I grew up from the days when immersion in video games was only subjective in a person minds. Level design used be an abstract maze layouts populated with trials and and challenges the player has to face. Today these levels don't look realistic or appealing, but to some its clever intricate design and innovative mechanics was enough give an immersive experience that no set pieces in modern games can surpass. As technology grew, so are the tools and knowledge in world building adapt based on the lessons learned in the past.
The topics about brought in this years World Design lectures has been insightful. It gave new perspective for those who aspire to create virtual worlds. Introducing architectural movements that is taken for grated more often among common folk made us aware of the their message, purpose and history that was pushed by the bright minds leading them revealing how aspects of its identifiable design elements influenced the aesthetics in the games that we are exposed to. Some topics and architecture brings up an interesting trait that seemingly connects to something I knew.
Being a nerd about Japanese culture myself, I remember during the lecture that covers the Metabolist Architecture saw common element of its design that borrows its idea from the concept of the standing tree. That moment brought up a possible historical connection from the past that was backed up by the Japanese origins of the Metabolist movement. I've always known classical Japanese architecture built its foundation based on the philosophy of the tree firmly rooted on the ground. In an interesting way, this mimicry of nature has shown benefits that provide old temples its earthquake resistance. Whats funny is that I also noticed this architectural concept present in Japanese battleships in World War II which I can assume made their iconic pagoda bridges possible.
There is much I managed to take away from the lessons. Even though the rough hands-on experiences and conflicts of last year's production brought a lot of things that I learned the hard way in regards to building environments. More rather the topics covered expands what I already knew and introduced newer alternatives to some of my outdated methods and design process. And to be honest, I think learning about baking lighting maps was the most helpful as it made me realize I've been doing it all wrong.