While Level Designers can learn a lot from classical and contemporary ideas in structural architecture, they are free from many of the constraints of real world builders and architechs. Paul Warne presents the works of three great visionary designers and architechs to inspire new thoughts on the nature of spatial design, and consequently new ideas on particular aspects of the art of 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.
Just looking at the physical qualities of his drawings is
an exercise in rethinking spatial composition.
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)."
The structure exists as another thin crust among the strata
of geological time.
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."
Woods' designs maintain an eerily realistic quality of being
functional constructs, as shown here in Solo House.
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.
Pamphlet
Architecture
"There
was an old lady who lived in a shoe."
— M. Goose
In
1978 architects, Steven Holl and William Stout founded the Pamphlet
Architecture series. It was to act as a forum for new ideas
introduced by a younger generation of architects. Each issue is
completely designed by its author, giving each a unique feel.
This
series is one of the greatest collections of small exercises in
rethinking architectural design and functionality. Some of the issues
are a quite academic, however, most are very accessible. Issues
1-10 have fortunately been reprinted in one volume (Pamphlet
Architecture 1-10), and even though these first editions were
introduced at the dusk of the 20th century, they are still regarded
as progressive works.
Cover Picture for Pamphlet Architecture 21, Situation Normal:
Where
Lebbeus Woods' Terra Nova stretches the mind with a couple
of broad, holistic notions of architecture and society, this series
deals more with collecting a variety of small experiments in spatial
design. They present fantastic tools for breaking down spatial preconceptions
and opening up new ideas with ways in which spatial design or narrative
might be expressed. There are so many different notions explored
in Pamphlet Architecture, that it is best just to present
it through a couple examples:
Here
is an excerpt of Mark Mack's 10 Californian Houses, Pamphlet
Architecture No. 10: House for Two Fighting Brothers.
"Dropped
into the ground, this energy-conscious building commemorates the
aesthetic of the unseen. The ambiguous separation of the building
by the mound of dirt becomes a metaphor for separation within
a small area. Depending on the actions of the inhabitants, the
mound could be removed."
House for Two Fighting Brothers.
The
following is an excerpt from Container Building by David
J. Lewis, Marc Tsurumaki and Paul Lewis from Pamphlet Architecture
21, Situation Normal:
"What
if the different notions and configurations of containers in
office and residential units, grocery stores and transportation
systems were reconfigured to maximize efficiency? Here, the
elevator core, typically buried within a building, is brought
to the exterior facades, to serve as front door, reception lobby,
picture window, and bridge to the street-level store. Semi-trailers
delivering goods to the grocery store are hydraulically lifted
from the basement level and open up, becoming the store's shelves
and thereby mitigating the cost and time of unloading and restocking.
Above, each floor unit is split by a utility core, dividing
the space into an apartment and an office. By moving this core,
rapid changes in the economy can be matched by instantaneous
redistribution of the space allocated to each renters living
and work areas."
Design plans for Container Building by David J.
Lewis, Marc Tsurumaki and Paul Lewis.
Here
is an excerpt from Einstein Tomb by Lebbeus Woods, Pamphlet
Architecture No. 6:
"His
tomb-if it is to house his remains-must not only honor his memory
but must also embody his ideals. The Tomb is a vessel journeying
outward on a beam of light emitted from earth, following an
immense and subtle arc through the stars. For eons it will inhabit
the dominions of space, until in a distant time it must return
to the world of its beginning. Thus, a cycle, the epicycle of
Space and Time will close. On that remotest day the dark corridors
of the infinite will again become thresholds for departure,
fading shores on the dark gulf of eternity."
The Tomb is a vessel journeying outward on a beam of light
emitted from earth.
Italo
Calvino's Invisible Cities
"Of
all tasks, describing the contents of a book is the most difficult
and in the case of a marvelous invention like Invisible Cities,
perfectly irrelevant."
-Gore Vidal
While
the previous works are categorized within the field of experimental/visionary
architecture (all with pretty pictures and such) this particular
work is in the form of a short fiction novel whose themes, content
and observations manifest unique and magnificent places through
the detailed interactions and perspectives of inhabitants and visitors.
Where
Woods and Pamphlet Architecture present the structure, form,
and function of space (and even possible narratives that motivate
it), Calvino sculpts a kinetic living environment through his magical
and realistic spatial expressions and observations. It is through
the perspectives of these environments that he illustrates his ideas,
and demonstrates elements of parable and fable.
The
book is set in Kubla Kahn's Imperial gardens where the young Marco
Polo and the elder Kahn sit and converse. Polo is describing his
travels throughout the cities of the Kahn's vast kingdom. Within
these fantastic descriptions comes the realization that Polo speaks
not of many individual cities, but of the many cities that exist
within one. Here, in a brief narration, Calvino is able to render
meaning from the simple architectural structure of a stone bridge:
Marco Polo describes a bridge, stone by stone.
"But which is the stone that supports the bridge?"
Kublai Kahn asks.
"The bridge is not supported by one stone or another, "
Marco answers, " but by the line of the arch that they
form."
Kublai Kahn remains silent, reflecting. The he adds:
"Why do you speak to me of the stones? It is only the arch
that matters to me."
Polo answers: "Without stones there is no arch."
I
have found that the themes in Invisible Cities can be applied
to thematic elements in level designing: one should enforce (or
even create) the narrative of a game or a moment within a game using
the structures of the environment. The previous passage is reminiscent
of the practice of using structures as metaphors in the narrative.
In this case, Polo is talking about the individual people that make
up Kahn's empire, whereas Kahn is only concerned by the one man
who "supports the bridge" or the "arch" (i.e.
government). Polo expresses that without the individuals, there
is no empire.
