Architectural Design Workshop — Designing for Non-Player-Characters
This seminar invites architects to step away from the design of buildings and toward the choreography of behaviors. Instead of treating game engines as tools to simulate physical architecture, we will explore them as spaces of agency, interaction, and emergent systems - approached through the lens of the Non-Playable Character (NPC).
Non-Player-Characters can be understood as supporting characters without agency in the design process - figures who move through, occupy, and animate spaces but do not participate in shaping them. In games like The Sims or Animal Crossing, their behaviors are bounded by pre-set logics: they water flowers where flowers exist, gather where furniture is placed, or follow circulation paths laid out by the player. This dynamic mirrors how some architectural users are often positioned: not as co-designers but as bodies that test, confirm, or reveal the affordances of constructed environments. Thinking of NPCs this way allows us to frame game engines and digital twins as laboratories where human and more-than-human presence is simulated, not negotiated, offering architects a way to study occupation and spatial legibility while questioning the confines of agency within design practice.
In the world of simulated environments, particularly in computer games, NPCs are not players that the world is actively designed around; they are zero-sum rules, behaviors, consequences. They react, they loop, and perhaps most importantly, they adapt. What happens when we begin to think of design not in terms of form, but in terms of relationships, reactions, and responses? This course frames the NPC as a design actor; a system-aware inhabitant of simulated space. Through the logic of NPCs, we’ll explore how spatial environments are less about static structures and more about the relationships, scripts, and feedback loops they host. We’ll treat NPCs as both products and producers of space, understanding them as narrative tools, systems-thinking proxies, and spatial collaborators.
Throughout the semester, we will be joined by guest speakers working in level design, game development, and interactive storytelling, who will share insights into the production of behavior-driven environments and the role of NPCs in shaping user experience. These conversations will give students a lens into game-design practices and help situate architectural thinking within broader world-building and digital design ecosystems.
Participants in the seminar will learn to prototype not walls, but worlds - not elevations, but behaviors - using the affordances of game engines to build interactive ecologies rather than inert environments. If architecture traditionally answers what stands still, dynamic environmental design methods ask: what moves, what interacts and why? The seminar introduces game engines, and their respective asset development pipelines, as design laboratories where spatial form, character logic, and environmental systems converge, enabling new ways to imagine architecture as dynamic, lived experience. We will investigate the different opportunities to explore complex relationships within constructed environments through the lens of changing and adaptive game environments, illustrate interactions, responses, and challenges within architectural space, and investigate the limits and possibilities within simulated space. Creating processes and pipelines that weave architectural observations and design strategies into the logics of game development, we explore the opportunities and limitations that derive from the conversion of 3D assets, material mapping, and digital environments into interactive and adaptive worlds.