Informational Topographics

[Image: “FOGBAE.TWR4” by Mike Winkelmann, 07.06.15].

Since 2007, artist Mike Winkelmann has been producing an image a day, primarily using Cinema 4D, though all the specific tools differ year by year.

As Winkelmann justifiably boasts on his site, he has been working on the series for 3,030 consecutive days—of course, he also humbly refers to his work as just “a variety of art crap” produced “across a variety of media.”

[Image: “reopot seven-ten” by Mike Winkelmann, 05.04.15].

designboom just ran a quick survey of his work, and I thought I’d just piggyback on that with a few images here.

[Image: “pxil.two” by Mike Winkelmann, 05.12.15].

While I’m deliberately focusing on architectural or landscape-oriented imagery, his work is also strong with abstract technological scenes of circuits, robotized organic forms, abstract sprays of light, abandoned atmospheric-processing towers on floodplains, colossal elevator shafts, microscopic views of disturbed crystal growth, and more.

[Image: “OB TANK” by Mike Winkelmann, 07.26.15].

There are spheres of liquid metal, domed cities emerging from the desert floor, neon patent diagrams for purposeless machines, bristling mineral cliffs resembling dystopian housing blocks, and sublime landscape shots that appear to pull double-duty as bar graphs for otherwise unknown statistics. Informational topographics.

[Image: “FRIED GOBO” by Mike Winkelmann, 07.31.15].

There is even a heavenly super-McDonald’s in the sky, a Mont Saint-McD of the clouds.

[Image: “MCD 2087” by Mike Winkelmann, 08.11.15].

Some, even a few I’ve included here, veer a little overtly in a Star Wars direction, while others look more like future album art. Black pyramids and doubled suns.

[Image: “orangetooth gutrot” by Mike Winkelmann, 11.29.14].

For others—and there are literally thousands of images, all the more impressive for the fact that they’re being produced once a day—check out designboom; for all of them, click through to Winkelmann’s site directly.

[Image: “BOXXX-3VV” by Mike Winkelmann, 07.01.15].

[Spotted by designboom].

A Vast Array of Props

[Image: Thomas Scholes, Sketch a Day series; view larger].

Rock, Paper, Shotgun has posted an interview with artist Thomas Scholes about “how concept art is made.”

Scholes refers to himself as “an environment specialist,” and he describes how he develops the architecture and landscapes for games such as Guild Wars 2, Halo 4, Gigantic, and many others.

[Image: Thomas Scholes, Sketch a Day series; view larger].

One of his many strategies is to develop what RPS calls “a vast array of props”: Scholes, we read, has “constructed huge asset sets from which he can plunder. A previous month-long project of his was to create a vast array of props, which he can now deposit in his images and rework to give a sense of clutter.”

These include architectural motifs—arches, walls, stone monoliths, ruins—that are often just reworked from previous backgrounds. For these, he will “repurpose bits of previous paintings, manipulating their shape to suggest a receding wall, ceiling or floor.”

[Image: Thomas Scholes, Sketch a Day series; view larger].

Scholes recently embarked on a “sketch a day” project that produced the images you see here. The sketches are left rough, or, as RPS suggest, they “resist the instinct to over-define, to steer them away from pedantic perfectionism.”

This often makes his images both impressionistic and painterly, emotive explorations of gothic terrains and environments.

[Image: Thomas Scholes, miscellaneous work; view larger].

Many of these images are frankly gorgeous, including vibrant forest landscapes that would not look out of place in an exhibition of 18th-century landscape painting—or even alongside examples from the Hudson River School or the work of Caspar David Friedrich.

[Image: Thomas Scholes, miscellaneous work; view larger].

These being games, of course, rather than the Rückenfigur of Friedrich, you’ve got cloaked figures peering into hostile and mysterious landscapes, looking not for aesthetic solace but for hidden strategic advantages, ready for combat.

[Images: Thomas Scholes, Oppidum; view larger].

In any case, check out the interview over at Rock, Paper, Shotgun or, even better, click around Scholes’s website for a lot more images like these.

[Image: Thomas Scholes, miscellaneous work; view larger].

[Previously on BLDGBLOG: Game/Space: An Interview with Daniel Dociu].

In a Pinch

[Image: A staircase in the Grands Magasins Dufayel; view larger].

The second staircase I wanted to post today—here’s the first—is from the Grands Magasins Dufayel, a vast, 19th-century department store in Paris. View it larger.

Aside from the obvious grandeur of the structure, what makes this spatially noteworthy is the fact that one floor is pinched together with the next, and that the self-supporting “pinch” that results then becomes formalized as a stairway, a hyperbolic object in space that allows passage from one level to the next.

It’s as if a loop has been pulled or extracted from each level and then woven together—in effect, using a self-intersecting geometric pattern as the basis of a floorplan.

In any case, what I like in both examples (this one and the previous staircase), is that you have two floors or levels, obviously, but then there is the emptiness that separates them, a gap buzzing with unrealized forms of connection, and that you can fill that gap with pinches, spirals, knots, and loops, and that the magic of a well-designed staircase is precisely in giving material form to the invisible math that hovers in the space between floors.

(Originally spotted via ARCHI/MAPS).

Solved by Knots

[Image: Stairs inside the New York Life Insurance building, Minneapolis, by Babb, Cook and Willard; view larger].

There are two stairways I wanted to post, as they each solve the problem of getting from one floor to another in a particularly interesting way. The first example, seen above, is from the New York Life Insurance building in Minneapolis, Minnesota, designed by Babb, Cook and Willard.

View it larger.

What I love about this is incredibly simple, and it’s nothing more than the fact that a constrained approach from one floor to the next—with the far wall serving almost more like a cliff face—gave the architects no real room to operate. So they put in two, mirror-image spiral stairways, which kept the center of the room clear while dramatically increasing its available circulation space.

Today, of course, we’d probably just stick an elevator there and be done with it—but the compression of space made possible by spiral staircases is amazing. They are elegant prosthetics, connecting two levels like a casual afterthought with their efficient knots and coils.

Here’s the second staircase.

(Spotted via the always interesting ARCHI/MAPS).

The Neurological Side-Effects of 3D

[Image: Auguste Choisy].

France is considering a ban on stereoscopic viewing equipment—i.e. 3D films and game environments—for children, due to “the possible [negative] effect of 3D viewing on the developing visual system.”

As a new paper suggests, the use of these representational technologies is “not recommended for chidren under the age of six” and only “in moderation for those under the age of 13.”

There is very little evidence to back up the ban, however. As Martin Banks, a professor of vision science at UC Berkeley, points out in a short piece for New Scientist, “there is no published research, new or old, showing evidence of adverse effects from watching 3D content other than the short-term discomfort that can be experienced by children and adults alike. Despite several years of people viewing 3D content, there are no reports of long-term adverse effects at any age. On that basis alone, it seems rash to recommend these age-related bans and restrictions.”

Nonetheless, he adds, there is be a slight possibility that 3D technologies could have undesirable neuro-physical effects on infants:

The human visual system changes significantly during infancy, particularly the brain circuits that are intimately involved in perceiving the enhanced depth associated with 3D viewing technology. Development of this system slows during early childhood, but it is still changing in subtle ways into adolescence. What’s more, the visual experience an infant or young child receives affects the development of binocular circuits. These observations mean that there should be careful monitoring of how the new technology affects young children.

But not necessarily an outright ban.

In other words, overly early—or quantitatively excessive—exposure to artificially 3-dimensional objects and environments could be limiting the development of retinal strength and neural circuitry in infants. But no one is actually sure.

What’s interesting about this for me—and what simultaneously inspires a skeptical reaction to the supposed risks involved—is that we are already surrounded by immersive and complexly 3-dimensional spatial environments, built landscapes often complicated by radically diverse and confusing focal lengths. We just call it architecture.

Should the experience of disorienting works of architecture be limited for children under a certain age?

[Image: Another great image by Auguste Choisy].

It’s not hard to imagine taking this proposed ban to its logical conclusion, claiming that certain 3-dimensionally challenging works of architectural space should not be experienced by children younger than a certain age.

Taking a cue from roller coasters and other amusement park rides considered unsuitable for people with heart conditions, buildings might come with warning signs: Children under the age of six are not neurologically equipped to experience the following sequence of rooms. Parents are advised to prevent their entry.

It’s fascinating to think that, due to the potential neurological effects of the built environment, whole styles of architecture might have to be reserved for older visitors, like an X-rated film. You’re not old enough yet, the guard says patronizingly, worried that certain aspects of the building will literally blow your mind.

Think of it as a Schedule 1 controlled space.

[Image: From the Circle of Francesco Galli Bibiena, “A Capriccio of an Elaborately Decorated Palace Interior with Figures Banqueting, The Cornices Showing Scenes from Mythology,” courtest of Sotheby’s].

Or maybe this means that architecture could be turned into something like a new training regimen, as if you must graduate up a level before you are able to handle specific architectural combinations, like conflicting lines of perspective, unreal implications of depth, disorienting shadowplay, delayed echoes, anamorphic reflections, and other psychologically destabilizing spatial experiences.

Like some weird coming-of-age ceremony developed by a Baroque secret society overly influenced by science fiction, interested mentors watch every second as you and other trainees react to a specific sequence of architectural spaces, waiting to see which room—which hallway, which courtyard, which architectural detail—makes you crack.

Gifted with a finely honed sense of balance, however, you progress through them all—only to learn at the end that there are four further buildings, structures designed and assembled in complete secrecy, that only fifteen people on earth have ever experienced. Of those fifteen, three suffered attacks of amnesia within a year.

Those buildings’ locations are never divulged and you are never told what to prepare for inside of them—what it is about their rooms that makes them so neurologically complex—but you are advised to study nothing but optical illusions for the next six months.

[Image: One more by Auguste Choisy].

Of course, you’re told, if it ever becomes too much, you can simply look away, forcing yourself to focus on only one detail at a time before opening yourself back up to the surrounding spatial confusion.

After all, as Banks writes in New Scientist, the discomfort caused by one’s first exposure to 3D-viewing technology simply “dissipates when you stop viewing 3D content. Interestingly, the discomfort is known to be greater in adolescents and young adults than in middle-aged and elderly adults.”

So what do you think—could (or should?) certain works of architecture ever be banned for neurologically damaging children under a certain age? Is there any evidence that spatially disorienting children’s rooms or cribs have the same effect as 3D glasses?

Art Arm

[Image: “Untitled #13,” from “Scripted Movement Drawing Series 1” (2014) by Andrew Kudless].

