Computer game modding for architecture

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Abstract

This paper will describe the design and evolution of an open source Ruby plug-in for Google SketchUp that allows geometry with UVW mapping to be exported for integration within a popular first person computer game (UT2004 and UT3 by Epic games). It will illustrate the advantages of this simplified workflow by discussing the range of complex geometries, lighting, atmospherics and interactive opportunities arrived at by students at the University of New South Wales School of Architecture. The paper will use examples of work generated using this new workflow to critically reflect on previous efforts in the use of computer games technology for architectural representation. An argument is made that while the instability that characterized computer game modding in the recent past can be productively embodied by experienced designers in architectural design projects instability itself and the complexities it engenders does not facilitate computer game modding by less experienced designers. The formal complexity and richness of experience presented by less experienced student's speaks to the advantages of using a simplified workflow while highlighting strengths and weaknesses in previous approaches.

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APA

Lowe, R. (2009). Computer game modding for architecture. In 2009 TAIWAN CAADRIA: Between Man and Machine - Integration, Intuition, Intelligence - Proceedings of the 14th Conference on Computer-Aided Architectural Design Research in Asia (pp. 163–172). National Yunlin University of Science and Technology. https://doi.org/10.52842/conf.caadria.2009.163

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