Forms in Light Wealth and Poverty By Justin Reeve • March 5th, 2021 A tale of haves and have nots on the frontier.
Forms in Light Marble Madness By Justin Reeve • February 1st, 2021 Marble, marble, everywhere. Why is it all white and shiny?
Forms in Light Bizarre Banality By Justin Reeve • January 12th, 2021 The house in Gone Home is WEIRD.
Best of 2020 The Best Architecture in Games in 2020 By Justin Reeve • December 30th, 2020 Justin gathers the best examples of architecture in videogames.
Forms in Light Formal and Vernacular Architecture By Justin Reeve • December 14th, 2020 The game world in Breath of the Wild is filled with interesting architecture
Forms in Light Some Things Last Some of the Time By Justin Reeve • November 3rd, 2020 Why are some buildings taken apart and recycled while others are simply renovated?
Forms in Light Architectural Improvisation By Justin Reeve • October 7th, 2020 A look at the repurposed architecture of Metro: Exodus.
Forms in Light Billboard Architecture By Justin Reeve • August 13th, 2020 What Sega has to say about kanbankenchiku, literally translated as “billboard architecture,” in Yakuza 0 is that all of the bright lights and flashy colors might be more meaningful than first meets the eye.
Forms in Light Pyramid Schemes By Justin Reeve • July 14th, 2020 A 101 on the ancient structures players marveled over in Assassin’s Creed: Origins.
Forms in Light Architecture of the Pharaohs By Justin Reeve • June 10th, 2020 An introduction to the structures of Egypt’s Pharaonic Period by way of Assassin’s Creed: Origins.
Forms in Light Japan Style Architecture By Justin Reeve • May 13th, 2020 The structures in Sekiro were clearly created by people with a passion for traditional architecture
Forms in Light Bizarre Brutalism By Justin Reeve • April 11th, 2020 In Control, developer Remedy takes the supernatural aspect of this architectural style and runs with it.
Forms in Light The Genius of Beauclair Palace By Justin Reeve • March 11th, 2020 Justin dives into why, exactly, this Witcher 3 structure commands such a presence.
Forms in Light Some Things Last Forever By Justin Reeve • January 30th, 2020 The Outer Worlds provides a reminder that quick fixes often become permanent solutions when it comes to architecture.
Forms in Light Beyond Blueprints By Justin Reeve • January 13th, 2020 Manifold Garden is filled with structures that you’ll never see on a blueprint because they would be impossible to actually build.
Best of 2019 Best Games Architecture of 2019 By Justin Reeve • December 27th, 2019 The top ten games of 2019 from an architectural perspective.
Forms in Light Gotham’s Multiple Masks By Justin Reeve • December 9th, 2019 There are many different Gothams.
Forms in Light Function and Fiction By Justin Reeve • November 12th, 2019 Destiny 2 has a more complex relationship with Modernism than its clean-cut buildings would suggest.
Forms in Light Anomalous Architecture By Justin Reeve • October 14th, 2019 If some of the buildings look weird in Yakuza Kiwami 2, you can blame Japanese regulations.
Forms in Light Living Architecture By Justin Reeve • September 6th, 2019 The architecture of Red Grave City comes alive in Devil May Cry 5.
Exploits Feature Noble Blood By Justin Reeve • September 3rd, 2019 Justin Reeve looks at how A Plague Tale handles the concept of noble blood.
Forms in Light Planning Novigrad By Justin Reeve • August 12th, 2019 If The Witcher 3’s largest city seems easy to navigate, it’s all in your head.
Labor and Capital By Justin Reeve • July 5th, 2019 There’s something strange about the dockworkers in Dishonored 2. It’s not the way they talk, though – it’s the way they walk.
Feature Excerpt Order and Chaos By Justin Reeve • June 24th, 2019 Behind Hitman 2‘s stark, modernist buildings lies a symbolic crusade to reclaim the architectural style.
History in Color By Justin Reeve • October 11th, 2018 Assassin’s Creed: Odyssey‘s depiction of painted Greek statues not only strays from its predecessor, it challenges an orientalist tradition clung to by the art world.