San Francisco-based designer and architect Andrew Kudless is always up to something interesting, and one of his most recent projects is no exception.

For a new group of small works called “Scripted Movement Drawing Series 1” (2014), Kudless is exploring how robots might make visual art—in this specific case, by combining the instructional art processes of someone like Sol Lewitt with the carefully programmed movements of industrial machinery.

[Image: The robot at work, from “Scripted Movement Drawing Series 1” (2014) by Andrew Kudless].

In Kudless’s own words, “The work is inspired by the techniques of artists such as Sol Lewitt and others who explored procedural processes in the production of their work. The script, or set of rules, as well as the ability or inability of the robot to follow these instructions is the focus of the work. There is almost a primitive and gestural quality to the drawings created through the tension between the rules and the robot’s physical movement. Precisely imprecise.”

[Image: “Untitled #16,” from “Scripted Movement Drawing Series 1” (2014) by Andrew Kudless].

These giant robot arms, he continues, “are essentially larger, stronger, and more precise version of the human arm. Made up of a series of joints that mimic yet extend the movements of shoulder, elbow, and wrist, the robot has a wide range of highly control[led] motion. The real value of these robots is that, like the human arm, their usefulness is completely determined by the tool that is placed in its hand.”

So why only give robots tools like “welding torches, vacuum grippers, and saws,” he asks—why not give them pencils or brushes?

[Image: “Untitled #6 (1066 Circles each Drawn at Different Pressures at 50mm/s),” from “Scripted Movement Drawing Series 1” (2014) by Andrew Kudless].

The results are remarkable, but it’s specifically the unexpected combination of Lewittian instructional art with industrial robotics that I find so incredibly interesting. After all, Kudless ingeniously implies, it has always been the case that literally all acts of industrial assembly and production are, in a sense, Sol Lewitt-like activities—that conceptual art processes are hiding in plain sight all around us, overlooked for their apparent mundanity.

It’s as if, he suggests, every object fabricated—every car body assembled—has always and already been a kind of instructional readymade, or Sol Lewitt meets Marcel Duchamp on the factory floor.

With these, though, Kudless throws in some Agnes Martin for good measure, revealing the robot arms’ facility for minimalist lines and grids in a graceful set of two-dimensional drawings.

[Image: “Untitled #7 (1066 Lines Drawn between Random Points in a Grid),” from “Scripted Movement Drawing Series 1” (2014) by Andrew Kudless].

Kudless explains that “each of the works produced in this series was entirely programmed and drawn through software and hardware”:

None of the lines or curves was manually drawn either within the computer or in physical reality. Rather, I created a series of different scripts or programs in the computer that would generate not only the work shown here, but an infinite number of variations on a theme. Essential to the programming was understanding the relationships between the robot and human movement and control. Unlike a printer or plotter which draws from one side of the paper to the other, the robot produces the drawings similarly to how a human might: one line at a time. The speed, acceleration, brush type, ink viscosity, and many other variables needed to be considered in the writing of the code.

Various drawing styles were chosen to showcase this.

[Image: “Untitled #15 (Twenty Seven Nodes with Arcs Emerging from Each),” from “Scripted Movement Drawing Series 1” (2014) by Andrew Kudless].

[Image: “Untitled #3 (Extended Lines Drawn from 300 Points on an Ovoid to 3 Closest Neigh[bor]ing Points at 100mm/s)” (2014) from “Scripted Movement Drawing Series 1” (2014) by Andrew Kudless].

[Image: “Untitled #12,” from “Scripted Movement Drawing Series 1” (2014) by Andrew Kudless].

[Image: “Untitled #14,” from “Scripted Movement Drawing Series 1” (2014) by Andrew Kudless].

There are many more drawings visible on Kudless’s website, and I am already looking forward to “Scripted Movement Drawing Series 2.”

You can also purchase one of the prints, if you are so inclined; contact the Salamatina Gallery for more information.

(Very vaguely related: Robotism, or: The Golden Arm of Architecture).

Cultivating the Map

[Image: “Cultivating the Map” by Danny Wills].

For his final thesis project at the endangered Cooper Union, Danny Wills explored how survey instruments, cartographic tools, and architecture might work together at different scales to transform tracts of land in the geographic center of the United States.

[Images: “Cultivating the Map” by Danny Wills].

Called “Cultivating the Map,” his project is set in the gridded fields, sand hills, playas, and deep aquifers of the nation’s midland, where agricultural activity has left a variety of influential marks on the region’s landscapes and ecosystems.

[Images: “Cultivating the Map” by Danny Wills].

Its final presentation is light on text and heavy on models, maps, and diagrams, yet Wills still manages to communicate the complex spatial effects of very basic physical tools, how things as basic as survey grids and irrigation equipment can bring whole new regimes of territorial management into existence.

It’s as if agriculture is actually a huge mathematical empire in the middle of the country—a rigorously artificial world of furrows, grids, and seasons—dedicated to reorganizing the surface of the planet by way of relatively simple handheld tools and then rigorously perfecting the other-worldly results.

[Images: “Cultivating the Map” by Danny Wills].

Wills produced quite a lot of material for the project, including a cluster of table-sized landscapes that show these tools and instruments as they might be seen in the field.

[Image: “Cultivating the Map” by Danny Wills].

In many ways, parts of the project bring to mind the work of Smout Allen, who also conceive of architecture as just one intermediary spatial product on a scale that goes from the most intricate of handheld mechanisms to super-sized blocks of pure infrastructure.

Imagine Augmented Landscapes transported to the Great Plains and animated by a subtext of hydrological surveying and experimental agriculture. Deep and invisible bodies of water exert slow-motion influence on the fields far above, and “architecture” is really just the medium through which these spatial effects can be cultivated, realized, and distributed.

This, it seems, is the underlying premise of Wills’s project, that architecture is like a valve through which new landscapes pass.

[Images: “Cultivating the Map” by Danny Wills].

In any case, I’ve included a whole bunch of images here, broadly organized by tool or, perhaps more accurately, by cartographic idea, where the system of projection suggested by Wills’s devices have had some sort of spatial effect on the landscape in which they’re situated.

However, I’ve also been a little loose here, organizing these a bit by visual association, so it’s entirely possible that my ordering of the images has thrown off the actual narrative of the project—in which case, it’s probably best just to check out Wills’s own website if you’re interested in seeing more.

[Images: “Cultivating the Map” by Danny Wills].

The project includes land ordinance survey tools and irrigation mechanisms, a “Mississippi River levee tool” and the building-sized “grain elevator tool.”

[Images: “Cultivating the Map” by Danny Wills].

In Danny’s own words, the project “finds itself in the territory of the map, proposing that the map is also a generative tool. Using the drawing as fertile ground, this thesis attempts a predictive organization of territory through the design of four new tools for the management of natural resources in the Great Plains, a region threatened with the cumulative adverse effects of industrial farming. Each tool proposes new ways of drawing the land and acts as an instrument that reveals the landscape’s new potential.”

These “new potentials” are often presented as if in a little catalog of ideas, with sites named, located, and described, followed by a diagrammatic depiction of what Wills suggests might spatially occur there.

[Images: “Cultivating the Map” by Danny Wills].

The ambitious project earned Wills both the Henry Adams AIA Medal & Certificate of Merit, and the school’s Yarnell Thesis Prize in Architecture.

[Images: “Cultivating the Map” by Danny Wills].

I’ll wrap up here with a selection of images of the landscapes, tools, and instruments, but click over to Danny’s site for a few more. Here are also some descriptions:

Tool 1: Meanders, Fog Fences, Air Wells

Tool 1 attaches itself to the groundwater streams, both proposing tools to redirect and slow down the flow, as well as tools to collect atmospheric water through technological systems like air wells and fog fences, forming new bodies and streams of water. The new air wells collect atmospheric water through a system of cooling and heating a substrate core inside of a ventilated exterior shell. The air wells also become spaces to observe the re-directing flow of water, as overflow quantities are appropriately managed.

Tool 2: Aquifer Irrigation Ponds

Tool 2 uses the center pivot irrigation rigs to reconstruct the ground, making bowls in the landscape that act as dew ponds. At the same time, the wells become tools and markers to survey the levels of the aquifer below, signifying changes in the depth through elevational changes above. New forms of settlement begin to appear around each ring as a balance is reached between extraction and recharge of the aquifer.

Tool 3: Sand Dunes, Grazing Fields

Tool 3 uses gas wells as new geo-positioning points, redrawing boundaries and introducing controlled grazing and fallowing zones into the region. Walls are also built as markers of the drilling wells below, creating a dune topography to retain more ground water. Each repurposed oil rig becomes an architectural element that both provides protection and feed for grazing animals as well as a core sample viewing station. The abandoned rigs suspend cross sections of the earth to educate visitors of the geological history of the ground they stand on.

Tool 4: Water Recycling Station

Tool 4 converts the grain elevator into a water recycling station, filling the silos with different densities of sand and stone to filter collected types of water- rain, ground run-off, grey, brackish, etc. Large pavilion like structures are built between houses, collecting water and providing shade underneath. Some housing is converted into family-run markets; the new social space under the pavilions provide for market space. The repurposed grain elevator becomes the storage center for the region’s new water bank. Economic control is brought back to the local scale.

[Images: “Cultivating the Map” by Danny Wills].

Architecture-by-Bee and Other Animal Printheads

[Image: By John Becker].

For thousands of years, animal bodies have been used as living 3D printers—or sentient printheads, we might say—but the range of possible material outputs is set to change quite radically. In fact, bioengineering is rapidly making this idea—that spiders, silkworms, and honeybees, to name just a few, are already 3D printers—more than just a poetic metaphor.

Those creatures are organic examples of depositional manufacturing, and they have been domesticated and used throughout human history for specific creative ends, whether it’s to produce something as mundane as honey or silk, or something far more outlandish, including automotive plastics, military armaments, and even concrete, as we’ll see below.

Animal Printheads

Researchers in Singapore discovered several years ago, for example, that silkworms fed a chemically peculiar diet could produce colored silk, readymade for use in textiles, as if they are actually biological ink cartridges; and other examples—in which animal bodies have been temporarily tweaked or even specifically bred to produce new, economically useful materials on a semi-industrial scale—are not hard to come by.

As it happens, for example, using bees as 3D printers is quickly becoming something of an accepted artistic process and its deep incorporation into advanced manufacturing processes will not be far behind.

Perhaps the most widely seen recent exploration of the animal-as-3D-printer concept was done last year for, of all things, a publicity stunt by Dewar’s, in which the company “3D printed” a bottle of Dewar’s using nothing but specially shaped and cultivated beehives.

