ABSTRACT VIEW
Abstract NUM 1010

BEYOND THE BLUEPRINT: RETHINKING ARCHITECTURAL REPRESENTATION IN THE AGE OF VIDEO GAME TECHNOLOGY
V. Hui, A. Jordan, S. Galloway, D. Modugula, M. Haggag
Toronto Metropolitan University (CANADA)
The convergence of architectural representation and video game technologies is reshaping design expectations. Architects are increasingly expected to generate realistic, interactive simulations, while video games push for high-fidelity, immersive environments with detailed physics and realism. This shift challenges traditional 2D drawings and stylized renderings, demanding a new standard of design representation.

This paper explores the growing fidelity between architecture and video game technologies, analyzing their impact on both practice and pedagogy. It highlights the role of contemporary architecture students who use tools like real-time rendering and virtual reality, and proposes three strategies for utilizing these technologies effectively:
(1) understanding the distinction between simulation and representation,
(2) integrating interactive tools into design workflows while preserving architectural integrity, and
(3) encouraging a deeper exploration of how these technologies influence aesthetics and spatial experience.

By reconsidering architectural education and practice, we can better equip future architects to use digital tools responsibly, aligning with both real-world and digital design expectations.

Keywords: Architectural representation, video game technology, immersive design, real-time rendering, interactive simulation, architectural education, digital tools.

Event: ICERI2025
Session: Architecture Education
Session time: Monday, 10th of November from 11:00 to 12:15
Session type: ORAL