A guide to gaming and architecture: a how-to case study with Groves Natcheva

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A guide to gaming and architecture: a how-to case study with Groves Natcheva
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How do you make the most of the relationship between gaming and architecture? We speak to architects Groves Natcheva, drawing on the studio's pioneering use of Unreal Engine

On paper, gaming and architecture may appear like natural bedfellows – they are both fields dealing with constructing and experiencing worlds, where the built fabric influences heavily the user's course of action. Yet up till now, the opportunities presented by the relationship between the two may not be as well explored as you might expect. This, however, has been changing fast.

The map – even if it is a 1:1 drawing – is never the territory, as they say. We want a representation of realistic human interaction with a building, before it is built. One approach we have experimented with is to dramatise architectural spaces in film, to make them come alive through storytelling. But another is to use game engines – like ‘Unreal’ – that have evolved under pressure to mediate human interaction, not just realistic visuals.

Equally exciting is to work directly with professional games designers and insert our architectural creations into their work. At some point, gamers may even say that they want to build for real a virtual building they find in a game. This is an easy step, because the virtual building was designed from the start to be real. This opens a new market and way of accessing clients. This is like an ‘open world’, unscripted game.

We chose to work with Unreal Engine, which satisfies these requirements. It also allows us to connect with the wider games world, inserting our creations into other games, because of the popularity of Unreal in that world.

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