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Fundamental concepts and concepts of material and game architecture

Lecture



Let's take a look at some fundamental concepts and ideas of material and game architecture, which can be used as a starting point for deep thinking:

The ancient Roman architect Vitruvius named six "component parts of architecture":

  • ordination (structure, or order; Greek taxis), in modern composition theory close to the concept of “construction”;
  • decorum (decoration);
  • proportionality (proportionation);
  • savings (calculation);
  • eurhythmy (balance);
  • distribution, or convenient location of buildings.

Architectural works are often perceived as works of art, as cultural or political symbols. Historical civilizations are characterized by their architectural achievements. Architecture allows the vital functions of society to be fulfilled, while at the same time directing life processes. However, architecture is created in accordance with the possibilities and needs of people.

The theory of architecture from the point of view of science , are the nature and specificity of architecture and its general laws of origin, development and functioning of architecture as an art, its essence, content and forms.
Also the subject of the theory of architecture includes a system of basic concepts ( categories ) including - architectural composition , function , form , construction , architectonics , architectural environment , symmetry and asymmetry , etc. Volume is a closed, integral unit of the environment, perceived from the outside. Space is a part of the environment, perceived from the inside

Fundamental concepts and concepts of material and game architecture

1. Space in material and game architecture

  • Material and immaterial: architecture works with both physical and perceived space.

  • Public and private: the relationship between access, control and the function of space.

  • Hierarchy: levels of importance and use within an architectural system.

Space is the basis of architecture, both in the real world and in digital game worlds. Architecture operates not only with physical boundaries and objects, but also with how space is perceived by a person - visually, emotionally, functionally. In this sense, a distinction is made between the material and the immaterial: in material architecture, space is limited by real walls, ceilings and landscapes, and in gaming architecture, it exists through visual and gameplay means that form the player's idea of volumes, zones and boundaries, often even without the physical presence of walls. Virtual space can be deceptive: the illusion of openness, hidden passages or portal mechanics expand or compress the perceived geometry of the world. Thus, architecture becomes a tool for managing not only the physical body, but also attention, emotions and behavior.

Another important aspect is the relationship between public and private space. In material architecture, public areas are streets, squares, halls – places of common access, while private areas – houses, offices, bedrooms – are controlled and intended for a limited number of people. In game worlds, this relationship is modeled through accessibility and game mechanics: open areas, such as cities or battlefields, contrast with closed interiors, shelters, secret rooms. The player learns to recognize these boundaries intuitively: lighting, sounds, environmental design, navigational cues – all this indicates the status of the space. Private areas often become a reward or a goal – they cannot be reached immediately, they require effort, thereby strengthening the feeling of significance and involvement.

Finally, an important characteristic of architectural space is hierarchy. This is the distribution of significance and functional role of elements within the structure. In real architecture, this hierarchy is manifested in the arrangement and size of rooms - for example, the main hall, foyer, central tower always dominate visually and functionally. In games, the same principle helps to structure the perception of the world: important locations are highlighted by size, scale of decor, light, sound and composition. Hierarchy can be vertical (dungeon - temple - heaven) or horizontal (path from village to city), setting not only a spatial but also a narrative vector. It also affects gameplay, determining the priorities of movement, research and player actions.

Thus, space in architecture is not just a background, but an active participant in the narrative and interaction. It models behavior, builds emotions and conveys meanings, regardless of whether it is created from concrete or polygons.

2. Form and function in material and play architecture

  • Louis Sullivan: "Form follows function" - functionalism.

  • Deconstructivism: breaks the traditional link between form and function for the sake of conceptual expression.

Form and function are key categories in both material and game architecture, defining not only the appearance of a space, but also its semantic and practical content. One of the classic principles of architecture is Louis Sullivan's idea: "Form follows function." This functionalism states that architectural form should directly follow from the purpose of a building or space. In the material world, this is expressed in a clear relationship between structural elements and their tasks - windows are located where light and ventilation are needed, stairs lead to areas with high traffic, and halls are designed for specific types of activity. In game architecture, the principle of functionalism is also preserved, but takes special forms: game spaces are built around goals and gameplay mechanics, providing ease of movement, intuitive navigation, and the right level of challenge. For example, in platformer levels, the location of platforms and obstacles is dictated by the need to create a certain rhythm and complexity, and in open worlds - to give the player access to key points for exploration or battles. Thus, the form of game spaces becomes a tool for implementing functions - from plot advancement to creating an atmosphere.

