part of the development kiara posted earlier

we thought to put water color on the map to convey “hotspots” for where users may want to put the tokens on

further development of habitation hubs / barnacles

Designing the We, Robot map


Co-design was a big factor in the development of the world map. The architectural drawings required lots of iteration, initially three dimensional but refined through a stripped-back ‘city pattern’. This was combined with further design elements to create a compositional layout for the map which also conveyed the We, Robot aesthetic.

One of the first drafts for the map—experimenting with a sci-fi monospace aesthetic
Initial development of style guide for map based on original We, Robot gamebook illustrations
Drafting composition of the map—experimenting with layers and textures

Creating additional materials for the V1 We, Robot Gamebook


While the first version of the We, Robot Gamebook goes into great detail about the world and how players can interact with it, additional material such as maps and posters can be included to further bring the world to life.

The focus on wayfinding is best illustrated through a worldmap, which allows players to quickly observe areas of the world and make sense of this. Accessible information aims to encourage players into wanting to discover more about the game world.

Toolkit Cards


Whilst developing the ‘drag and drop’ system, the concept of cards was introduced as a toolkit to physically represent world characteristics.

During the TILT activity, four characteristics of the world could be determined, which then translate into four world cards.

Cards could be grouped together for each of the categories in the system. A symbolic object attached to a keychain could keep the cards together, and work as a tangible game artefact.

Workshop Notes

Toolkit, Workshops

Notes from observations of multiple workshops utilising systems inspired by The Quiet Year, Deep Forest, Tiny Fate and more

These observations provided insight into the introduction, setting up, and overall player involvement in world-building from both experienced and novice rpg player’s perspectives.

We, Robot World Map and Illustrations


initial sketches

initial sketches include most of the notable settings listed in the We, Robot gamebook under the category of “Wayfinding”

I’ve been trying to lay out my interpretation of the world map by including bodies of water/vegetation and green spaces if there are any and how i would think the city is laid out (city centers, which part of the city is planned and which parts are organic urban growth and settlement etc.)

ive also taken assumed there are parts of the city that was from the pre-robot era, if that is okay! i thought it would make sense for there to be a pre-existing settlement before the central computer was “switched on” and everyone started to live around it.

ive also tried to use some old half made unused 3d model to try and make some parts of offgrid settlements

i dabbled in it just to see if it was a viable way of going about the final illustrations of the map and environment.

overall ive been trying to layout the world map and stitching together all the sketches and edits to hopefully bring a coherent map by our next meeting! (though it wouldnt be the most pretty).

ill post the progress of the map as soon as theyre all together and clear

Speculative Architecture


In developing fictional environments and settings, there comes an opportunity to approach it through applying architecture knowledge. Though speculating is a core part of the design process in architecture, the field of Speculative Architecture is not one of popularity.

Below are a few things gathered around the definition of speculative architecture:

  • The term “architecture fiction” is known to have been coined by writer Bruce Sterling in 2006, in referring to an architect’s speculative projects that are more alike self-expression through visual storytelling that concern the built environment.
  • Narrative driven projects and storytelling through architecture. Seeing as the design processes in the field also call for the ability to present, explore, and synthesize complex ideas.
  • Fictional architecture is the imagination and visual realization of unbuilt structures, dwellings, and urban environments. Operating between art and architecture as it gives opportunity to ponder architectural possibilities without bounds.
  • Speculative designs may offer visionary directions forward.

“Their subversive work guides our collective move forward, not by indicating an ideal destination, but rather by offering directions along the way.”

source: https://www.architectural-review.com/essays/speculative-design-playing-devils-advocate/8659931.article


Archigram Issue 5 : A Walking City

“if city planning had traditionally encouraged contemplation of the fixed and ideal architectural object, plug-in planning promoted architecture as an event that could only be realized by the active involvement of its inhabitants”

Archigram seems to be one of the more known example of speculative architecture, since the newsletter and illustrations that were created are mostly just radical ideas and fictional instead of being an actual built environment.

  • Avant-garde architectural group based in London that incorporated pop culture and advertising, new technology and neo-futurist imagery in the late 1960s. The group came about to criticize projects, write letters to the architectural press, and help each other in projects and competitions in an attempt to keep each other from the boredom of post-war London firms.
  • Their newsletter, which was illustrations of radical architecture ideas, were meant to re-evaluate architectural practices and it’s nature at the time. Their illustrations were made used theories of modern architecture such as Futurism, Constructivism, and Brutalism
  • It has been noted that due to its unfettered creativity, Archigram was usually enjoyed more by artists since most architects of the time dismissed it as fantastical.
  • But looking back at Modern British architecture, Archigram played a part in practicing the Brutalist style of architecture and inspired more structural and functionalist expressionism in buildings. This helped spark the more futuristic High-Tech architecture that started at the end of British 20th Century architecture.
a more material expressionist and machine-like building by James Stirling
High-tech building by Richard Rodgers

Kim Beom’s work displayed in APT9 at QAGOMA

also serves as an example of speculative architecture and architecture fiction.