[Images: Courtesy of Dewar’s, via designboom].

These pictures tell the story clearly enough: using a large glass bottle as a mold in which the bees could create new hives, the process then ended with the removal of the glass and the revealing of a complete, bottle-shaped, “3D-printed” hive.

As Dewar’s joked, it was 3B-printed.

[Images: Courtesy of Dewar’s, via designboom].

Or take the Silk Pavilion, another recent project you’ve undoubtedly already seen, in which researchers at MIT, led by architect Neri Oxman, 3D-printed a room-sized dome using carefully guided silkworms as living printheads.

[Image: Courtesy of MIT].

The Silk Pavilion was an architectural experiment in which the body of the silkworm, guided along a series of very specific paths, was “deployed as a biological printer in the creation of a secondary structure.”

The primary structure, meanwhile—the pattern used by the silkworms as a kind of depositional substrate—was nothing more than a continuous thread wrapped around a metal scaffold like a labyrinth, seen in the image below.

[Image: Courtesy of MIT].

It was at this point in the process that a “swarm of 6,500 silkworms was positioned at the bottom rim of the scaffold spinning flat non-woven silk patches as they locally reinforced the gaps across CNC-deposited silk fibers.” In other words, they infested the labyrinth and laid down architecture with their passing.

[Image: Courtesy of MIT].

The “CNSilk” method, as it was known, resulted in a gossamer, woven dome that looks more like a cloud than a building.

[Images: Courtesy of MIT].

What both of these examples demonstrate—despite the fact that one is a somewhat tongue-in-cheek media ploy by an alcohol company—is that animal bodies can, in fact, be guided, disciplined, or otherwise regulated to produce large-scale structures, from consumer objects to whole buildings.

After all, the very origins of architecture were a collaboration with animal bodies, and experiments like these only update those earliest constructions.

In both cases, however, the animals are simply depositing, or “printing,” what they would normally (that is, naturally, in the absence of human augmentation) produce: silk and honey. Things get substantially more interesting, on the other hand, when we look at more exotic biological materials.

Bee Plastic

For half a decade or more, materials scientist Debbie Chachra at New England’s Olin College of Engineering has been researching what’s known as “bee plastic”: a cellophane-like biopolymer produced by a species native to New England, called Colletes inaequalis.

These bees secrete tiny, cocoon-like structures in the soil—one such structure can be seen in the photo, below—using a special gland unique to its species. The resulting, non-fossil-fuel-based natural polyester not only resists biodegradation, it also survives the temperate extremes of New England, from the region’s sweltering summers to its subzero winter storms.

[Image: Courtesy of Deb Chachra].

More intriguingly, however, the cellophane-like bee plastic “doesn’t come from petroleum,” Chachra explained to me for a 2011 end-of-year article in Wired UK. “The bees are pretty much just eating pollen and producing this plastic,” she continued, “and we’re trying to understand how they do it.”

Bee plastic, Chachra justifiably speculates, could perhaps someday be used to manufacture everything from office supplies to car bumpers, acting as an oil-free alternative to the plastics we use today. In the process, it could perhaps even kickstart a homegrown bio-industry for New England, where the species already thrives, wherein the very idea of a factory needs to be fundamentally reimagined.

The most exciting architectural possibilities here come less from the bees themselves and more from the elaborate structures that would be required to house their activities; imagine a brand new BMW factory somewhere in the suburbs of Boston populated only by plastic-producing bees, and you get some sense of where industrial manufacturing might go in an alternate future. Not unlike Dewar’s bee-printed bottle, then, augmented cousins of Chachra’s plastic-producing bees could thus 3D-print whole car bodies, kitchen counters, architectural parts, and other everyday products.

But even this, of course, is a vision of animal-based manufacturing that relies on the already-existent excretions of living creatures. Could we—temporarily putting aside the ethical implications of this, simply to discuss the material possibilities—perhaps genetically modify bees, silkworms, spiders, and so on to produce substantially more robust biopolymers, something not just strong enough to resist biodegrading but that could be produced and used on an industrial scale?

Recall, for example, that the U.S Army, working with a Canadian firm called Nexia Biotechnologies, was successful in its attempt to genetically engineer a goat that would produce spider-silk proteins in its milk. Incredibly, those “Biosteel goats,” as they were later known, were eventually housed in old ammunition bunkers on a New York State military base, as if they were living bioweapons that needed to be held in quarantine.

[Image: Biosteel goats summed-up in one simple equation (via)].

The ultimate goal of producing these goats was to generate an unbreakable super-fiber that could be used in battle gear, including “lightweight body armor made of artificial spider silk,” and other military armaments; but others have speculated that entire bridges or other pieces of urban infrastructure could someday be woven by goats.

These possibilities become even more strange and promising when we move to materials like concrete.

Concrete Honey

As part of an ongoing collaborative project, NYC-based designer John Becker and I have been looking at the possibility of using bees that have been genetically modified to print concrete. We could call them architectural printheads.

[Image: By John Becker].

Initially inspired by a somewhat willful misreading of a project published under the title “Bees Make Concrete Honey,” John and I began to imagine and illustrate a series of science-fictional scenarios in which a new urban bee species, called Apis caementicium—or cement bees—could be deployed throughout the city as a low-cost way to repair statues and fix architectural ornament, even to produce whole, free-standing structures, such as cathedrals.

[Image: By John Becker].

In a process not unlike that used for the Dewar’s bottle, above, the bees would be given an initial form to work within. Then, buzzing away inside this mold or cast, and additively depositing the ingredients for bio-concrete on the walls, frames, or structures they’ve been attached to, the bees could 3D-print new architectural forms into existence.

This includes, for example, the iconic stone lions found outside the New York Public Library; they’ve been damaged by exposure and human contact, but can now be fixed from within by concrete bees. Think this as a kind of organic caulking.

[Image: By John Becker].

Yet tidy plots such as these invariably spin out of control and things don’t quite go as planned.

Feral Printers

Predictably, these concrete bees eventually escape: first just a few here and there, but then an upstart colony takes hold elsewhere in the city. They breed, speciate, and expand.

Within a few years, as the bees reproduce and thrive, and as their increasingly far-flung colonies grow, people become aware of the scale of the problem: rogue 3D-printing bees have begun to infest the region.

[Image: By John Becker].

They print where they shouldn’t print and, without the direction of their carefully made formwork and molds, what they produce often makes no sense.

They print on signs and phone poles; they take over parks and gardens where they print strange forms on flowers, sealing orchids and roses in masonry shells. Bizarre gardens of hardened geometry form on windowsills and ledges, deep in urban forests and along railways and roads.

[Image: By John Becker].

Tiny fragments of concrete can soon be seen atop plants and door frames, beneath cars and on chain-link fences, coiling up and consuming the sides of structures where they were never meant to be, like kudzu; and, of course, strange bee bodies are found now and again, these little concrete-laden corpses lying in the deep grass of backyards, on parking lots and rooftops.

[Image: By John Becker].

Their fallen bodies, augmented and extraordinary, thus dot the very city they’ve also beautified and improved—this place where they once printed church steeples and apartment ornament, where they fixed cracked statues, sidewalks, and walls.

Of course, other, more adventurous or simply disoriented bees make their way further, hitching inadvertent rides in the holds of planes and cargo ships, mistakenly joining other hives then shipped around the world.

The bees are soon found in Europe, China, and—for reasons never quite clear to materials scientists—throughout India, where, as in the sample image below, they can be seen adding unnecessary ornamentation to temples in Rajasthan. Swarming and uncountable, they busily speck the outside of the building with bulbous and tumid additions no architect would ever have planned.

[Image: By John Becker].

As the bees speciate yet further, and their concrete itself begins to mutate—in some cases, so hard it can only be removed by the toughest drills and demolition equipment, other times more like a slow-drying sandstone incapable of achieving any structure at all—this experiment in animal printheads, these living 3D printers producing architecture and industrial objects, comes to end.

A Bee Amidst The Machines

Most designers learn from the—in retrospect—obvious mistakes that led to these feral printers, returning to more easily controlled inorganic factories and industrial processes. But, even then, on quiet spring days, a tiny buzzing sound can occasionally be heard beneath someone’s front porch, out in the suburban gardens somewhere, deep inside National Parks, and even inside huge machines, where whole automobile assembly lines come shuddering to a halt.

There, within the gears, just doing what it’s used to doing—what we made it do—a tiny family of 3D-printing bees has taken root, leaving errant clumps of concrete wherever they alight.

(Thanks to John Becker for the fun. An earlier version of this post was previously published on Gizmodo).

Roentgen Objects, or: Devices Larger than the Rooms that Contain Them

[Image: Photo courtesy of the Rijksmuseum Amsterdam and the Metropolitan Museum of Art].

A gorgeous exhibition last year at the Metropolitan Museum of Art featured mechanical furniture designed by the father and son team, Abraham and David Roentgen: elaborate 18th-century technical devices disguised as desks and tables.

First, a quick bit of historical framing, courtesy of the Museum itself: “The meteoric rise of the workshop of Abraham Roentgen (1711–1793) and his son David (1743–1807) blazed across eighteenth-century continental Europe. From about 1742 to its closing in the early 1800s, the Roentgens’ innovative designs were combined with intriguing mechanical devices to revolutionize traditional French and English furniture types.”

Each piece, the Museum adds, was as much “an ingenious technical invention” as it was “a magnificent work of art,” an “elaborate mechanism” or series of “complicated mechanical devices” that sat waiting inside palaces and parlors for someone to come along and activate them.

If you can get past the visual styling of the furniture—after all, the dainty little details and inlays perhaps might not appeal to many BLDGBLOG readers—and concentrate instead only on the mechanical aspect of these designs, then there is something really incredible to be seen here.

[Image: Photo courtesy of the Rijksmuseum Amsterdam and the Metropolitan Museum of Art].

Hidden amidst drawers and sliding panels are keyholes, the proper turning of which results in other unseen drawers and deeper cabinets popping open, swinging out to reveal previously undetectable interiors.

But it doesn’t stop there. Further surfaces split in half to reveal yet more trays, files, and shelves that unlatch, swivel, and slide aside to expose entire other cantilevered parts of the furniture, materializing as if from nowhere on little rails and hinges.

Whole cubic feet of interior space are revealed in a flash of clacking wood flung forth on tracks and pulleys.

As the Museum phrases it, Abraham Roentgen’s “mechanical ingenuity” was “exemplified by the workings of the lower section” of one of the desks on display in the show: “when the key of the lower drawer is turned to the right, the side drawers spring open; if a button is pressed on the underside of these drawers, each swings aside to reveal three other drawers.”

