This paper investigates the relationships between conventional modes of architectural design, those represented through and mediated by Cartesian schema, and the radical organization of spatial experience available through the use of NURBS modelling. This is examined particularly through a study of how game engine software and the appropriate editors are able to accommodate the properties of both. Within this software the first-person view attempts to provide a normalised experience of the VR environment (usually a game), yet there is significant scope for experiencing radically ‘other’ spatial and topological presences. Whilst considerable work has been done in the use of participatory digital spaces, there is the opportunity for examining the manner in which a highly stylised medium such as Unreal Tournament can productively assist the architectural design process.


Architectural Design Digital Game Game Engine Game Environment Critical Practice 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


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© Springer 2007

Authors and Affiliations

  • Sean Pickersgill
    • 1
  1. 1.University of South AustraliaAustralia

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