At the same time, contemporary architecture, including gaming architecture, is not limited to functionalism. Within the framework of deconstructivism, the traditional connection between form and function is deliberately destroyed for the sake of a deeper conceptual or emotional expression. In material architecture, this is manifested in unusual, even seemingly chaotic forms that violate the usual ideas of symmetry and rationality. Buildings with broken lines, torn volumes and non-standard materials create an effect of dynamics and ambiguity, forcing the viewer to perceive the space as a challenge or a work of art. In game worlds, deconstructivism is expressed through non-standard locations, distortion of familiar forms and architectural laws, which enhances the atmosphere of surrealism, tension or mystery. Such spaces often serve not so much as convenience or logic, but as an emotional or symbolic message, awakening in the player a sense of disorientation, surprise or even discomfort. This expands the possibilities of architecture as a means of storytelling and artistic expression.

Thus, the interaction of form and function in material and game architecture represents a dialogue between pragmatism and creativity. Functionalism sets fundamental rules and ensures efficiency, while deconstructivism opens up space for experimentation and new meanings. Together, they allow the creation of architectural environments that not only serve goals and objectives, but also create unique aesthetic and emotional impressions.

3. Context in material and game architecture

  • Historical: interaction with architectural heritage.

  • Social and cultural: how a building reflects or transforms local identity.

  • Natural: adaptation to climate, terrain and environmental conditions.

Context plays a fundamental role in shaping both material and game architecture, determining how space interacts with the environment, history, and culture. Historical context implies a deep connection with the architectural heritage, which serves as a basis for understanding and developing new forms. In material architecture, this is expressed in respect for tradition, the preservation of historical monuments, and the harmonious addition of new buildings to the existing development. Buildings do not simply occupy space, but enter into a dialogue with the past, reflecting the evolution of style, technology, and social values. In game architecture, historical context is manifested through stylization, the inclusion of elements of real eras or cultures, as well as through storylines that link the game world to a particular era or civilization. This approach helps to create depth in the world and enhance the player's immersion, making the virtual space an integral part of the story.

The social and cultural context shapes architecture as a reflection or transformation of local identity. In the real world, buildings and spaces often become symbols of community, express ideals and traditions, and shape public consciousness. Architecture can unite people by creating places for communication, work, and recreation, and transform the environment by influencing social behavior. In the gaming space, the socio-cultural context is realized through the design of locations, characters, and their relationships, as well as through interaction mechanics. Architectural styles, symbols, and atmosphere convey the features of a fictional or real society, making the game world alive and believable. Thus, architecture becomes a tool for transmitting cultural codes and building a unique gaming identity.

The natural context is another important aspect that influences architecture. In the material space, adaptation to climate, terrain, and environmental conditions determines the choice of materials, building shapes, locations, and orientations. Efficient use of natural resources, protection from adverse factors, and integration with the landscape allow for the creation of comfortable and sustainable spaces. In game worlds, the natural context is also taken into account when designing locations: terrain influences navigation and strategy, climate sets the atmosphere and visual features, and ecosystems set the interactions and dynamics. The natural background enhances the realism and verisimilitude of the virtual world, creating a rich and varied environment for exploration and adventure.

Thus, context in material and game architecture is a complex of interrelated factors that shape the uniqueness and meaning of space. Historical, social, cultural and natural aspects not only set the framework for design, but also enrich perception, creating deep, multi-layered architectural worlds, whether in a real city or a virtual game.

4. Concept and idea in material and game architecture

  • Architectural concept: the central idea that structures the project.

  • Narrativity: architecture as a form of storytelling that expresses a particular ideology or history.

Concept and idea are central to the creation of architectural projects in both the material and gaming spaces, serving as the foundation around which the entire structure and semantic load are built. An architectural concept is the main idea that determines the form, function and interaction of the project elements. In material architecture, the concept helps architects systematize the idea, setting the direction for the choice of materials, layout and style, as well as taking into account the context and purpose of the building. It is a kind of philosophy that guides the process of creating space, turning abstract tasks into specific architectural solutions. In gaming architecture, the concept becomes no less important - it determines how the virtual world will be perceived, what emotions and impressions it will evoke, how the space will support the game mechanics and plot. Virtual architecture is built around a central idea, ensuring the integrity and harmony of the gaming experience.

Narrative in architecture reveals space as a form of storytelling — a way to convey history, ideology, or cultural messages through architectural means. In the material world, buildings can be not just functional objects, but also symbols that carry layers of meaning, reflecting the spirit of the times, political or religious ideas, and individual or collective values. Architecture becomes a language through which history is communicated and the identity of society is formed. In game architecture, narrative is even more evident through the ability to integrate space into storylines and gameplay. Locations, buildings, and environmental details tell stories of characters, events, and the world, creating an immersive experience and emotional response. Architectural narrative can manifest itself through visual cues, atmosphere, and interactive elements, making the player an active participant in the story.