And thus the sequence continues in bursts of self-expansion more reminiscent of a garden than a work of carpentry, a room full of wooden roses blooming in slow motion.

[Images: Photos courtesy of the Rijksmuseum Amsterdam and the Metropolitan Museum of Art].

The furniture is a process—an event—a seemingly endless sequence of new spatial conditions and states expanding outward into the room around it.

Each piece is a controlled explosion of carpentry with no real purpose other than to test the limits of volumetric self-demonstration, offering little in the way of useful storage space and simply showing off, performing, a spatial Olympics of shelves within shelves and spaces hiding spaces.

Sufficiently voluminous furniture becomes indistinguishable from a dream.

[Image: Photo courtesy of the Rijksmuseum Amsterdam and the Metropolitan Museum of Art].

What was so fascinating about the exhibition—and this can be seen, for example, in some of the short accompanying videos (a few of which are archived on the Metropolitan Museum of Art’s website)—is that you always seemed to have reached the final state, the fullest possible unfolding of the furniture, only for some other little keyhole to appear or some latch to be depressed in just the right way, and the thing just keeps on going, promising infinite possible expansions, as if a single piece of furniture could pop open into endless sub-spaces that are eventually larger than the room it is stored within.

The idea of furniture larger than the space that houses it is an extraordinary topological paradox, a spatial limit-case like black holes or event horizons, a state to which all furniture makers could—and should—aspire, devising a Roentgen object of infinite volumetric density.

A single desk that, when unfolded, is larger than the building around it, hiding its own internal rooms and corridors.

Suggesting that they, too, were thrilled by the other-worldly possibilities of their furniture, the Roentgens—and I love this so much!—also decorated their pieces with perspectival illusions.

[Image: Photo courtesy of the Rijksmuseum Amsterdam and the Metropolitan Museum of Art].

The top of a table might include, for example, the accurately rendered, gridded space of a drawing room, as if you were peering cinematically into a building located elsewhere; meanwhile, pop-up panels might include a checkerboard reference to other possible spaces that thus seemed to exist somewhere within or behind the furniture, lending each piece the feel of a portal or visual gateway into vast and multidimensional mansions tucked away inside.

The giddiness of it all—at least for me—was the implication that you could decorate a house with pieces of furniture; however, when unfolded to their maximum possible extent, these same objects might volumetrically increase the internal surface area of that house several times over, doubling, tripling, quadrupling its available volume. But it’s not magic or the supernatural—it’s not quadraturin—it’s just advanced carpentry, using millimeter-precise joinery and a constellation of unseen hinges.

[Images: Photos courtesy of the Rijksmuseum Amsterdam and the Metropolitan Museum of Art].

You could imagine, for example, a new type of house; it’s got a central service core lined with small elevators. Wooden boxes, perhaps four feet cubed, pass up and down inside the walls of the house, riding this network of dumbwaiters from floor to floor, where they occasionally stop, when a resident demands it. That resident then pops open the elevator door and begins to unfold the box inside, unlatching and expanding it outward into the room, this Roentgen object full of doors, drawers, and shelves, cantilevered panels, tabletops, and dividers.

And thus the elevators grow, simultaneously inside and outside, a liminal cabinetry both tumescent and architectural that fills up the space with spaces of its own, fractal super-furniture stretching through more than one room at a time and containing its own further rooms deep within it.

But then you reverse the process and go back through in the other direction, painstakingly shutting panels, locking drawers, pushing small boxes inside of larger boxes, and tucking it all up again, compressing it like a JPG back into the original, ultra-dense cube it all came from. You’re like some homebound god of superstrings tying up and hiding part of the universe so that others might someday rediscover it.

To have been around to drink coffee with the Roentgens and to discuss the delirious outer limits of furniture design would have been like talking to a family of cosmologists, diving deep into the quantum joinery of spatially impossible objects, something so far outside of mere cabinetry and woodwork that it almost forms a new class of industrial design. Alas, their workshop closed, their surviving objects today are limited in number, and the exhibition at the Metropolitan Museum of Art is now closed.

Books Received

[Image: Cincinnati Public Library, 1870s; photo via Steve Silberman].

It’s that time of the year again, to take a look at the many, many books that have passed through the halls of BLDGBLOG the past season or two, ranging, as usual, from popular science to fiction, landscape history to the urban future of the refugee camp.

There are some great books included in this round-up, ones I’d love to help find a wider audience—however, as will be clear from a handful of descriptions below, and as is always the case with book round-ups here on BLDGBLOG, I have not read every book included in the following list and not all of them are necessarily new.

However, in all cases, these books are included for the interest of their approach or for their general subject matter, and the wide range of themes present should give anyone at least a few interesting titles to seek out for autumn reading.


1) Exploding the Phone: The Untold Story of the Teenagers and Outlaws Who Hacked Ma Bell by Phil Lapsley (Grove Press)

One of the most enjoyable books of my summer was Exploding the Phone by Phil Lapsley. Lapsley’s history of “phone phreaks,” or people who successfully hacked the early phone networks into giving them free calls to one another and around the world, would read, in a different context, like some strange occult thriller featuring disaffected teenagers tapping into a supernatural world. Weird boxes, unexplained dial tones, and disembodied voices at the end of the line pop up throughout the book, as do surprise cameos from a pre-Apple Steve Wozniak and Steve Jobs.

Teenagers throwing frequencies and sounds at vast machines through telephone handsets managed to unlock another dimension of the phone network, Lapsley explains, a byzantine geography of remote switching centers and international operators. In the process, they helped pave the way for the hackers we know today. I have heard, anecdotally, from a few people who were around and part of these groups at the time, that Lapsley got some of his details wrong, but that didn’t take away from my enjoyment of—or inability to put down—his book. Recommended, and very fun.

2) Robot Futures by Illah Reza Nourbakhsh (MIT Press)

This pamphlet-length book by Carnegie Mellon University’s Illah Reza Nourbakhsh on the future of robotics pays admirable attention to the fundamental problem of even defining what “robotics” is. Better yet, Nourbakhsh prefaces each of his short chapters with fictional interludes exploring speculative scenarios of future robotics gone awry. There is a disturbing vignette in which flying robot toys programmed to recognize human eye contact swarm around and terrify anyone not hiding their gaze behind wearing sunglasses—something the toys’ manufacturer never predicted—as well as a memorable scenario in which new forms of robot-readable graffiti throw entire self-driving traffic systems into a tizzy, making car after car wrongly report that an impenetrable roadblock lies ahead. Call it traffic-hacking.

In the end, Nourbakhsh suggests, robots will prove to be fundamentally different from human beings, and we should be prepared for his. “A robot moving down the street will see in all directions, not simply in front of it like humans,” he writes. “If that robot is connected to a network of video cameras along the street, it will see everywhere on the street, from all angles, the entire time it walks. Imagine this scenario. A not-very-clever robot walking down the street will have access to entire synthesized views of the street—up and down, behind you, down the alley, around the corner—and be able to scroll back through time with perfect fidelity. As you approach this robot, it might be cognitively much dumber than you, but it knows far more about its surroundings than you do. It stops suddenly. What do you do? There is no common ground established between you and this robot, just the fact that you occupy the same sidewalk.”


3) Beyond The Blue Horizon: How The Earliest Mariners Unlocked The Secrets Of The Oceans by Brian Fagan (Bloomsbury Press)

Brian Fagan, an environmental historian known for his books on climate change and civilization, has written a great example of what might be called adventure-history. Beyond the Blue Horizon takes us through roughly twenty thousand—even potentially, depending on how you interpret the archaeological evidence, more than one hundred thousand—years of human seafaring. Every few pages, amidst tales of people sailing in small groups, even drifting, seemingly lost, for days at a time across vast expanses of open water, Fagan makes arresting observations, such as the fact that early Pacific navigators, laden down with seeds and plants, “literally carried their own landscape with them,” he writes.

The importance of the coast in supporting human settlement, and the absolute centrality of the sea—rather than continental interiors—in shaping human history, gives Fagan multiple opportunities to refocus our sense of our own remote past. We are not landed creatures of roads and automobiles, Fagan argues, but a maritime species whose entire childhood and adolescence was spent paddling past unknown coastlines, searching for freshwater rivers and streams—a “world of ceaseless movement,” as he calls it, including now lost islands, deltas, and coasts. Fagan’s brilliance at describing landscapes as they undergo both seasonal changes and variations in climate also applies to his depictions of Earthly geography when sea levels were, for most of the eras described in his book, more than 300 feet lower than it is today. It was another planet—a maritime world—one that humans seem to have lost sight of and forgotten.

4) The Human Shore: Seacoasts in History by John R. Gillis (University of Chicago Press)

John R. Gillis’s look at “seacoasts in history” proves to be compulsively readable, sustaining many long subway rides for me here in New York, although the final few chapters fall off into unnecessarily long quotations from what seems like any random academic source he could find that mentioned the sea. This is too bad, because a shorter, more tightly edited version of this book would be a dream. Gillis is not shy about making outsized claims for revising the history of human civilization. The shore is “the true home of humankind,” he writes, “the original Eden.” He wants Westerners to forget the “terracentric history” they’ve been taught, which is, he points out, simply a historical misunderstanding of where humans actually spent 95%—the number Gillis uses—of their development: on shorelines and coastal islands.

“The book of Genesis would have us believe that our beginnings were wholly landlocked,” he writes, “but it was written at the time that the Hebrews were settling down to an agrarian existence.” Gillis quotes the words of writer Steve Mentz here, who argued that we need “fewer gardens, and more shipwrecks” in our narrative understanding of human prehistory.

Gillis allows his book some intriguing political subthemes. He writes, for example, that “it would be a very long time, almost three hundred years, before Europeans realized the full extent of the Americas’ continental character and grasped the fact that they might have to abandon the ways of seaborne empires for those of territorial states.” He adds, “for the first century or more [of their habitation in the Americas], northern Europeans showed more interest in navigational rights to certain waterways and sea tenures than in territorial possession as such.” Rivers and lakes were the key to ruling North America, for a time; and, seemingly since the interior land rush of U.S. history, the “seaborne” ways of humans, with or without a state to back them, have been forgotten.

As a brief side note, it’s interesting here to look at the Somali pirates so often mythologized in Western media, including the forthcoming Paul Greengrass film Captain Phillips—that stateless, seaborne groups of humans still exist and are the rogue scourge of landed empires (see also The Enemy of All by Daniel Heller-Roazan, etc.).

