This is a really cool channel concept, and a great conduit for talking about game design in a non-technical, approachable, but still very in depth way. You have a great ability to move through design/philosophy concepts efficiently, with just enough context clues/definition for the more obscure references without bogging down the script. Hope you find exposure soon! (found u through tiktok btw)
You say you don't see difference in the "districts" of city even though there are 4 styles in night city. If what you showed in this video is all you saw so far then there's still a lot of the city to explore. Santo Domingo, Pacifica, these are even poorer districts than watson you start in. Check out Rancho Coronado
Thanks for watching! I do love the different districts, especially Pacifica, but the issue is that from a purely architectural perspective those buildings could all be designed and built today - and the ones that can't (corpo plaza stuff) look cheap and unresolved. The districts are all distinguished well in terms of graffiti, color scheme, weather patterns, etc.
Hey man thanks to u i decided to start my architecture 'n videogame project, that i was thinking about since 2 years. U motivated me a lot, ur contenent is fire! Cheers and greating from italy
Amazing video!! It's so good to see some Architecture content, even more on videogames, where it is something so important, and sometimes neglected/overlooked!! Can't wait to see more!
“Capital has the ability to subsume all critiques into itself”, your thoughtful observations reminded me of this quote, it’s from Disco Elysium, I’d love to hear your take on the City of Revachol!
wow thats awesome, didn't know that kind of message would be inside a game like that. I've had a lot of requests for Disco Elysium and it is on the list! Thanks for suggesting!
I think your estimation of V's apartment space is wildly off, for two reasons. First, I'm not entirely sure the methodology you used to determine the size of the tiles in V's apartment, but I think 14" vertex-to-vertex is much too large. A hexagon with a vertex-to-vertex length of 14" would have a side length of 7", and a side-to-side length of 12.1244". If you look at the floor directly in front of V's door, you can see that its width is approximately 2.25 vert-to-vert lengths and 2.5 side lengths. Using 14" and 7" accordingly, that would make their door 49" wide, or 13" wider than a standard exterior door width of 36". If we base the tile size off the standard 36" door width, we can use the following: 36 = 2.25 * V2V + 2.5 * S SL = 1/2 * V2V So: 36 = 3.5 * V2V Giving us: V2V = 10.28" S = 5.14" S2S = 8.9027" Second, I think you did your area calculation incorrectly. The number you got (1,345sqft) is what you'd get if you had square tiles with sides of 14", but these are not squares. The apartment is 29 tiles wide (15xV2V, 14xS), and 34 long (all S2S). Using your 14"/7"/12.1244" measurements, it would be: (((15 * 14) + (14 * 7)) * (34 * 12.1244)) / 144 = 881.7133 square feet. Using my 10.28"/5.14"/8.9027" measurements, it would be: (((15 * 10.28) + (14 * 5.14)) * (34 * 8.9027)) / 144 = 475.3943 square feet. I agree with you that the apartment is way too big for V's station, considering they're a single person living alone in a megabuilding, but it's definitely no 1,345 square feet, even including the bathroom/stash/bedroom pods.
I can't understand how many NPC-s are walking from one corner of the street to another, then walk back, and repeat, all day long! This is not a scripted AI, this is an example of super rich NPC-s, never working, and never visiting the WC. It's breathtaking...
"The worst thing architecture can be is ineffectual" was what a professor of mine told me once. At that time, I thought it was some pretentious gobbledygook. Now after a few years in practice, I understand; for an ineffectual architecture is, ipso facto, the defender of whatever values, material or ephemeral, that the owners and requisitioners of the building will end up making it.
8:41 if capitalism had really fully taken over the urban space of Night City, you wouldn't have these tight markets filled with stalls, you'd have giant highways where all the shops are drive throughs. Capitalism favours cars. Public spaces that're split into multiple smaller bits is much more enjoyable for humans though.
I think in this version of capitalism, the owner class and peasant class have separated and the people don't really have cars anymore. The actual lore of the game says there was some kind of environmental disaster so the city was rebuilt, maybe most people couldn't afford cars or fuel so they densified. Thanks for watching and sharing your thoughts!
Your speech through out the video comes off a bit stiff especially in contrast to your stream highlights, but the content was still interesting! Keep up the videos, I'm sure if you keep up the work you'll make it big
Thank you and I appreciate the feedback. Definitely still working on my editing and footage workflows to get more consistent. I hope you're right! Cheers
This is a really cool channel concept, and a great conduit for talking about game design in a non-technical, approachable, but still very in depth way. You have a great ability to move through design/philosophy concepts efficiently, with just enough context clues/definition for the more obscure references without bogging down the script. Hope you find exposure soon! (found u through tiktok btw)
Thank you so much C!!!
