A research entitled "Pneuma: Breath of Life, first person perspective and simulation architecture through video games" was written to celebrate the release of the digital game Pneuma: Breath of Life.
Here we analyze the transition to the digital world and the relationship that the user gradually develops with both the space and technology. In this research there are presented virtual reality technologies that are used today in architecture and how these are connected to video games by listing specific examples. Then the different views that are used in digital games are listed and their importance for architecture is shown. Considering one of these as most important, that of the first-person perspective, pneuma is selected as a representative example of the use of technology in architecture and in this essay the architectural data found in this game is analyzed.
In pneuma the most important element related to the architecture is the visual perception of space, meaning what is the image that is perceived by the user within the gaming environment. Then, subsequently to visual perception the movement through space is shown, the flow into this space and the switch between different types of rooms. The dipole between light and darkness occurs in the VR environment of pneuma and the materials and details of sites make it look plausible. Ultimately, it creates a certain atmosphere of grandeur to the user, who acts in a specific way within the pneuma spaces to solve the puzzles encountered.
So, the pneuma is an example of the use of video games for the presentation of architectural spaces. It extends the role of architecture in the world of digital games, as it makes proper use of the available space.