What is Sustainability Anyway?
“Sustainability is like teenage sex. Everybody says they’re doing it, very few people are actually doing it. Those who are doing it, are doing it badly,” once Joseph Romm said.
“Sustainability is like teenage sex. Everybody says they’re doing it, very few people are actually doing it. Those who are doing it, are doing it badly,” once Joseph Romm said.
This article is part of “Eastern Bloc Architecture: 50 Buildings that Defined an Era”, a collaborative series by The Calvert Journal and ArchDaily highlighting iconic architecture that had shaped the Eastern world. Every week both publications will be releasing a listing rounding up five Eastern Bloc projects of certain typology. Read on for your weekly dose: Cinemas.
This article is part of “Eastern Bloc Architecture: 50 Buildings that Defined an Era“, a collaborative series by The Calvert Journal and ArchDaily highlighting iconic architecture that had shaped the Eastern world. Every week both publications will be releasing a listing rounding up five Eastern Bloc projects of certain typology. Read on for your weekly dose: Monumental Museums and Memorials.
This article is part of “Eastern Bloc Architecture: 50 Buildings that Defined an Era“, a collaborative series by The Calvert Journal and ArchDaily highlighting iconic architecture that had shaped the Eastern world. Every week both publications will be releasing a listing rounding up five Eastern Bloc projects of certain typology. Read on for your weekly dose: Eccentric Urban Buildings.
The images that some visualizers have been presenting have allowed people to be fully immersed in virtually-built environments; exploring the space, observing how the sun rays create a dialogue between light and shadow, experiencing what they might hear or feel as they walk by one room to another, all before excavation work begins and the first block is laid.
As far as written records report, “prehistory” dates back between 35,000 BCE and 3000 BCE in the Middle East (2000 BCE in Western Europe). Ancient builders had a profound understanding of human responses to environmental conditions and physical needs. Initially, families and tribes lived together in skin-covered huts and bone structures. Thousands of years later, human settlements evolved into fortified mud-brick walls surrounding rectangular volumes with pierced openings for ventilation and sunlight.
There’s always an ongoing debate on whether some designs are stolen or “modified” to become original. Most people assume that if we post pictures of our designs online, we would be giving away our work and other designers and architects will eventually steal them. But should we really hide our designs from the public? Are plans and sections so sacred and innovative to the extent that architects are applying copyrights to them?
As far as written records report, “prehistory” dates back between 35,000 BCE and 3000 BCE in the Middle East (2000 BCE in Western Europe). Ancient builders had a profound understanding of human responses to environmental conditions and physical needs. Initially, families and tribes lived together in skin-covered huts and bone structures. Thousands of years later, human settlements evolved into fortified mud-brick walls surrounding rectangular volumes with pierced openings for ventilation and sunlight.
Realistic images and walk-throughs have become an integral part of project presentations. Designers are using cutting-edge softwares and constructing precise 3D models to showcase their work as authentically as possible. As for the world of video games, it is not just about the quality of the graphics or how accurate these graphics are, but rather the immersive experience of visual designs and how the players are communicating with the virtually-built environment.
We’ve asked our ArchDaily readers about which video game has impressed them most in terms of architectural visualization, and why. Hundreds of various answers later, it became evident that there isn’t one element that makes a video game stand out, but the virtually-built environment is almost always a key factor in how the game is experienced.
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