A
bridge can also represent the voyage and choice of transformation.
So, in a game, what could the action of crossing a bridge mean (beyond
being just a way to get over the lava pit to obtain the red key
to open the red door)? When would it be appropriate for the character
development to cross such a bridge? Whom would the character meet
on that bridge and what would that person represent? Even if the
player is not consciously aware of such metaphors, this type of
construct is meaningful and effective in creating an overarching
gestalt to the experience.
On
a related note, one theme of the book is the expression of places
and experiences in terms of symbolism, and in turn, the language
that is spoken by those symbols, which is exhibited in this excerpt:
"Newly
arrived and totally ignorant of the Levantine languages, Marco
Polo could express himself only with gestures, leaps, cries of
wonder and horror, animal barkings or hootings, or with objects
he took from his knapsacks- ostrich plumes, pea-shooters, quartzes…the
ingenious foreigner improvised pantomimes that the sovereign had
to interpret: one city was depicted by the leap of a fish escaping
the cormorant's beak to fall into a net; another city by a naked
man running though fire unscorched; a third by a skull, its teeth
green with mold, clenching a round, white pearl…everything
Marco displayed had the power of emblems, which, once seen, cannot
be forgotten or confused."
The
next time you have to design a space from scratch, you could assemble
and mix a cacophony of objects and actions to create such symbols
(though running naked through a fire at work might be tough to explain
as job related) from which you can construct new places that these
symbols might represent. For instance, "a skull, its teeth
green with mold, clenching a round, white pearl." Perhaps such
a place conjured by this image is a city deep within a dark swamp,
where the buildings are constructed entirely of bone and the inhabiting
skeletons dive to gather pearls from oysters that cling to the roots
of the bone trees. The images can also simply represent a city whose
inhabitants' greed and materialism lead to untimely deaths, and
so on and so forth.
In
this example, Italo Calvino describes his own formula for crafting
such magnificent environments:
"From
now on, I'll describe the cities to you," the Kahn had said,
"in your journeys you will see if they exist."
But the cities visited by Marco Polo were always different from
those thought of by the emperor.
"And yet I have constructed in my mind a model city from
which all possible cities can be deduced, " Kublai said.
"It contains everything corresponding to the norm. Since
the cities that exist diverge in varying degrees from the norm,
I need only foresee the exceptions to the norm and calculate the
most probable combinations."
I have also thought of a model city from which I deduce all
the others," Marco answered. " It is a city made only
of exceptions, exclusions, incongruities, contradictions. If such
a city is the most improbable, by reducing the number of abnormal
elements, we increase the probability that the city really exists.
So I have only to subtract exceptions from my model, and in whatever
direction I proceed, I will arrive at one of the cities which,
always as an exception, exist. But I cannot force my operation
beyond a certain limit: I would achieve cities too probable to
be real."
The
description of this next city is a great example of how Calvino
simply reverses environmental roles, and shows what a great effect
that can have on the narrative:
"The
city of Sophronia is made up of two half-cities. In one there
is the great roller coaster with its steep humps, the carousel
with its chain spokes, the Ferris wheel of spinning cages, the
death-ride with crouching motorcyclists, the big top with the
clamp of trapezes hanging in the middle. The other half-city is
of stone, marble, and cement, with the bank, the factories, the
palaces, the slaughterhouse, the school, and all the rest. One
of the half-cities is permanent, the other is temporary, and when
the period of its sojourn is over, they uproot it, dismantle it,
and take it off, transplanting it to the vacant lots of another
half-city.
And
so every year the day comes when the workmen remove the marble
pediments, lower the stone walls, the cement pylons, take down
the Ministry, the monument, the docks, the petroleum refinery,
the hospital, load them on trailers to follow from stand to stand
their annual itinerary. Here remains the half-Sophronia of the
shooting galleries and the carousels, the shout suspended from
the cart of the headlong roller coaster, and it begins to count
the months, the days it must wait before the caravan returns and
a complete life can begin again."
The
following passage is another great example where environmental roles
are toyed with creating a completely new idea of a city:
"What
makes Argia different from other cities is that it has earth instead
of air. The streets are completely filled with dirt, and clay
packs the rooms to the ceiling. On every stair, another stairway
is set in negative; over the roofs of the houses hang layers of
rocky terrain like skies with clouds. We do not know if the inhabitants
can move about the city, widening the worm tunnels and the crevices
where roots twist: the dampness destroys peoples bodies and they
have scant strength; everyone is better off remaining still, prone;
anyway, it is dark. From up here, nothing of Argia can be seen;
some say, "It's down there," and we can only believe
them. The place is deserted. At night, putting your ear to the
ground, you cansometimes hear a door slam."
Conclusion
While
we as Level Designers can learn a lot from classical and contemporary
ideas in structural architecture, I feel we should include, 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.
However, as fantastic as these works may be, their constructs and
perspectives still do not cross over into the abstract. These creations
operate within a familiar system of logic, as is often a requirement
in our own efforts as designers.
There
is an essence to the unique processes by which these designs have
come to be (individually and collectively) that I feel can be studied,
explored and creatively applied in the art of level design: the
careful incorporation of narratives within the environment, the
process of rethinking the functionality of commonplace constructs,
and the idea of space as a form of expression itself. We are quite
fortunate to be designing and constructing in the same unbound system
as these masters, and, unlike the architects and builders in the
real world, we have the privilege of being able to immediately apply
many of these ideas and techniques to our trade, so that perhaps
others might be able to physically take part in such ideas, even
if it is only as digital experiences in multi-dimensional illusions.
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