Procedural Brutalism

[Image: Procedural Brutalism by Cedric].

Here are a few GIFs of procedurally generated architecture by a game developer named Cedric, built using Unity. Cedric describes himself as an “indie game dev focused on social AI, emergent narrative and procedural worlds.”

[Image: Procedural Croydon by Cedric].

These were pointed out to me by Jim Rossignol, who has both guest-posted and spoken at length here on BLDGBLOG about procedural architecture, and whose own development company, Big Robot, is behind the awesome “British Landscape Generator” whirring away beneath the rolling hills and cliffsides of Sir, You Are Being Hunted.

[Image: Procedural facades by Cedric].

The GIFs here are relatively big, obviously, so it might take a while for them to load, but then you can just sit back and watch the rule-based production of built structures pop, rise, and expand like urban accordions.

Imagine whole game worlds powered by real-time computation at the building level, constantly and parametrically fizzing with architectural forms, barely predictable new Woolworth Buildings and Barbicans sprouting on-demand from the ground whenever needed.

4 thoughts on “Procedural Brutalism”

  1. This is directly applicable to Viktor Antonov's work on creating alternative "pattern languages" to generate familiar/unfamiliar urban environments by (for example) melding elements of Parisian and Soviet urbanism. Awesome.

  2. “Imagine whole game worlds powered by real-time computation at the building level, constantly and parametrically fizzing with architectural forms, barely predictable new Woolworth Buildings and Barbicans sprouting on-demand from the ground whenever needed.”

    don’t need to. it’s worked this way in gaming for ages, depending on how you look at it at least back to elite.

    this is how the ultra-fancy new spider man game does new york.

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