5) The Great Ocean: Pacific Worlds from Captain Cook to the Gold Rush by Davig Igler (Oxford University Press)

David Igler’s own book on all things anthropologically oceanic focuses solely on the Pacific Ocean, from the first wave of European exploration to early-modern sea trade. Igler, too, finds the land-locked nature of traditional history both claustrophobic and incorrect. “The ‘places’ usually subjected to historical analysis—nations, regions, and localities—have fixed borders enclosing land and thus constitute terrestrial history,” he writes in the book’s introduction. “Historians have far less experience imagining the ways that oceanic space connects people and polities, rather than separating them.” Igler’s larger point—that tides, currents, and winds, even specific ships, are also, in a sense, “places” deserving of historical recognition—animates the rest of the book.

Mankind Beyond Earth: The History, Science, And Future Of Human Space Exploration by Claude A. Piantadosi (Columbia University Press)

6) This book is admittedly quite hampered by its extraordinary practicality: there is very little poetry here, mostly straight talk of musculoskeletal disorders in low gravity and heat-loss from warm bodies in space. We begin on the ground floor, not only with a short and perhaps unnecessary history of the U.S. space program, but with the very basics of human physiology and the mechanics of flight. I suspect, however, that most readers are perfectly willing to jump into the deep end and read what’s on offer in the book’s later chapters: human visits to Mars, to asteroids, to “big planets, dwarf planets, and small bodies,” in Piantadosi’s words, to the “moons of the ice giants” and beyond. Ultimately, though, the book is simply too dry to feel like these later glimpses of “mankind beyond Earth,” as the title teasingly—and, for the most part, misleadingly—promises, are a worthy reward. If you must, one to look for in the local library.


7) Scatter, Adapt, and Remember: How Humans Will Survive a Mass Extinction by Annalee Newitz (Doubleday)

Annalee Newitz, editor-in-chief of io9 and thus, now, a colleague of mine, has exceeded all expectations with the research, depth, and range of this quirkily enthusiastic look at planetary mass extinction. Her early chapters on dinosaurs, plagues, extremophiles, world-altering volcanic eruptions, long geological eras when the Earth was locked in ice, possible human/Neanderthal guerrilla warfare (not to mention inter-breeding), and much more, are like a New Scientist article you hope never ends. It’s an exciting read.

Oddly, though, the central premise of the book—that, through urbanization, human beings will find ways to avoid their own extinction—feels tacked on and unconvincingly developed. If I’m being honest, it feels like Newitz is trying to make more of an ideological point about the political value and cultural centrality of cities today, rather than actually arguing rationally for the possibility that cities will save the human species. This is especially the case if we’re talking about—as, in this book, we are—catastrophic asteroid impacts or the outbreak of a super-virus. This otherwise gripping book thus has a bit of an are-you-serious? feel as it wraps up its final fifty pages or so. While advancing a theory of safety achieved through collective living, urban farming, and social cooperation, Newitz also inadvertently seems to contradict the first command of her book’s title: to scatter. That is, to fling ourselves to the far edges of the universe—to explore, survive, and mutate with the cosmos—not to band together, urbanize, and cooperate.

As such, it seems possible to imagine an identical version of this book—identical, that is, for 200 pages or so—but with a radically differnet ending: one in which truly scattering, adapting ourselves, isolating ourselves, and differentiating our civilizational pursuits—even differentiating our very DNA through evolution in separation—would be the most effective way to avoid human extinction. But that argument, it seems, is ideologically impermissible; it makes you an anti-state survivalist, a cosmic redneck, building bunkers in the Utah desert or on the moons of another world, more Ted Nugent than Stewart Brand.

In any case, putting political arguments like these aside, the book ends with a mind-popper of a quotation. In a conversation with Randii Wessen at the Jet Propulsion Lab in Pasadena, California, Wessen tells Newitz: “Our kids are the last generation who will see no city lights on the Moon.” This is both wonderful and terrible, and as concise a statement as I’ve read anywhere to show the human future rolling on.

8) Five Billion Years of Solitude: The Search for Life Among the Stars by Lee Billings (Current)

Gifted science writer Lee Billings takes us on a search for other Earths—or, more accurately, for habitable “exoplanets” where life like us may or may not have a chance of existing. The book starts off with quite a coup. Billings treats us to a long, at-home visit with astronomer Frank Drake of Drake’s Equation fame: the abstract but reasonable calculation used for decades now to determine whether or not intelligent civilizations might exist elsewhere (and, by extension, how likely it is that humans will find them).

The book is not hard science, it is easy to follow, and Billings is a great writer; his tendency, however, veers toward the humanistic, following the life stories of individual astronomers or physicists here on Earth as they search the outer reaches of the detectable universe for signs of exoplanets.

A sizable diversion late in the book, for example, takes us on a canoe trip far into the Canadian north, past lakes and rivers, with a wary eye on approaching storms, to tell the story of how physicist Sara Seager met and fell in love with one of her colleagues. It is not a short diversion, and you’d be forgiven for thinking that Seager’s canoe trip has little to do with the search for “life among the stars,” as the book’s subtitle suggests. It is at moments like this, as Seager and her partner paddle from one portage to another, that I found myself wondering if the only stories to tell are of other human beings—whether scientists or NASA administrators—then why, in a sense, are we looking for exoplanets at all?

Of course, the book jacket never promised us surreal descriptions of other worlds. But it’s hard not to hope for exactly that: that Billings would focus his considerable rhetorical powers away from our world for a few more chapters and offer those evocative glimpses of Earth-like planets I suspect so many readers will come to his book to find—visions of worlds like ours but magically, cosmically different—and thus communicate the beautiful, poetically irresistible urge to discover them. His introductory descriptions of the formation of our solar system, for instance, are breathtaking, clear, and poetic, and similar passages elsewhere show the pull of the exoplanetary; the narrative structure of the scientist profile seems inadvertently to have focused the bulk of the book’s attention here on Earth, where we are already bound, rather than to let the strange light of the universe shine through more frequently.

But this is like complaining about dessert after a delicious meal. I’ll simply hope that Billings’s next book concentrates more on the inhuman allure so peculiar to astronomy, a field astonishingly rich with worlds mortal humans long to see.

9) Are We Being Watched?: The Search for Life in the Cosmos by Paul Murdin (Thames & Hudson)

The off-putting and sensationalistic title of Paul Murdin’s new book is, thankfully, not a sign of things to come in the text itself. Murdin’s sober yet thrilling look at the history and future of astrobiology is a bright spot in a recent spate of books about the possibility of extraterrestrial life. “The twenty-first century is the century of astrobiology,” he writes in the first sentence of chapter one; indeed, he adds with extraordinary confidence, “this is the era in which we will discover life on other worlds, and learn from it.”

Amidst many interesting tidbits, one worth repeating here actually comes from Murdin’s quotation of paleontologist Simon Conway-Morris. Conway-Morris, referring to the possibility of discovering truly alien life, rightly suggests that we could very well have no idea what we’re looking at. Indeed, he memorably says, these other life forms could be “constructions so unfamiliar that they are only brought home by accident and then inadvertently handed over for curation in a department of mineralogy.” The idea that rocks sitting quietly in a Natural History museum somewhere are actually alien life forms is mind-blowing and but one take-away from this thought-provoking book.

Over the course of Are We Being Watched?, Murdin enjoyably goes all over the place, from amino acids to plate tectonics, to radio-stimulated organic molecules in the atmosphere of Titan. As if channeling H.P. Lovecraft, Murdin at one point writes that, on Jupiter’s ice-covered moon Europa, scientists have seen the same churning processes as witnessed in Antarctica, but, on Europa, “we see the results of this churning as colored stains on ridges of ice at the boundaries of ice floes. Perhaps in these colored stains lie dead creatures, brought up from the depths of the ocean and exposed to view by orbiting spacecraft or landers that can rove over the surface.”

10) Frankenstein’s Cat: Cuddling Up to Biotech’s Brave New Beasts by Emily Anthes (FSG)

Frankenstein’s Cat follows the 21st-century quest to re-engineer biology, to design “the fauna of the future,” as the book promises, or “biotech’s brave new beasts,” where resurrected species, pets with prostheses, and militarized insects crawl through forests of genetically modified trees. At once terrifying and thrilling, and animated in all cases by the gonzo enthusiasm of any science operating at seemingly unstoppable speed, Emily Anthes’s book shows the weird biological breakthroughs that will ultimately create the landscapes of tomorrow: the cities, gardens, parks, oceans, and backyards our descendants will inevitably mistake for nature (and then, eventually, dismiss as mundane).


11) Sweet & Salt: Water And The Dutch by Tracy Metz and Maartje van den Heuvel (NAi Publishers)

Journalist Tracy Metz and art historian Maartje van den Heuvel have teamed up for this collaborative look at “environmental planning” in the Netherlands, with a focus on all things aquatic. While Metz visits the country’s numerous megaprojects and anti-flooding infrastructure to speak with water engineers, “dike wardens,” and other stewards of Holland’s relationship with rain and the sea, van den Heuvel assembles a spectacular catalog featuring visual depictions of waterworks throughout Dutch art history. This is “the visualization of water in art,” as she calls it, revealing “anxieties about flooding” and a deep-rooted infrastructural patriotism inspired by the technical means for controlling that flooding.

Ultimately, the book’s goal is to show how Dutch water management is changing in the face of rising sea levels and climate change, and how “water is coming back into the city,” as Metz writes, changing the nature of contemporary urban design.

12) Dutch New Worlds: Scenarios in Physical Planning and Design in the Netherlands, 1970-2000 by Christian Salewski (010 Publishers)

This well-illustrated history and catalog of large-scale hydrological projects in the Netherlands—and the “Dutch new worlds” those projects helped generate—offers a provocative look at the very idea of infrastructure. Salewski suggests that a nation’s infrastructure is like literature or mythology, a built narrative in which a much larger constellation of dreams and aspirations can be read. “There is no Dutch Hollywood,” Salewski writes, “no cinematic dream machine that constantly processes the current view of the future into easily digestible, mass-consumed science fiction movies. Dutch views into the future are probably best found not in cultural works of literature and art, but in physical planning designs.” That is, in the dams, dikes, levees, and polders the rest of the book goes on to so interestingly describe. Infrastructure, Salewski offers, is one of many ways in which a nation dreams.

13) Bird On Fire: Lessons From The World’s Least Sustainable City by Andrew Ross (Oxford University Press)

Andrew Ross takes a critical look at Phoenix, Arizona, a desert city “sprawling over a thousand square miles, with a population of four and a half million, minimal rainfall, scorching heat, and an insatiable appetite for unrestrained growth and unrestricted property rights.” As the city tries to “green” itself through boosts in public transportation and a more sensible water management strategy—among other things—Ross asks if an urban transformation, something that might save Phoenix from its current parched fate, is even possible.

