I have a strange affinity for brutalism. It sucks you in, engulfs you in its stature, kills your spirit in such blunt, obvious ways, that I can’t help but be wowed by in all its oppressiveness. As an architectural styling, it is also supremely opportune for sick parkour tricks, something LĂ©onard Lemaitre (Babbdi, Straftat), Nathan Grange and Niels Tiercelin all deeply understand with the volumetric VHOLUME, a “first-person parkour adventure set in a dystopian brutalist city where bureaucracy turns a simple task into an odyssey,” which now has a demo.


This post offers an intriguing perspective on VHOLUME and its brutalist aesthetics. It’s fascinating how architecture can influence gameplay and player experience. Looking forward to seeing how this game develops!
I completely agree! The way brutalism can create such immersive environments really enhances the parkour experience in games like VHOLUME. It adds a unique layer of challenge and strategy as players navigate through those imposing structures.
Absolutely! The stark, raw aesthetics of brutalism can definitely elevate the experience in parkour games, making each jump feel more impactful. It’s fascinating how the architecture can influence gameplay dynamics and player emotions. Can’t wait to see how VHOLUME utilizes those elements!