Abstract

Creating modern computer games is a complex process that consists of many components. Along with work on game mechanics or character design, an important aspect is the organization of the game space for its further use in the game process. The creation of such spaces is largely based on the experience of planning real buildings, spaces or even cities. The issues of such an organization are decided by the relevant departments in the studio that develops the game, but in addition to purely technical issues, an important visual and cultural aspect. The study of the possibilities of using historical examples of architectural art in the interpretation of the game world is a new issue and opens wide prospects for research in both historical and visual aspects. The work is based on research by both domestic and foreign authors on the history of architecture in a global and more specialized sense. Information about the features and characteristics of sacred architectural structures is correlated with the implementation of the game space on the example of the game "STAR WARS JEDI: FALLEN ORDER". The paper analyzes both the spatial planning organization of buildings and their structural side, as well as decorative finishes. In addition, the paper investigates the relationship between game location planning and the organization of the game process in this area of ​​the game. The study revealed significant potential in the use of historical architectural models in terms of rethinking and using as prototypes of locations in game design. This applies to both the general external features of the building, its planning and construction, and the approach to the worldview of the game world. At the same time, this approach facilitates scenario-based gameplay modeling by providing the player with visual and semantic information about where he or she is and where he or she should go next.

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