Description |
1 online resource : illustrations |
Contents |
Cover -- Half Title -- Title Page -- Copyright Page -- Dedication -- Contents -- Acknowledgments -- About the Author -- Introduction -- Part I Concept -- 1 Narrative -- Expectations for Spatial Design -- Comprehension of Spatial Design -- Telling Stories -- 2 Canon versus Vernacular -- Precedent -- Considering the Discourse -- Improvement -- Avoiding Derivative Work -- The Antithesis of Canon -- Inspiration -- 3 Considering the Built Environment -- Considering Context -- Considering Buildings -- Considering Limits -- 4 Conceptual Design -- Defining a Goal -- Having a Parti |
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Following Through -- Part II Massing -- 5 Function -- Identifying Opportunities -- Identifying Constraints -- Developing Solutions -- 6 Form -- Massing -- Relationships -- Proportion -- 7 Space -- Through Exterior Spaces -- Approach -- Through Interior Spaces -- Part III Materiality -- 8 Dimensions -- Gridlines -- Units -- Typical Dimensions -- 9 Materials -- Wood -- Concrete -- Masonry -- Metals -- Glass -- Manufactured Materials -- Part IV Character -- 10 Detailing -- Seams -- Characterization -- Support -- Guts -- Ornament -- 11 Composition -- Hierarchy -- Patterns -- Subject and Field |
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Duplicity -- 12 Affectations in Architecture -- Priming -- Immersion -- Drama -- Interaction -- Conclusion -- Works Cited -- Index |
Summary |
Learn to see the patterns and relationships in visual mediums and buildings as you push the boundaries of design. Sarah Bonser's Virtual Vernacular breaks the barriers between architectural theory and game design. The text explores the way in which architecture can convey history, culture, and emotion to occupants, audience members, and players. Divided into three sections, the text guides the reader on how to tackle creative problem solving and development strategy. Key Features: Architectural theory is hard to navigate, and this approach is an accessible way to start learning it. Learn more specifically how pop culture parodies these design theories. Find ways to solve abstract design problems by using the built environment as a case study. Learn about technical limitations on the built environment that visually impact the look and feel of spaces. Each piece of architectural theory comes with abstracts and applications, which is a more organized and network-style way to teach an otherwise long-winded subject |
Bibliography |
Includes bibliographical references |
Notes |
Sarah Bonser is a Seattle-based Architect with a passion for gaming and an interest in technology. Her thesis, while pursuing an M. Arch degree at The Ohio State University, focused on making architectural theory accessible to a general public. She is interested in allowing architects to demonstrate the value of a design through technology |
Subject |
Architectural design.
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COMPUTERS -- Computer Graphics -- Game Programming & Design.
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Architectural design
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Form |
Electronic book
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ISBN |
9780429683480 |
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0429683480 |
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9780429400704 |
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0429400705 |
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9780429683497 |
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0429683499 |
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9780429683473 |
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0429683472 |
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