1st December, 20121st International Conference on Illustration and Animation
Held in Instituto Politécnico do Cávado e Ave, Portugal
Scrolling architecture: relationships between the platformers produced in beginning of the 90s and ArchitectureAbstract | Any gamer easily understands the direct relationship between the real architecture and its representation in computer games´ scenarios. However, the relationships between the 90´s platformers and architecture goes beyond that, being also perceptible in their creative and constructive processes, in the relation between space and time as well as in the adoption of graphical projections in the levels design that are usually used in architectural project.
If real architecture aims to be an interface that allows human adaptation to nature, the architecture represented in platform computer games, even having similarities to the real architecture, it aims to be an efficient obstacle to avoid the gamers to command the main character to reach his/her goal.
With regard to architectural representation in games, it becomes pertinent to understand how architecture is represented in computer screen two-dimensionality, emphasizing the possible influences that other popular mass media may had in their representation methodology.
In addition to shape and image, computer games also simulate materiality and its density through modules that were programmed and drawn to be applied successively to build the whole scenario.
Due to the big quantity of platformers produced in the beginning of this decade which could serve as examples by the similarities among them, this paper aims to study the multiple relations between the platformers produced in early 90´s and architecture focusing only in the game ”Titus the fox” by Titus Interactive.
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