14) Plutopia: Nuclear Families, Atomic Cities, and the Great Soviet and American Plutonium Disasters by Kate Brown (Oxford University Press)

Kate Brown’s Plutopia creates a horrifying set of conjoined urban twins, so to speak, by both comparing and contrasting the purpose-built plutonium production towns of Richland, Washington, and Ozersk, Russia. These were fully planned and state-supported facilities, yet both were also highly delicate, secret cities—in Ozersk’s case, literally off the map—constantly at risk of nuclear disaster. And disaster, of course, eventually comes.

Brown points out how, between the two of them, Richland and Ozersk released four times the amount of radiation into the environment as the meltdown at Chernobyl, and she tracks the disturbing long-term health and environmental effects in the surrounding regions. In both cases, perhaps cynically, perhaps inspiringly, these polluted regions have become nature reserves.

In a particularly troubling anecdote from the final chapter, referring to the experience of Richland, Brown points out that “periodically deer and rabbits wander from the preserve and leave radioactive droppings on Richland’s lawns,” but also, more seriously, that multiple wineries have sprung up perilously close to the hazard zone, “near the mothballed plutonium plant.” While sipping wine at one of those very vineyards, Brown tries to talk to the locals about the potential for radiation in the soil—and, thus, in the wine—but, unsurprisingly, they react to her questions “testily.”

These carefully manicured utopian towns, like scenes from The Truman Show crossed with Silkwood, with their dark role in the state production of plutonium, give us the “Plutopia” of the book’s title. Ozersk and Richland are “citadels of plutonium,” she writes, instant cities of the atomic age.


15) From Camp To City: Refugee Camps of the Western Sahara by Manuel Herz (Lars Müller Publishers)

Based on original research from a studio taught at the ETH in Zurich, architect Manuel Herz has assembled this fascinating and important guide to the urban and quasi-urban structures of refugee camps. Focusing specifically on camps in extreme southwest Algeria, populated by people fleeing from conflict in the Western Sahara, these camps are, Herz suggests, Western instant urbanism stripped bare, the city shown at its factory presets, revealing the infrastructural defaults and basic political conditions of the modern metropolis. They are “the spatial manifestation of the state of exception,” he writes, citing Giorgio Agamben, mere “holding areas” in which urban forms slowly take shape and crystallize. The camps are where, Herz writes, “Architecture and planning becomes [sic] a replacement for a political solution.”

From the architecture of the tents themselves to the delivery infrastructures that bring water, food, and other vital goods to their inhabitants, to culturally specific spatial accouterments, like carpets and curtains, Herz shows how the camps manage to become cities almost in spite of themselves, and how these cities then offer something like training grounds for future nations to come. In Herz’s own words, “the camps act also as a training phase, during which the Sahrawi society [of the Western Sahara] can develop ideas and concepts of what system of education they want to establish, and learn about public health and medical service provision. The camps become a space where nation-building can be learned and performed, to be later transferred to their original homeland, if it becomes available in the future.”

This idea of the state-in-waiting—and its ongoing spatial rehearsal in the form of emergency camps—runs throughout the book, which is also a detailed, full-color catalog of almost every conceivable spatial detail of life in these refugee camps. In the process, Herz and his team have assembled a highly readable and deeply fascinating look at urbanism in its most exposed or raw condition. “In the blazing sun of the Sahara Desert,” he concludes, “we can observe the birth of the urban condition with a clarity and crispness almost unlike anywhere else in the world.”

16) Roman Disasters by Jerry Toner (Polity)

Cambridge Classicist Jerry Toner had described his wide range of interests as being centered on the notion of “history from below.” He has written prolifically about ancient Rome, in particular, from several unexpected points of view, including popular culture in antiquity, the smellscape of early Christianity, and an currently in-progress work on crime in the ancient metropolis.

Roman Disasters looks specifically at imperial disaster-response, including earthquakes, volcanic eruptions, catastrophic fires, warfare, and disease. Toner describes how the abstract notion of risk was first formulated and understood; the role of religious prophecy in “imagining future disaster”; and halting, ultimately unsuccessful attempts to construct a fireproof metropolis, such as the widening of city streets and the creation of a semi-permanent Roman fire brigade.

Very much a history, rather than a page-turner directed at a popular audience, Roman Disasters nonetheless offers a compelling and unexpected look at the ancient world, one peppered with refugee camps, tent cities, and displaced populations all looking for—and not necessarily finding—imperial beneficence.

17) Picking Up: On the Streets and Behind the Trucks with the Sanitation Workers of New York City by Robin Nagle (FSG)

Robin Nagle is an “anthropologist-in-residence” at the NYC Department Sanitation. Picking Up is her document of that incredible—and strange—backstage pass to the afterlife of the city, where all that we discard or undervalue simply gets tossed to the curb. Nagle tags along with, interviews, and reveals the “garbage faeries” who rid our streets of the unwanted detritus of everyday life, whether trash or snow. In the process, she’s written a kind of narrative map or oral history of another New York, one with its own flows and infrastructure, and one that exists all but invisibly alongside the one we inhabit everyday.

18) Factory Towns of South China: An Illustrated Guidebook edited by Stefan Al (Hong Kong University Press)

Architect Stefan Al, currently teaching at the University of Pennsylvania, leads a team of researchers to the Pearl River Delta, the “factory of the world,” to explore how people live and—even more—how they work in the region. A fascinating glimpse at the “self-contained world” of what amounts to corporate-industrial urbanism, the book nonetheless feels very much like a book assembled by architects who had a grant for producing a publication: it is heavy on comparative infographics, layered images, pie charts, and small-print introductory essays, all on coated paper resistant to underlining. The subject matter is fascinating, but the book is ultimately of less use than, say, sending Robin Nagle to visit these “factory towns of south China,” reporting back about the complicated lives and material cultures found there.


19) Ruin Nation: Destruction And The American Civil War by Megan Kate Nelson (University of Georgia Press)

Megan Kate Nelson’s Ruin Nation is a kind of Piranesian guide to the Civil War ruins of American cities of the 19th century. The book is a bit slow and overly cautious in its descriptions, but it is remarkable for a specific focus on architectural ruins following the Civil War. “Architectural ruins—cities and houses—dominated the stories that soldiers and civilians told about the Civil War,” she writes in the book’s introduction, a time when whole cities were reduced to “lone chimneys” amidst the smoke and obliteration of urban warfare. We often hear—especially post-9/11—that Americans have never really experienced war and destruction on their own soil, but Nelson’s book convincingly and devastatingly shows how inaccurate a statement that is.

20) Line In The Sand: A History Of The U.S.-Mexico Border by Rachel St. John (Princeton University Press)

Heading west from the Gulf Coast, the U.S.-Mexico border takes an unexpected turn when you get past El Paso, Texas—that is, by not really turning at all. The border instead becomes a series of abnormally, mathematically straight lines, cutting, with only a few diversions north and south, all the way to the Pacific Ocean. It thus no longer follows any natural feature, such as the Rio Grande River.

But why is the border exactly here, and why the rigid, linear path that it takes? Rachel St. John’s “history of the western U.S.-Mexico border” looks at sovereignty, surveying, geography, diplomacy, war, conquest, and private property to piece together the tangled story of this “line in the sand” and the people (and economies) it has divided. Line in the Sand—which often has the ungainly feel of a Ph.D. thesis later edited into a book—ends with a critical look at the “operational security” falsely promised by a border fence, and a more hopeful look at mutations of the border region yet to come.

21) The Earthquake Observers: Disaster Science From Lisbon To Richter by Deborah R. Coen (University of Chicago Press)

Deborah Coen’s Earthquake Observers looks at the history of seismology—or the study of earthquakes—but, more specifically, seismology’s transition from something like a folk art of human observation to an instrumented science. It is a consistently interesting book, so much so that I invited Coen to speak to my class at Columbia last semester.

The book includes a great deal worth mentioning here, from the gender of early earthquake observers—writing, for example, specifically in reference to early-modern domesticity, that “a quiet, housebound lifestyle and close attention to the arrangement of domestic objects put many bourgeois women in an excellent position to detect tremors”—to the literally geopolitical effects of earthquakes. In the latter case, a state of emergency following catastrophic seismic events helped to influence 20th-century legal theory as well as to challenge accepted hierarchies of what it means for a state to respond. “Particularly in the Balkans,” she writes, “earthquakes called into question the political framework that tied the monarchy’s fringes to its two capitals: which level of the state’s intricate web of governance would respond?”

John Muir, the San Francisco earthquake of 1906, and the study of earthquake-related traumas, or “seismopathology,” all make their appearance in Coen’s study of how seismology became both modern and scientific.


22) From Roof To Table: Photographs By Rob Stephenson by Rob Stephenson (Design Trust for Public Space)

This magazine-style pamphlet of images by photographer Rob Stephenson documents urban farming efforts—not necessarily limited to roofs—across New York City. Plots of land beside empty brick warehouses, backyards, and even university labs bloom with fruits and vegetables in Stephenson’s full-color shots. “With the influx of people to cities and a continuing rise in the financial and environmental costs of shipping food, the widespread and large-scale adoption of urban agriculture seems inevitable,” Stephenson writes in an accompanying project description. “New York City, with its network of backyard vegetable plots, community gardens and rooftop farms, is at the forefront of this transformation.”

23) The Hermit in the Garden: From Imperial Rome to Ornamental Gnome by Gordon Campbell (Oxford University Press)

Gordon Campbell’s history of the garden hermit attempts to discover why the phenomenon of the live-in hermit—an actual human being, installed in a landscaped garden, acting as a form of living ornament—arose at all. Along the way, he explores what architectural structures these hermits required and the cultural motifs their strange roles kicked off. “Who were these people?” Campbell asks. “Why did landowners think it appropriate to have them in their gardens? What function did they serve?”


24) Out of the Mountains: The Coming Age of the Urban Guerrilla by David Killcullen (Oxford University Press)

Military strategist David Kilcullen takes on the urban future of war, arguing that armed conflict will occur more often, and with increasingly devastating effects, in cities. If the future is such that, in his words, “all aspects of human life—including, but not only, conflict, crime and violence—will be crowded, urban, networked and coastal,” then it only makes sense to attempt to make sense of this, both sociologically and from the perspective of the military.

Citing everything from Richard Norton’s revolutionary notion of the “feral city” to Mike Davis’s Planet of Slums—Davis, in fact, blurbs the book—Kilcullen has written a must-read for anyone unconvinced by the rosy take on cities and their triumphant future currently dominating the best-seller list.

