gravityeyelids: (Default)
Rachel ([personal profile] gravityeyelids) wrote2018-02-24 07:26 pm
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argumate: burning-harvest: argumate: prokopetz: Thesis: the reason so many late 1990s/early 2000s...

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argumate:

burning-harvest:

argumate:

prokopetz:

Thesis: the reason so many late 1990s/early 2000s strategy and survival games take place in the former USSR is because Brutalist architecture is more amenable to low-poly rendering.

early modernist architecture was a boon to graphics developers

and no one else

oh come on, who wouldn’t want to live in an unadorned cube, the most perfect of all the solids
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