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Book Review: Architecture and Videogames—Intersecting Worlds

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Edited by Vincent Hui, Ryan Scavnicky, and Tatiana Estrina (Routledge, 2025) 

Review by Ksenia Eic

As an architect and avid gamer, I have long been aware of the many intersections between architecture and videogames. But there are precious few books on this large subject. The editors of a new volume by Routledge acknowledge this fact, and took the opportunity to cover as much ground as they could.

As a result, Architecture and Videogames covers a large spectrum of topics: from how digital information is archived, to comparing how design is taught to videogame and architectural students, to how virtual environments can strengthen cultural connections and historic preservation efforts. Subjects range from the practical to the theoretical, with one group of essays looking at the use of game engine technology in architecture and construction, while another set focuses on how the virtual and physical bleed into and affect one another.

The book contains over 30 articles by various authors, mostly academics. Some of these are based on research projects, others delve into a particular videogame or simulation, and still others are interviews with experts. Of particular interest to this reader are the essays that focus on specific projects or tools. “Visualizing the Indigenous Architectural Past through Virtual Reality and Gaming” (Kristian Howald, Michael Carter, Namir Ahmed) describes a research project which created a virtual representation and virtual reality experience of a Huron-Wendat Nation longhouse. The team’s approach of conducting “virtual archeology” included researching the history and construction of the longhouse and modelling several iterations, working from scratch as well as from 3D scans of real-world objects. The models were reviewed closely for historical accuracy, as well as for how well they reflected historic construction techniques. For the researchers, one of the most interesting aspects was discovering how interactive elements in the virtual environment are valuable in fostering an understanding for the historic context and space itself. Elements such as people, sounds, and smoke allow VR users to be immersed in the space, highlighting the broader value of virtual tools in architecture and preservation.

Interspersed between the essays, interviews offer easy-to-digest insights from those working at the intersection of architecture and video-games. An interview with Rik Eberhardt, program manager for the MIT Game Lab, discusses how the architecture in a videogame doesn’t just provide a physical backdrop, but affects how players will explore, experience and play the game. Players also tend to try to push the constraints of a game with the aim of “breaking” or exploiting game mechanics and builds, working against their intended use. While video games do not have the same constraints and concerns as real-world buildings, considering these dynamics points to potential insights on how videogames—both in their design and in how gamers experience and play them—can inform architectural design.

Overall, the book is very ambitious, and the writers and editors did an excellent job of bringing together their knowledge of and passion for this under-explored subject. Considering the speed at which technology continues to advance and the growing ubiquity of videogames and virtual environments in our world today, this book is an invaluable read for both architects as well as videogame designers. There is so much these groups can learn from one another, to the benefit of architecture and game design alike.

The post Book Review: Architecture and Videogames—Intersecting Worlds appeared first on Canadian Architect.







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