25) Rise of the Warrior Cop: The Militarization of America’s Police Forces by Radley Balko (PublicAffairs)

Radley Blako’s libertarian take on the “militarization of America’s police forces” is more Rand Paul than ACLU, if you will, but it’s a worthy read for all sides of the political debate. It opens with the jarring rhetorical question, “Are cops constitutional?” And it goes on from there to discuss legal debates on federal power and the 3rd and 4th Amendments, a short history of military tactics creeping into the U.S. police arsenal following urban riots in Watts, the rise of reality TV shows seemingly encouraging police belligerence, the War on Drugs, the Occupy Movement, today’s all but ubiquitous Taser (and its abuse), no-knock raids, and more.

If you’re interested in cities, you should also be interested in how those cities are policed, and this is as interesting a place as any to start digging.

26) Manhunts: A Philosophical History by Grégoire Chamayou (Princeton University Press)

I picked up a copy of this book after an interesting, albeit brief, email exchange with L.A. Times architecture critic Christopher Hawthorne, who described a shift from the high-speed chase (that is, a large amount of space covered at high speed) to the manhunt (or a limited space studied with incredible intensity).

I’ve written about Hawthorne’s observation at greater length in my own forthcoming book about crime and architecture, and, while researching that book, I thought Grégoire Chamayou’s Manhunts would be a helpful reference. It was not, if I’m being honest, but it is, nonetheless, a striking work on its own terms: a history of what it means to hunt human beings, from runaway slaves and “illegal aliens” to Jews in World War II. He calls this an “anthropology of the predator”—“a history and a philosophy of hunting powers and their technologies of capture”—wherein the prey subject to destruction is a banished or shunned human being, terrifyingly relegated to the status of animal.

27) Rogue Male by Geoffrey Household (New York Review of Books Classics)

This strange, quite short, and very readable novel, recently brought back into print by the New York Review of Books, tells the story of a British political agent who fails in his attempt to assassinate an unnamed German political leader (who is, clearly, Adolf Hitler). The man flees Germany for the comparative safety of England, only to be relentlessly—and, as it happens, successfully—hunted by German agents intent on revenge.

It both does and does not spoil the rest of the book to reveal that the hunted man literally goes to ground, terrestrializing himself by digging a burrow in the Earth and hiding out there amidst the mud, the exposed tree roots, the darkness, and his own waste, sleeping unwashed in a humiliating cave of his own making, his clothes rotten, his feet swollen by rain, living underground at the side of a small lane in Britain’s agrarian hinterland. When he is found—and he is found—what could descend into a Rambo-like scene of violence and retaliation instead offers something that is still violent but far stranger, as this nearly worldchanging political actor, a failed assassin who could have changed the 20th century, finds a way to escape his grotesque and feral state.

Have a good autumn, and enjoy the books.

* * *

All Books Received: August 2015, September 2013, December 2012, June 2012, December 2010 (“Climate Futures List”), May 2010, May 2009, and March 2009.

(Thanks to Dan Bergevin for my copy of Out of the Mountains).

Sim City: An Interview with Stone Librande

[Image: Screenshot of our own SimCity—called, for reasons that made sense at the time, We Are The Champignons—after three hours of game play].

(This interview was originally published on Venue).

In the nearly quarter-century since designer Will Wright launched the iconic urban planning computer game, SimCity, not only has the world’s population become majoritatively urban for the first time in human history, but interest in cities and their design has gone mainstream.

Once a byword for boring, city planning is now a hot topic, claimed by technology companies, economists, so-called “Supermayors,” and cultural institutions alike as the key to humanity’s future. Indeed, if we are to believe the hype, the city has become our species’ greatest triumph.

[Image: A shot from photographer Michael Wolf‘s extraordinary Architecture of Density series, newly available in hardcover].

In March 2013, the first new iteration of SimCity in a decade was launched, amidst a flurry of critical praise mingled with fan disappointment at Electronic Arts’ “always-online” digital rights management policy and repeated server failures.

A few weeks before the launch, Venue—BLDGBLOG’s ongoing collaboration with Edible Geography‘s Nicola Twilley, supported by the Nevada Museum of Art‘s Center for Art + Environment—had the opportunity to play the new SimCity at its Manhattan premiere, during which time we feverishly laid out curving roads and parks, drilled for oil while installing a token wind turbine, and tried to ignore our city’s residents’—known as Sims—complaints as their homes burned before we could afford to build a fire station.


We emerged three hours later, blinking and dazed, into the gleaming white and purple lights of Times Square, and were immediately struck by the intensity of abstraction required to translate such a complex, dynamic environment into a coherent game structure, and the assumptions and values embedded in that translation.

Fortunately, the game’s lead designer, Stone Librande, was happy to talk with us further about his research and decision-making process, as well as some of the ways in which real-world players have already surprised him. We spoke to him both in person and by telephone, and our conversation appears below.

• • •


Nicola Twilley: I thought I’d start by asking what sorts of sources you used to get ideas for SimCity, whether it be reading books, interviewing urban experts, or visiting different cities?

Stone Librande: From working on SimCity games in the past, we already have a library here with a lot of city planning books. Those were really good as a reference, but I found, personally, that the thing I was most attracted to was using Google Earth and Google Street View to go anywhere in the world and look down on real cities. I found it to be an extremely powerful way to understand the differences between cities and small towns in different regions.

Google has a tool in there that you can use to measure out how big things are. When I first started out, I used that a lot to investigate different cities. I’d bring up San Francisco and measure the parks and the streets, and then I’d go to my home town and measure it, to figure out how it differed and so on. My inspiration wasn’t really drawn from urban planning books; it was more from deconstructing the existing world.

Then I also really got into Netflix streaming documentaries. There is just so much good stuff there, and Netflix is good at suggesting things. That opened up a whole series of documentaries that I would watch almost every night after dinner. There were videos on water problems, oil problems, the food industry, manufacturing, sewage systems, and on and on—all sorts of things. Those covered a lot of different territory and were really enlightening to me.


Geoff Manaugh: While you were making those measurements of different real-world cities, did you discover any surprising patterns or spatial relationships?

Librande: Yes, definitely. I think the biggest one was the parking lots. When I started measuring out our local grocery store, which I don’t think of as being that big, I was blown away by how much more space was parking lot rather than actual store. That was kind of a problem, because we were originally just going to model real cities, but we quickly realized there were way too many parking lots in the real world and that our game was going to be really boring if it was proportional in terms of parking lots.

Manaugh: You would be making SimParkingLot, rather than SimCity.

Librande: [laughs] Exactly. So what we do in the game is that we just imagine they are underground. We do have parking lots in the game, and we do try to scale them—so, if you have a little grocery store, we’ll put six or seven parking spots on the side, and, if you have a big convention center or a big pro stadium, they’ll have what seem like really big lots—but they’re nowhere near what a real grocery store or pro stadium would have. We had to do the best we could do and still make the game look attractive.

[Image: Using the zoning tool for the city designed by We Are the Champignons].

Twilley: I’d love to hear more about the design process and how you went about testing different iterations. Did you storyboard narratives for possible cities and urban forms that you might want to include in the game?

Librande: The way the game is set up, it’s kind of infinite. What I mean by that is that you could play it so many different ways that it’s basically impossible to storyboard or have a defined set of narratives for how the player will play it.

[Images: Stone Librande’s storyboards for “Green City” and “Mining City” at the start of play].

Instead, what I did was that I came up with two extreme cases—around the office we call them “Berkeley” and “Pittsburgh,” or “Green City” and “Dirty City.” We said, if you are the kind of player who wants to make utopia—a city with wind power, solar power, lots of education and culture, and everything’s beautiful and green and low density—then this would be the path you would take in our game.

But then we made a parallel path for a really greedy player who just wants to make as much money as possible, and is just exploiting or even torturing their Sims. In that scenario, you’re not educating them; you’re just using them as slave labor to make money for your city. You put coal power plants in, you put dumps everywhere, and you don’t care about their health.

[Image: Stone Librande’s storyboard for “Green City” at mid-game].

I made a series of panels, showing those two cities from beginning to late stage, where everything falls apart. Then, later on, when we got to multiplayer, I joined those two diagrams together and said, “If both of these cities start working together, then they can actually solve each other’s problems.”

The idea was to set them up like bookends—these are the extremes of our game. A real player will do a thousand things that fall somewhere in between those extremes and create all sorts of weird combinations. We can’t predict all of that.

Basically, we figured that if we set the bookends, then we would at least understand the boundaries of what kind of art we need to build, and what kind of game play experiences we need to design for.

[Image: Stone Librande’s storyboard for “Mining City” at mid-game].

Twilley: In going through that process, did you discover things that you needed to change to make game play more gripping for either the dirty city or the clean city?

Librande: It was pretty straightforward to look at Pittsburgh, the dirty city, and understand why it was going to fail, but you have to try to understand why the clean one might fail, as well. If you have one city—one path—that always fails, and one that always succeeds, in a video game, that’s really bad design. Each path has to have its own unique problems.

What happened was that we just started to look at the two diagrams side-by-side, and we knew all the systems we wanted to support in our game—things like power, utilities, wealth levels, population numbers, and all that kind of stuff—and we basically divided them up.

We literally said: “Let’s put all of this on this side over in Pittsburgh and the rest of it over onto Berkeley.” That’s why, at the very end, when they join together, they are able to solve each other’s problems because, between the two of them, they have all the problems but they also have all the answers.

[Image: Stone Librande’s storyboard for the “Green City” and “Mining City” end-game symbiosis].

Twilley: One thing that struck me, after playing, was that you do incorporate a lot of different and complex systems in the game, both physical ones like water, and more abstract ones, like the economy. But—and this seems particularly surprising, given that one of your bookend cities was nicknamed Berkeley—the food system doesn’t come into the game at all. Why not?

Librande: Food isn’t in the game, but it’s not that we didn’t think about it—it just became a scoping issue. The early design actually did call for agriculture and food systems, but, as part of the natural process of creating a video game, or any situation where you have deadlines and budgets that you have to meet, we had to make the decision that it was going to be one of the things that the Sims take care of on their own, and that the Mayor—that is, the player—has nothing to do with it.

I watched some amazing food system documentaries, though, so it was really kind of sad to not include any of that in the game.

[Image: Data layer showing ore deposits].

[Image: Data layer showing happiness levels. In SimCity, happiness is increased by wealth, good road connections, and public safety, and decreased by traffic jams and pollution].