You say you don't see difference in the "districts" of city even though there are 4 styles in night city. If what you showed in this video is all you saw so far then there's still a lot of the city to explore. Santo Domingo, Pacifica, these are even poorer districts than watson you start in. Check out Rancho Coronado
Thanks for watching! I do love the different districts, especially Pacifica, but the issue is that from a purely architectural perspective those buildings could all be designed and built today - and the ones that can't (corpo plaza stuff) look cheap and unresolved. The districts are all distinguished well in terms of graffiti, color scheme, weather patterns, etc.
Remember for 6 months V lived with Mama Welles so he had time to save for a vehicle, apartment and some weapons.
This was very entertaining to watch!! Ty!
Hey man thanks to u i decided to start my architecture 'n videogame project, that i was thinking about since 2 years. U motivated me a lot, ur contenent is fire! Cheers and greating from italy
Great! Keep it up and send it to me when you're finished!
"Just Ads" Not to be confused with the other channel "Just Dads"
This is exactly what I’m looking for, thanks a lot ❤
Amazing video!! It's so good to see some Architecture content, even more on videogames, where it is something so important, and sometimes neglected/overlooked!! Can't wait to see more!
“Capital has the ability to subsume all critiques into itself”, your thoughtful observations reminded me of this quote, it’s from Disco Elysium, I’d love to hear your take on the City of Revachol!
wow thats awesome, didn't know that kind of message would be inside a game like that. I've had a lot of requests for Disco Elysium and it is on the list! Thanks for suggesting!
I really enjoyed your commentary. Please make more Cyberpunk videos, I’ll subscribe
I think your estimation of V's apartment space is wildly off, for two reasons.
First, I'm not entirely sure the methodology you used to determine the size of the tiles in V's apartment, but I think 14" vertex-to-vertex is much too large.
A hexagon with a vertex-to-vertex length of 14" would have a side length of 7", and a side-to-side length of 12.1244".
If you look at the floor directly in front of V's door, you can see that its width is approximately 2.25 vert-to-vert lengths and 2.5 side lengths. Using 14" and 7" accordingly, that would make their door 49" wide, or 13" wider than a standard exterior door width of 36".
If we base the tile size off the standard 36" door width, we can use the following:
36 = 2.25 * V2V + 2.5 * S
SL = 1/2 * V2V
So:
36 = 3.5 * V2V
Giving us:
V2V = 10.28"
S = 5.14"
S2S = 8.9027"
Second, I think you did your area calculation incorrectly. The number you got (1,345sqft) is what you'd get if you had square tiles with sides of 14", but these are not squares.
The apartment is 29 tiles wide (15xV2V, 14xS), and 34 long (all S2S).
Using your 14"/7"/12.1244" measurements, it would be:
(((15 * 14) + (14 * 7)) * (34 * 12.1244)) / 144 = 881.7133 square feet.
Using my 10.28"/5.14"/8.9027" measurements, it would be:
(((15 * 10.28) + (14 * 5.14)) * (34 * 8.9027)) / 144 = 475.3943 square feet.
I agree with you that the apartment is way too big for V's station, considering they're a single person living alone in a megabuilding, but it's definitely no 1,345 square feet, even including the bathroom/stash/bedroom pods.
I can't understand how many NPC-s are walking from one corner of the street to another, then walk back, and repeat, all day long! This is not a scripted AI, this is an example of super rich NPC-s, never working, and never visiting the WC. It's breathtaking...
"The worst thing architecture can be is ineffectual" was what a professor of mine told me once. At that time, I thought it was some pretentious gobbledygook. Now after a few years in practice, I understand; for an ineffectual architecture is, ipso facto, the defender of whatever values, material or ephemeral, that the owners and requisitioners of the building will end up making it.
please do more breakdown of cyberpunk architecture
8:41 if capitalism had really fully taken over the urban space of Night City, you wouldn't have these tight markets filled with stalls, you'd have giant highways where all the shops are drive throughs. Capitalism favours cars. Public spaces that're split into multiple smaller bits is much more enjoyable for humans though.
I think in this version of capitalism, the owner class and peasant class have separated and the people don't really have cars anymore. The actual lore of the game says there was some kind of environmental disaster so the city was rebuilt, maybe most people couldn't afford cars or fuel so they densified. Thanks for watching and sharing your thoughts!
@@extraoffice7981 The city was ravaged in the 4th corporate war of 2040s
Damm that was good!
Your speech through out the video comes off a bit stiff especially in contrast to your stream highlights, but the content was still interesting! Keep up the videos, I'm sure if you keep up the work you'll make it big
Thank you and I appreciate the feedback. Definitely still working on my editing and footage workflows to get more consistent. I hope you're right! Cheers
Tragically underrated take. Just subscribed
You’re killing it dude
what do you use to design those diagrams?
The diagrams at the beginning are just drawings in Rhino ;)
I believe you now. I thought you weren’t an architect, but you clearly know your spaces. At least you deserve to be in remodeling and construction.
No.