Section outline

    • This session has two purposes: first, to understand how important game engines are for creating virtual worlds. (This could be amended with a further practical session on game engines, e.g. Unity or Unreal, and a tutorial on how to use that. This could be included in the workflow of the practical project. Since this requires a high level of technical expertise, and a lot of extra time, this has not been excluded in this class). 

      Second, it is to look at different ways in which 'really existing metaverses' exist today, beyond virtual worlds and games. The examples here can be manifold, with different purposes, like simulation (in architecture, design and planning), management (in digital twins) or heritage (in documentation). Below are some possible examples, although students may be invited to peruse the webiste of Unity, Unreal, or the Voices of VR podcast which provides numerous examples. 

       

       

      The text by Chia is useful background reading, and explains in some detail how central game engines have become for the practical work  of game design and how this has lead to the automation of many a creative process.

      Chia A (2022) The metaverse, but not the way you think: game engines and automation beyond game development. Critical Studies in Media Communication 39(3): 191–200. DOI: 10.1080/15295036.2022.2080850. (Open Access)