Producción espacial en las Carceri d'invenzione de Piranesi y los calabozos digitales de Diablo
Daniel Chávez Heras
Simultaneidad
Espacio
Geografía
Pintura
Escultura
Plástico
Neo-barroco
secuencia
Tiempo
Historia
Música
Literatura
Narrativo
Post-moderno
The Pantheon and Other Monuments
Giovanni Paolo Panini (1735)
The Architecht's Dream
Thomas Cole (1840)
The Professor's Dream
Cockerell, C.R. (1848)
The square mile
Carl Laubin (1997)
Vanbrugh Castle
Carl Laubin (2011)
Concept art
I
IV
The smoking fire
VII
The drawbridge
VIII
The staircase
VIII The arch with a shell ornament
XIV The gothic arch
XVI Pier with chains
Diablo 3
Blizzard (2012)
Diablo 3
Blizzard (2012)
Diablo 3
Blizzard (2012)
Diablo 3
Blizzard (2012)
Digital technology, especially as used within the world of computer games, has created more literal labyrinths for players to traverse. Highlighting a crisis in traditional forms of symptomatic interpretation, the multilinear nature of game spaces suggests that our modes of interpretation need to reflect an equally neo-baroque multiplicity.
Angela Ndalianis
Twitter: @MrSoames
Piranesi
By Daniel Chávez
Piranesi
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