Pattern Language
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Artist uses videogame to create an “endlessly mutating death labyrinth”

The wonderful opportunity of videogames for an architect is that they allow for the creation of structures impossible to realize in the physical realm. Sure, for many years, pen and paper has offered the same deal, but not quite. Software lends itself to a virtual space that can be freely explored from different angles, and it has systems that allow for easy tweaking of any architectural arrangement—the possibility of stretching a series of buildings into infinity seems that much more plausible in virtuality. writhing with unstable animation Peter Burr, a New York-based artist with a keen interest in creating spaces…

Call of Dudley
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Pick up the strangest call of your life in this videogame labyrinth

You come to, upright, in the middle of a room swirling with color. Quickly, you realize the stripped wallpaper isn’t actually moving. It’s you, swiveling your head around, trying to figure out where and who you are—how you got to this ugly room in the first place. The neon walls overwhelm, but not nearly as much as the number of doors surrounding you. Uncertain but too afraid to stand still in this ugly room, you walk through a door. But in this place, you will discover, only ugly rooms lie beyond the doors that lead into even more ugly rooms. In…

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Ingenious coffee table doubles as labyrinth

Benjamin Nordsmark’s Labyrinth Table is not Kramer’s coffee table book about coffee tables—sadly, nothing ever will be—but it’s pretty damn cool nonetheless.   “The Labyrinth Table,” writes Nordsmark, “was created to show how a well-known object like a table can be given an extra dimension by creating a small universe inside of it.” In this case, the universe is a labyrinth housed beneath the table’s glass top. Rendered in maple, like the rest of the table, the labyrinth houses (or, depending on your interpretation, imprisons) six metal figurines. Those figurines, which are reminiscent of toy soldiers, can be moved about…

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Ever obsessively played Doom? This is probably what it looks like in your dreams

Doomdream is more of a description than a title. It’s an attempt by its creator, Ian MacLarty, to conjure up an “impression of [his] dreams after [he’s] been playing Doom all day.” That’s Doom, the 1993 hell-romping shooter, which mostly everyone is familiar with. If you’re not, all you need to know right now is that its levels are typified by asymmetrical labyrinths with low ceilings and forking pathways that often loop back on each other. It’s this architectural theme that Doomdream replicates, sans the spike-skinned imps, and biomechanical texturing. It’s entirely white, grey, and red: the colors patterned as…

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Wandering the hypnagogic kaleidoscope with Parasomnia

The 2010 sf/slasher hybrid Beyond the Black Rainbow was the best argument for shooting on film since…well, since the days where there was no other option. Directed by first-timer Panos Cosmatos (son of George P. Cosmatos, director of the hands-down best movie where Sylvester Stallone eats pizza with scissors), it ripples with visual imagination and a drifting, surreal approach to narrative. Just look at this thing. LOOK AT IT. Oh yeah. There’s a scene in this film that feature a weird a jittering line running down one third of the screen, like a fuckup in the darkroom. But they didn’t go back…

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Some rich, handsome couple is going to get lost and starve to death in this "labyrinthine" mansion

There’s a house down the street from me that doesn’t make sense. I live in a totally normal neighborhood in Chicago—lotta old Ukrainian people, plus a bar with tattooed dudes who like hockey—but someone just uprooted a full corner and plopped this enormous obsidian mansion in the middle of it. The weird thing is, it looks great; I don’t think anyone minds its meticulously tended little stone gardens and tastefully tinted windows. The other day I saw the dude who lives there emerge to take out his trash, and it was as God decreed: tailored, soft-purple button-up, gray slacks, dense…