‘A Pattern Language’ is a book written by Christopher Alender et al and is about the different patterns which show how everything around us has been designed. The book consists of 253 different patterns for specific things which can be found here. The main focus of this book appears to be environments as the patterns are split into sections which are Towns, Buildings, and Construction.
Instantly looking at this list I feel like it doesn’t benefit me for this bridge project as I have already developed a concept for an idea. The second section, ‘Buildings’, would have benefitted me the most as it explains what needs to go into your thought process when developing an idea for a building. This same process can be taken and used for my bridge. One of the patterns within this section is titled ‘Fine tune the shape and size of rooms and alcoves to make them precise and buildable. This has made me think about the immersion of my concept as well as the narrative. The bridge that I designed is extremely large compared to its surroundings and may be considered unbuildable due to the fact that its narrative is meant to be a medieval time set. However, this then implicates a fantasy feel as it is unrealistic, which can add to the narrative instead of taking away from it. A lot of the other patterns in this list
A lot of the other patterns in this list are specific things that make that building or town instantly recognisable as that title. This can be done for a bridge. Making a simple list of the patterns that follow in a bridge they would be this;
1.connect two points
This list doesn’t apply to all types of bridges however these are what make them recognisable. I feel like I have taken this into consideration with my project as I have tried to make my designs related to a realistic bridge.
These patterns will be commonly used in the games industry, especially in large scale games such as role-playing games. A good example of this is ‘The Elder Scrolls V: Skyrim’ as it has all different types of environments. one of the most occurring is towns. Lots of these patterns, specifically in the towns section such as that shops, roads that loop, gateways, children in the city, are all taken into consideration so that the towns within the game feel full to the player, constantly offering new places to explore, detail to see, and obviously maintaining the immersion of the player. The first two sections are the most beneficial to the games industry. The town section, obviously for designing exteriors, and the buildings section which is about both the exterior and interior. This section would be used to help people in the games industry to design a building that the player is able to interact with and enter.