv/articles/how-naughty-dog-created-the-immersive-world-of-the-last-of-us-part-ii/.

Wikivoyage.org. (2022). Assassin’s Creed Tour – Travel guide at Wikivoyage. [online] Available at: https://en.wikivoyage.org/wiki/Assassin%27s_Creed_Tour#:~:text=The%20game%20features%20many%20authentic [Accessed 11 Feb. 2024].

Sezer, C.B. (2019). Teaching Virtual Reality and Immersive Design. Journal of Design Studio, [online] 1(2), pp.5–11. Available at: https://dergipark.org.tr/en/pub/journalofdesignstudio/issue/51053/659436 [Accessed 11 Feb. 2024].

Paes, D., Irizarry, J., & Pujoni, D. (2021). An evidence of cognitive benefits from immersive design review: Comparing three-dimensional perception and presence between immersive and non-immersive virtual environments, Automation in Construction, 130, 1-18. doi:10.1016/j.autcon.2021.103849

peicher, M., Hall, B. D., & Nebeling, M. (2019). What is Mixed Reality. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, May 2019 Paper No: 537,( pp. 1–15) 10.1145/3290605.3300767

Crossley, T. (2016). Immersive Design: Dissolution of the Body Image Using Perception Augmentation and Sensory Immersion to Understand New Relationships with Bodies and Space. In Proceedings of 2016 Future Technologies Conference (FTC), (pp. 587-592). doi: 10.1109/FTC.2016.7821665.

Milgram, Paul; H. Takemura; A. Utsumi; F. Kishino (1994). Augmented Reality: A class of displays on the reality-virtuality continuum. In Proceedings of Telemanipulator and Telepresence Technologies, SPIE, Vol. 2351, (pp. 282–292).

Author

Lara Tikenogullari, a wandering mind immersed in the infinite subtleties of architecture, seeks to explore and share the intricate delights with fellow architects and those who embrace a common love. This journey will host myriad discussions, not only about the field of architecture in terms of design but also its relationship with humanity, time, history, and so much more.