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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