Now on view at the Yossi Milo Gallery through March 2, rarely-seen images by modernist architectural photographer Ezra Stroller (American, 1915-2004)...
Read "Beyond BIM Architecture Information Modeling" by Danelle Briscoe available from Rakuten Kobo. Beyond BIM explores the vast and under-explored design potential undertaken by information modeling. Through a series of...
Great architecture begins with strong communication — from concept to completion. Every project begins by listening to our clients. Explore our projects.
Get to know more than eighteen contemporary architecture projects in Africa.
Image 6 of 23 from gallery of Beyond Architecture: 6 Young Chinese Architects Working in Alternative Careers. "Nan Luo Gu Xiang". Image Courtesy of DRAWING ARCHITECTURE STUDIO
The infamous Ryugyong Hotel in Pyongyang may have stolen the spotlight but North Korea can boast many other examples of unusual cutting-edge architecture. - Page 3
Regenerative architecture is the way of involving the natural world as the method for and creator of architecture. It reacts to the living and natural systems in a location that becomes the “building units” of the architecture.
Architecte Joachim Richard. Céramiques de Gentil & Bourdet
Discover Brutalist Paris: Explore the French capital geographically & architecturally, beyond the typical Haussmann style
This post represents some of the architectural assets I created for the Exo palette in Destiny 2: Beyond Light. Many of the associated props I created are featured in this post: https://www.artstation.com/artwork/g2xeWx I had the pleasure of leading the development of the Exo environment-art palette for Destiny 2: Beyond Light, which was used in the Clovis Bray/ Deepstone Crypt facilities on Europa. I was able to design and create most of the foundational architectural and prop sets, as well as all of the textures and materials for the palette from the ground up, with the tremendous help of a number of talented palette and world artists at Bungie; namely Aaron Cruz, Jeff Horal, Andrew Hackathorn, Julio Juarez, Noah Thompson and Tyson Allen. Most of the light fixture assets were created by Madison Parker. This palette was a huge endeavor, and one of the most fun and challenging tasks of my time working on Destiny. The goal was to create a scientifically focused, high-tech, uncluttered and minimalist architectural set as the birthplace of the Exo. A lot of effort was made to make the props and architecture look seamless and integrated into one another, with smooth, thoughtful joints, cavities and transitions, which allowed us to really lean into a hard-surface aesthetic. The materials were meant to look sleek and clean, and allowed for a ton of versatility in color, material, and specular response. The incredible in-game locations that utilized the Exo palette were built by a group of amazing environment and lighting artists including: World Art: Jeff Horal, Sam Rucks, Julio Juarez, Ray Broscovak, Andrew Hopps, Aaron Canaday Lighting: Madison Parker, Mike Poe
Join us as we dig deep into Soviet brutalist architecture, its legacy and key examples
A digital artifact of Ancient Egyptian buildings.
From the 1920s, the teachings of the Bauhaus school inspired a new, experimental architecture
Praise for Beyond Software Architecture "Luke Hohmann is that rare software technologist who views software development from the viewpoint of the end user. He passionately believes that one hour spent with an end user is worth many hours making software architectural choices or days documenting perceived user requirements. Most of what is written about software development focuses on methods used to design and develop robust software.
I had the task of designing and building the fallen exterior architecture set for Europa in Destiny 2: Beyond Light. It was a fun collaborative effort working alongside Aaron Cruz and Kevin Whitmeyer. I handled the large scale architectural assets, and Aaron built an amazing set of walkways, and detail assets like the cranes and pulley systems you see featured on the buildings. Kevin Whitmeyer helped expand the kit pieces and added some detailed pipes and cabling add-ons to give the surfaces some life. I also expanded the fallen material library and built a snow accumulation shader template that could be networked in to existing shaders to help our Fallen props and buildings feel grounded on the Icy planet of Europa. The in-game shots featured here represent a huge collaborative effort of our amazing world, lighting, palette and skybox artists. Go check out some of their work! https://www.artstation.com/aaroncruz https://www.artstation.com/kwhitmey https://www.artstation.com/marcthompson https://www.artstation.com/robbinsdigitalart https://www.artstation.com/mjcr24 https://www.artstation.com/26k
The Art Schools in Havana are justly famous. But are we overlooking the larger narrative of post-revolutionary Cuban architecture?
Hotel
St John the Evangelist, Schenectady 814 Union Street, Schenectady, New York, US Roman Catholic Parish Church, Diocese of Albany 1899: Church built 1982: Listed in National Register of Historic Places Monsignor John L. Reilly: Parish Priest & Designer Edward Loth: Supervising Architect
There is an innate coldness and harshness to concrete that lends it a sinister air, as if unsavory practices are carried out within, even if the structure is actually in use as a church or monastery. Spanning a range of architectural styles and movements from Bauhaus to Constructivism, most of these concrete wonders of Europe are in