Gaming & Architecture 2008

Nordic Light Hotel, Stockholm, 20 October 2008

The Gaming world has become a parallel universe for a whole generation. And it's obvious that architecture more and more is playing a leading role here. But where are the architects? The gaming business, who is creating tomorrow's software, has understood that people are prepared to pay, and pay well, for the ultimate design experience. When will the architects discover the possibilities of the gaming world? Is it an overlooked market by the architects? Could game developers and architects learn something from each other?

In the latest issue of architecture and design magazine Forum AID, Anders Rydell has met one of the gaming world's own star architects. A follow-up is now arranged by Forum AID and FutureDesignDays; a breakfast seminar with Joakim Svärling from DICE (www.dice.se), Tor Lindstrand from the School of Architecture, Royal Institute of Technology, and Anders Rydell, Forum AID.


Welcome!

 

08.00

Breakfast

08.30 – 09.30

Seminar Gaming & Architecture

Speaker:
Joakim Svärling, DICE

Moderator:
Åsa Roos, Avalanche Studios

Panel debate:
Speaker as per above, plus:
Britta Holmblad, White Arkitekter
Tor Lindstrand, School of Architecture, Royal Institute of Technology.
Anders Rydell, Forum AID

Image from the game Mirror's Edge, developed by Swedish DICEGaming & Architecture

Organizers

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SEK 395:-


Joakim Svärling
DICE

 

DICE (EA Digital Illusions Creative Entertainment) is one of the world's foremost game studios, and an award-winning developer of interactive entertainment based in Stockholm, Sweden. The company has 270 employees and develops games on most platforms. DICE is the maker of the bestselling Battlefield franchise. At the well-renowned game studio DICE, extreme technical challenges and cutting-edge visuals are part of the daily work.

Joakim Svärling has been involved in the evolution of game development as he joined the studio in 2000. Throughout his career he has ambitiously worked his way through different graphical roles, from an object, world, effects and lighting designer to Art Director for several different projects (Rallisport series, Battlefield series). Today he drives the overall graphic direction and guidelines for one of the company's major projects.

Read more:
DICE

 


Britta Holmblad
White Arkitekter

Britta is an architect at White in Stockholm. In her report “Learning from Second Life” (a parallel to “Learning from Las Vegas” by Venturi) she looks into the architect’s role in virtual worlds. The report also brings up issues like symbolism and aestethics in online worlds.

Britta Holmblad


Tor Lindstrand
School of Architecture, Royal Institute of Technology

Tor Lindstrand (Stockholm) is an architect active in his own office Larsson, Lindstrand and Palme and founder of International Festival together with choreographer Mårten Spångberg. Tor Lindstrand is an Associate Professor at the School of Architecture, Royal Institute of Technology. He has been working on interdisciplinary and collaborative projects between architecture, visual art and performance in numerous cultural contexts. He’s an editor at Merge Magazine, a cultural quarterly on sound, thought, image.

Tor Lindstrand


Anders Rydell
Forum AID

Anders Rydell (Stockholm) is a writer at Forum AID, and editor specialized in future and innovation issues at Bon Magazine. He’s also freelancing for, among others, Dagens Nyheter, Fokus and Din Teknik. In October he will publish his first book “Byt namn! – och andra sätt att lyckas som journalist” (“Change your name! - and other ways to succeed as a journalist”), which he wrote together with Klas Ericsson. Anders Rydell covers what happens in the meeting between culture and science – how new technical innovations and science changes the cultural landscape in regards to lifestyles, politics and art. Anders Rydell also works as consultant, advisor, project manager and lecturer.

Anders Rydell


Åsa Roos
Avalanche Studios

Åsa Roos is a game designer with an industrial designer background. She's been working in the games business since 2000, and has a background as a level designer, game designer and project manager in different companies, among others Unique Development Studios, Sulake Oy and Terraplay. Currently she's working at Avalanche Studios on the project Just Cause 2. She also teaches at futuregames.

Avalanche Studios, initiated in 2003, is focussing on developing original game IPs set in large-scale environments, using their proprietary game engine technology.  Avalanche Studios is widely known within the games industry for its cutting-edge terrain and landscape technology. The company recently received funding from the Swedish Governmental Agency for Innovation Systems for a research project exploring advanced algorithms for procedural generation of urban environments and architecture.

Åsa Roos

 

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