The third talk of the day that I attended was a panel on games as architecture, which was extremely interesting mainly just from hearing Viktor Antonov's explanations of what input he had on Half-Life 2. It was also made up of Alex Wiltshire of Edge, Rob Watkins of Lionhead and Rory Olcayto of The Architect’s Journal.
Viktor Antonov had always been attracted to epic scale buildings, and similar iconic architecture as found in film, and he started off working in industrial design, but decided to go into video games.
Some key points that should be known pieces of information when looking over architecture found in games, and that I agree with are:
Another means to lead the player is by creating strong perspectives and focal points, this then tricks the player into going the correct way through the level.
There are not enough surreal and subjective architectural experiences in games.
What was interesting was that Viktor did a talk on Futurism at an architecture school, and it then became apparent that all the students played games for a means of looking into architecture, especially Half Life 2. Which I find very intriguing as one of the questions raised at the panel was what can architecture learn from video games.