Manaugh: Now that the game is out in the world, and because of the central, online hosting of all the games being played right now, I have to imagine that you are building up an incredible archive of all the decisions that different players have made and all the different kind of cities that people have built. I’m curious as to what you might be able to make or do with that kind of information. Are you mining it to see what kinds of mistakes people routinely make, or what sorts of urban forms are most popular? If so, is the audience for that information only in-house, for developing future versions of SimCity, or could you imagine sharing it with urban planners or real-life Mayors to offer an insight into popular urbanism?

Librande: It’s an interesting question. It’s hard to answer easily, though, because there are so many different ways players can play the game. The game was designed to cover as many different play patterns as we could think of, because our goal was to try to entertain as many of the different player demographics as we could.

So, there are what we call “hardcore players.” Primarily, they want to compete, so we give them leader boards and we give them incentives to show they are “better” than somebody else. We might say: “There’s a competition to have the most people in your city.” And they are just going to do whatever it takes to cram as many people into a city as possible, to show that they can win. Or there might be a competition to get the most rich people in your city, which requires a different strategy than just having the most people. It’s hard to keep rich people in a city.

Each of those leader boards, and each of those challenges, will start to skew those hardcore people to play in different ways. We are putting the carrot out there and saying: “Hey, play this way and see how well you can do.” So, in that case, we are kind of tainting the data, because we are giving them a particular direction to go in and a particular goal.

On the other end of the spectrum, there are the “creative players” who are not trying to win—they are trying to tell a story. They are just trying to create something beautiful. For instance, when my wife plays, she wants lots of schools and parks and she’s not at all concerned with trying to make the most money or have the most people. She just wants to build that idealized little town that she thinks would be the perfect place to live.

[Image: A regional view of a SimCity game, showing different cities and their painfully small footprints].

So, getting back to your question, because player types cover such a big spectrum, it’s really hard for us to look at the raw data and pull out things like: “This is the kind of place that people want to live in.” That said, we do have a lot of data and we can look at it and see things, like how many people put down a park and how many people put in a tram system. We can measure those things in the aggregate, but I don’t think they would say much about real city planning.

Twilley: Building on that idea of different sorts of players and ways of playing, are there a variety of ways of “winning” at SimCity? Have you personally built cities that you would define as particularly successful within the game, and, if so, what made them “winners”?

Librande: For sure, there is no way to win at SimCity other then what you decide to put into the game. If you come in with a certain goal in mind—perhaps, say, that you want a high approval rating and everyone should be happy all the time— then you would play very differently than if you went in wanting to make a million dollars or have a city with a million people in it.

As far as my personal city planning goes, it has varied. I’ve played the game so much, because early on I just had to play every system at least once to understand it. I tried to build a power city, a casino city, a mining city—I tried to build one of everything.

Now that I’m done with that phase, and I’m just playing for fun at home, I’ve learned that I enjoy mid-density cities much more then high-density cities. To me, high-density cities are just a nightmare to run and operate. I don’t want to be the mayor of New York; I want to be the mayor of a small town. The job is a lot easier!

Basically, I build in such a way as to not make skyscrapers. At the most, I might have just one or two because they look cool—but that’s it.

[Image: Screenshot from SimCity 4].

Manaugh: I’m curious how you dealt with previous versions of SimCity, and whether there was any anxiety about following that legacy or changing things. What are the major innovations or changes in this version of the game, and what kinds of things did you think were too iconic to get rid of?

Librande: First of all, when we started the project, and there were just a few people on the team, we all agreed that we didn’t want this game to be called SimCity 5. We just wanted to call it SimCity, because if we had a 5 on the box, everybody would think it had to be SimCity 4 with more stuff thrown in. That had the potential to be quite alienating, because SimCity 4 was already too complicated for a lot of people. That was the feedback we had gotten.

Once we made that title decision, it was very liberating—we felt like, “OK, now we can reimagine what the brand might be and how cities are built, almost from scratch.”

Technically, the big difference is the “GlassBox” engine that we have, in which all the agents promote a bottom-up simulation. All the previous SimCity games were literally built on spreadsheets where you would type a number into a grid cell, and then it propagated out into adjacent grid cells, and the whole city was a formula.

SimCity 4 was literally prototyped in Excel. There were no graphics—it was just a bunch of numbers—but you could type a code that represented a particular type of building and the formulae built into the spreadsheet would then decide how much power it had and how many people would work there. It just statically calculated the city as if it were a bunch of snapshots.

[Image: A fire breaks out in the city designed by We Are The Champignons].

Because our SimCity—the new SimCity—is really about getting these agents to move around, it’s much more about flows. Things have to be in motion. I can’t look at anybody’s city as a screenshot and tell you what’s going on; I have to see it live and moving before I can fully understand if your roads are OK, if your power is flowing, if your water is flowing, if your sewage is getting dumped out, if your garbage is getting picked up, and so on. All that stuff depends on trucks actually getting to the garbage cans, for example, and there’s no way to tell that through a snapshot.

[Image: Sims queue for the bus at dawn].

Once we made that decision—to go with an agent-driven simulation and make it work from the bottom up—then all the design has to work around that. The largest part of the design work was to say: “Now that we know agents are going to run this, how do schools work with those agents? How do fire and police systems work with these agents? How do time systems work?” All the previous editions of SimCity never had to deal with that question—they could just make a little table of crimes per capita and run those equations.

Manaugh: When you turned things over to the agents, did that have any kind of spatial effect on game play that you weren’t expecting?

Librande: It had an effect, but it was one that we were expecting. Because everything has to be in motion, we had to have good calculations about how distance and time are tied together. We had to do a lot of measurements about how long it would really take for one guy to walk from one side of the city to the other, in real time, and then what that should be in game time—including how fast the cars needed to move in relationship to the people walking in order to make it look right, compared to how fast would they really be moving, both in game time and real time. We had all these issues where the cars would be moving at eighty miles an hour in real time, but they looked really slow in the game, or where the people were walking way, way too fast, but actually they were only walking at two miles an hour.

We knew this would happen, but we just had to tweak the real-life metrics so that the motion and flow look real in the game. We worked with the animators, and followed our intuition, and tried to mimic the motion and flow of crowds.

[Image: We Are The Champignons’ industrial zone, carefully positioned downwind of the residential areas].

In the end, it’s not one hundred percent based on real-life metrics; it just has to look like real life, and that’s true throughout the game. For example, if we made the airport runways actual size, they would cover up the entire city. Those are the kinds of things where we just had to make a compromise and hope that it looked good.

Twilley: Actually, one of the questions we wanted to ask was about time in the game. I found it quite intriguing that there are different speeds that you can choose to play at, but then there’s also a distinct sense of the phases of building a city and how many days and nights have to pass for certain changes to occur. Did you do any research into how fast cities change and even how the pace of city life is different in different places?

Librande: We found an amazing article about walking speeds in different cities. That was something I found really interesting. In cities like New York, people walk faster, and in medium-sized or small towns, they walk a lot slower. At one point, we had Sims walking faster as the city gets bigger, but we didn’t take it that far in the final version.


I know what you are talking about, though: in the game, bigger cities feel a lot busier and faster moving. But there’s nothing really built into the game to do that; it’s just the cumulative effect of more moving parts, I guess. In kind of a counter-intuitive way, when you start getting big traffic jams, it feels like a bigger, busier city even though nothing is moving—it’s just to do with the way we imagine rush-hour gridlock as being a characteristic of a really big city.

The fact that there’s even a real rush hour shows how important timing is for an agent-based game. We spent a lot of time trying to make the game clock tick, to pull you forward into the experience. In previous SimCities, the day/night cycle was just a graphical effect—you could actually turn it off if you didn’t like it, and it had no effect on the simulation. In our game, there is a rush hour in the morning and one at night, there are school hours, and there are shopping hours. Factories are open twenty-four hours a day, but stores close down at night, so different agents are all working on different schedules.


The result is that you end up getting really interesting cycles—these flows of Sims build up at certain times and then the buses and streets are empty and then they build back up again. There’s something really hypnotic about that when you play the game. I find myself not doing anything but just watching in this mesmerized state—almost hypnotized—where I just want to watch people drive and move around in these flows. At that point, you’re not looking at any one person; you’re looking at the aggregate of them all. It’s like watching waves flow back and forth like on a beach.

For me, that’s one of the most compelling aspects of our game. The timing just pulls you forward. We hear this all the time—people will say, “I sat down to play, and three hours had passed, and I thought, wait, how did that happen?” Part of that is the flow that comes from focusing, but another part of it is the success of our game in pulling you into its time frame and away from the real-world time frame of your desk.


Twilley: Has anything about the way people play or respond to the game surprised you? Is there anything that you already want to change?

Librande: One thing that amazed me is that, even with the issues at the launch, we had the equivalent of nine hundred man-years put into SimCity in less than a week.

Most of the stuff that people are doing, we had hoped or predicted would happen. For example, I anticipated a lot of the story-telling and a lot of the creativity—people making movies in the cities, and so on—and we’re already seeing that. YouTube is already filled with how-to videos and people putting up all these filters, like film noir cities, and it’s just really beautiful.

[Video: SimCity player Calvin Chan’s film noir montage of his city at night].

The thing I didn’t predict was that, in the first week, two StarCraft players—that’s a very fast-paced space action game, in case you’re not familiar with it, and it’s fairly common for hardcore players to stream their StarCraft battles out to a big audience—decided to have a live-streamed SimCity battle against each other. They were in a race to be the first to a population of 100,000; they live-streamed their game; and there were twenty thousand people in the chat room, cheering them on and typing in advice—things like “No, don’t build there!” and “ What are you doing—why are you putting down street cars?” and “Come on, dude, turn your oil up!” It was like that, nonstop, for three hours. It was like a spectator sport, with twenty thousand people cheering their favorite on, and, basically, backseat city planning. That really took me by surprise.

I’m not sure where we are going to go with that, though, because we’re not really an eSport, but it seems like the game has the ability to pull that out of people. I started to try to analyze what’s going on there, and it seems that if you watch people play StarCraft and you don’t know a lot about it, your response is going to be something like, “I don’t know what I’m looking at; I don’t know if I should be cheering now; and I don’t know if what I just saw was exciting or not.”

But, if you watch someone build a city, you just know. I mean, I don’t have to teach you that putting a garbage dump next to people’s houses is going to piss them off or that you need to dump sewage somewhere. I think the reason that the audience got so into it is that everyone intuitively knows the rules of the game when it comes to cities.

• • •

For more Venue interviews, on human interactions with the built, natural, and virtual environments, check out the Venue website in full.