Thus, concept and idea in material and game architecture are closely intertwined and serve as a foundation for the creation of deep and multi-layered spaces. The central idea structures the project, providing it with integrity, and narrative turns architecture into a powerful means of communication and artistic expression, capable of not only serving functions, but also telling stories, shaping perceptions and creating unique experiences.

5. Statics and dynamics in material and game architecture

  • Physical stability: engineering structure.

  • Moving elements: interactive facades, transformable spaces.

  • Variability of perception: how space is perceived at different times of day, year or era.

Statics and dynamics are important concepts that shape architecture in both the material world and in gaming spaces, revealing different facets of human interaction with the environment. Physical stability in material architecture is the basis of the engineering structure: buildings and structures are designed to withstand loads, ensure safety and durability. Structural elements - foundations, columns, floors - create a stable system that guarantees the integrity of the object over time and resists the impact of natural factors. This static nature is a prerequisite for functionality and comfort, and also creates a visual sense of reliability and order. In gaming architecture, the concept of physical stability is often transformed - although virtual objects are not directly subject to physical laws, developers can model a realistic structure to support immersion and the logic of the world, or intentionally violate it for artistic or gaming purposes.

Dynamics is expressed through moving elements – in material architecture, these are interactive facades, sliding walls, transformable spaces that can change their form and function depending on the user’s needs or external conditions. Such solutions make buildings flexible and adaptive, increasing comfort and expanding the possibilities of use. In the game world, dynamics are especially important – game spaces often contain moving platforms, opening doors, changing landscapes and other interactive objects that bring the world to life and create new game situations. These changes maintain the player’s interest, stimulate exploration and interaction, and also serve as a storytelling tool.

Variability in spatial perception is another form of dynamics that goes beyond physical movement. In physical architecture, the perception of a building or area can change depending on the time of day, season, lighting, and cultural eras. For example, a warm-colored façade becomes especially expressive in the sunset light, while in winter the architecture can appear more severe and monumental. Similarly, in games, changing time of day, weather effects, and even historical periods change the atmosphere and perception of space, creating a variety of visual and emotional experiences. This helps to make the world more alive and believable, increasing immersion and emotional response.

Thus, statics and dynamics in material and game architecture are a balance between stability and variability, between the reliability of the structure and the flexibility of perception. Physical stability provides the basis for the existence of space, and moving elements and the variability of perception make architecture alive, interactive and multifaceted, allowing the creation of unique and memorable environments in both the real and virtual worlds.

6. System and modularity in material and game architecture

  • Typology: repeating elements (arch, column, atrium) and their adaptation.

  • Modularity: designing in repeating units, such as in modern prefabricated architecture.

System and modularity are fundamental principles of both material and game architecture, providing order, flexibility and efficiency in the design of spaces. Typology is the basis of the system approach, implying the use of repeating architectural elements, such as arches, columns, atriums, which perform certain functions and have recognizable forms. In the material world, these elements not only create visual harmony and rhythm, but also ensure the structural integrity and functionality of buildings. Typological forms are adapted to specific conditions and tasks, changing sizes, materials and details, which allows for the preservation of recognition with a variety of architectural solutions. In game architecture, typology also plays an important role - repeating elements help the player navigate in space, create an atmosphere and maintain the stylistic integrity of the game world. Such forms become part of the visual language of the game, forming the recognition and logic of the environment.

Modularity, in turn, involves designing architecture based on repeating units — modules that can be combined and scaled to create complex structures. In modern prefabricated architecture, this is expressed in the use of standard blocks, panels, and structural elements, which significantly speeds up construction and reduces costs. The modular approach provides a high degree of flexibility — buildings can easily adapt to changing needs, expand, or transform without losing their integrity. In game design, modularity allows for the creation of large and varied game worlds from a limited set of components, which simplifies the work of developers and supports performance optimization. Game levels, scenes, and locations are assembled from multiple modules, which can have different textures and details, which preserves visual diversity when repeating forms.

Thus, the system and modularity in material and game architecture are key principles of space organization. Typology sets the basis for visual and functional unity, and modularity ensures the flexibility and scalability of projects. Together, these approaches allow for the creation of architectural solutions that are easy to perceive, effectively implemented, and capable of adapting to a variety of tasks and conditions, be it the real world or a virtual gaming environment.

