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	<title>WebUrbanist  Project Sprawl: Mesmerizing Algo-Generated Game Architecture | Urbanist</title>
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	<title>  Project Sprawl: Mesmerizing Algo-Generated Game Architecture | Urbanist</title>
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        <title>Project Sprawl: Mesmerizing Algo-Generated Game Architecture</title>
        <link>https://weburbanist.com/2014/12/27/project-sprawl-mesmerizing-algo-generated-game-architecture/</link>
		<comments>https://weburbanist.com/2014/12/27/project-sprawl-mesmerizing-algo-generated-game-architecture/#respond</comments>
		<pubDate>Sat, 27 Dec 2014 18:00:01 +0000</pubDate>
		<dc:creator>Kurt Kohlstedt</dc:creator>
				<category><![CDATA[Gaming & Computing]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[Architecture]]></category>
		<category><![CDATA[building]]></category>
		<category><![CDATA[city]]></category>
		<category><![CDATA[civic]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[grid]]></category>
		<category><![CDATA[modeling]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[sprawl]]></category>
		<category><![CDATA[urban]]></category>
		<category><![CDATA[World]]></category>

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		<description><![CDATA[Facing down the difficult challenge of creating an ever-changing urban gaming environment, this digital designer went with a cheap alternative that is aesthetically compelling and could have impacts beyond cyberspace. The game, Project Sprawl, is something of a cross between the Grand Theft Auto series and classic roll-playing games, but most critically: its metropolitan&#160;context&#160;needs to <a href="https://weburbanist.com/2014/12/27/project-sprawl-mesmerizing-algo-generated-game-architecture/">&#8230;</a>]]></description>
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    [ By <a href='http://weburbanist.com/WebUrbanist/?utm_source=Mozilla%2F5.0+%28X11%3B+Linux+i686%29+AppleWebKit%2F537.36+%28KHTML%2C+like+Gecko%29+Chrome%2F30.0.1599.66+Safari%2F537.36&utm_medium=feed&utm_campaign=feed-main-2014-12-27-project-sprawl-mesmerizing-algo-generated-game-architecture&utm_content=unknown&utm_term=feed-author'>WebUrbanist</a> in <a href="https://weburbanist.com/category/technology/gaming-computing/" rel="category tag">Gaming &amp; Computing</a> &amp; <a href="https://weburbanist.com/category/technology/" rel="category tag">Technology</a>. ]

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<html><body><p><a href="#" data-featherlight="https://weburbanist.com/wp-content/uploads/2014/12/world-building-architectural-model.jpg"><img fetchpriority="high" decoding="async" class="first-image img-responsive" src="https://weburbanist.com/wp-content/uploads/2014/12/world-building-architectural-model.jpg" alt="world building architectural model" width="646" height="496"></a></p>
<div id="urb-ads-toc-box" class="post-ads-toc-box urb-ads-toc" style="display:none;"></div><p>Facing down the difficult challenge of creating an ever-changing urban gaming environment, this digital designer went with a cheap alternative that is aesthetically compelling and could have impacts beyond cyberspace.</p>
<p><a href="#" data-featherlight="https://weburbanist.com/wp-content/uploads/2014/12/world-building-generative-algorithm.gif"><img decoding="async" class="alignnone size-full wp-image-74040" src="https://weburbanist.com/wp-content/uploads/2014/12/world-building-generative-algorithm.gif" alt="world building generative algorithm" width="468" height="351"></a></p>
<p>The game, <em>Project Sprawl</em>, is something of a cross between the Grand Theft Auto series and classic roll-playing games, but most critically: its metropolitan&nbsp;context&nbsp;needs to be dynamic and full of surprises, evolving over time like a real city.</p>
<p><a href="#" data-featherlight="https://weburbanist.com/wp-content/uploads/2014/12/game-buildings-brutalist-urbanism.gif"><img decoding="async" class="alignnone size-large wp-image-74036" src="https://weburbanist.com/wp-content/uploads/2014/12/game-buildings-brutalist-urbanism.gif" alt="game buildings brutalist urbanism" width="468" height="351"></a></p>
<p>Low on funds and looking for cheaper and easier world-building solution than stock skylines or fully-custom options could provide, <a href="http://delacian.tumblr.com/">Cedric Kerr</a>&nbsp;<em>&ldquo;decided to develop software that could auto-generate complex cities, from street maps to skyscraper architecture, for his characters to inhabit.&rdquo;</em></p>
<p><a href="#" data-featherlight="https://weburbanist.com/wp-content/uploads/2014/12/game-building-stretch-animation.gif"><img loading="lazy" decoding="async" class="alignnone size-large wp-image-74034" src="https://weburbanist.com/wp-content/uploads/2014/12/game-building-stretch-animation.gif" alt="game building stretch animation" width="468" height="351"></a></p>
<p>As these animated illustrations show, there are rules to the way the generative algorithm constructs buildings &ndash; starting with a simple baseline, windows and doors, cantilevers and split facades morph and evolve in mesmerizing ways.</p>
<p><a href="#" data-featherlight="https://weburbanist.com/wp-content/uploads/2014/12/gaming-architecture-stretch-pull.gif"><img loading="lazy" decoding="async" class="alignnone size-large wp-image-74035" src="https://weburbanist.com/wp-content/uploads/2014/12/gaming-architecture-stretch-pull.gif" alt="gaming architecture stretch pull" width="468" height="351"></a></p>
<p>From <a href="http://www.wired.com/2014/10/project-sprawl/#slide-id-1608411">Wired</a>, <em>&ldquo;The solution to Kerr&rsquo;s urban planning problem came in the form of <a href="http://unity3d.com/">Unity</a>, a game engine often used to design game worlds from the size of a room to entire solar systems.&nbsp;The result was a set of building blocks that could be pulled and stretched in any direction with facades that would update in real time. Kerr could quickly sketch an outline of a foundation and in seconds have a unique building automatically populated with windows, doors, and other architectural details.&rdquo;</em></p>
<p><a href="#" data-featherlight="https://weburbanist.com/wp-content/uploads/2014/12/game-building-city-grids.gif"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-74033" src="https://weburbanist.com/wp-content/uploads/2014/12/game-building-city-grids.gif" alt="game building city grids" width="468" height="351"></a></p>
<p>The result of this project is a kind of architectural vocabulary that could be useful for deconstructing architecture, creating simulations or generating backdrops for conceptual projects. From Kerr: <em>&ldquo;the idea is that each building is decomposed into a set of rules forming a grammar that describes each stage of the process. These rules are hierarchical so a building is made up of facades, facades are made up of floors, floors are made up of tiles, tiles contain windows and so on.&rdquo;</em></p>
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