7 Architectural principles through material

  • Material as structure: The load-bearing properties of the material determine the shape of the structure (e.g. stone vaults or concrete cantilevers).

  • Material as a symbol: Concrete can express brutality, wood – coziness, glass – transparency and openness.

  • Material as atmosphere: Sound, smell and lighting can be determined by the choice of materials (e.g. the acoustics of wooden halls).

Fundamental concepts and concepts of material and game architecture

Architectural principles through material play a key role in shaping both the physical structure of buildings and the emotional perception of space. Material acts not only as a structural element, but also as a carrier of meanings and atmosphere, influencing the appearance, functions and sensations inside the building. Firstly, material as a structure determines the shape and stability of an architectural object. The load-bearing properties of the material set the limits of possible solutions: stone vaults withstand loads due to their arched shape and massiveness, while concrete consoles allow for the creation of light, airy projections and ceilings with a minimum supporting base. Thus, the nature of the material directly influences the architectural language, dictating the sizes, shapes and methods of connecting elements.

Secondly, the material acts as a symbol, conveying certain associations and cultural meanings. Concrete, for example, is often associated with brutality, strength and industrial aesthetics, which is used in modernist and brutalist architecture to express power and functionality. Wood, on the contrary, brings warmth, coziness and naturalness, creating a feeling of home comfort and closeness to nature. Glass symbolizes transparency, lightness and openness, forming visual and conceptual boundaries between the interior and exterior space. The choice of material becomes not just a technical solution, but an artistic gesture that shapes the character and message of the building.

Finally, the material has a significant impact on the atmosphere of the space through such qualities as sound, smell and lighting. For example, wooden halls have unique acoustics that make the sound warm and rich, which is especially important for concert and public spaces. The smell of wood creates a special emotional perception, enhancing the feeling of coziness and naturalness. Lighting, in turn, changes depending on the texture and color of the materials - matte surfaces diffuse light softly, while glass and metal create shine and reflections, affecting the visual perception of the interior. In gaming spaces, these effects are also actively used to create atmosphere and immersion - materials virtually imitate the real behavior of light and sound, enhancing realism and the emotional response of the player.

Thus, material in architecture is not just a building element, but a multifaceted tool through which structural possibilities, symbolism and atmosphere are manifested. Understanding and consciously choosing materials allows us to create spaces that not only perform their functions, but also evoke deep aesthetic and emotional impressions, whether in the real world or in a virtual gaming environment.

8 Theoretical foundations of material architecture

  • Kenneth Frampton: 'Critical regionality' - an emphasis on material as part of local identity.

  • Gottfried Semper: The "tectonics" approach - architecture as a result of the interaction of material, technology and ornament.

The theoretical foundations of architecture are deeply rooted in the understanding of material and its role in shaping not only the physical structure but also the cultural identity of buildings and spaces. One of the key thinkers in this field is Kenneth Frampton, who developed the concept of “critical regionality.” His idea is that architecture should draw on local materials and traditions, reflecting the uniqueness of a region and resisting globalization and standardization. For Frampton, material is not just a building element, but a carrier of cultural context and historical memory that helps create architecture that organically fits into the landscape and culture of its place. This approach aims to preserve and develop regional identity through respect for the peculiarities of climate, nature and local technologies, which makes architecture more authentic and meaningful.

Another important theorist, Gottfried Semper, proposed the concept of “tectonics,” which views architecture as the result of the interaction of three key components: material, technology, and ornament. According to Semper, the material provides the physical basis, technology determines the methods of processing and connecting the elements, and ornament expresses cultural and artistic meanings. This interpretation emphasizes that architecture is not just a construction, but a complex process in which technical capabilities and artistic expression are closely intertwined. Semper’s approach helps us understand how the forms and decoration of buildings arise from material and technological conditions, becoming carriers of symbolism and identity. In game worlds, where materiality is virtual, the concept of tectonics can be rethought as the interaction of visual, technical, and narrative elements that create a holistic and expressive space.

Thus, the theoretical foundations of architecture represented by the views of Frampton and Semper reveal a profound connection between material, culture and technology. Critical regionalism emphasizes the importance of material as part of local identity and resistance to globalization, while tectonics demonstrates how architecture is shaped through the interaction of physicality, technical solutions and artistic expression. These ideas remain relevant in both contemporary material and virtual architectural design, helping to create spaces that are simultaneously functional, expressive and deeply connected to the cultural context.


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Video game architecture

Terms: Video game architecture