The City Builder


Book Description

An architect in an unnamed city considers his life, his work, and the many-layered history of the city he and his family--architects all--have contributed to building. In the days after World War II--during which American bombers destroyed much of what his father built--he becomes a Stalinist planner and realizes that the power of the nobility, the wealthy and the bourgeois has been usurped by technocrats. Vanished by those technocrats into the communist underworld of torture and imprisonment, he is eventually released into a post-Stalinist world and becomes the chief builder in a provincial town. Told with wit and elegance by one of Hungary's greatest novelists, The City Builder is one of the most important and impassioned books about the indignities of living in--and contributing to--a cruelly depersonalized society.




City Builder


Book Description

City Builder: A Guide to Designing Communities is a manual specifically designed to help guide Game Masters through the process of creating exciting and compelling urban areas and other sorts of communities and places within them for their campaigns. It is a universal resource that is not specific to any particular game system and is intended to be compatible with the needs of almost any ancient, Dark Ages, Middle Ages, Renaissance, fantasy, or other role-playing milieu. This comprehensive, fully-illustrated book is divided into 14 sections and includes: * An Introduction that describes the scope of the book and how to use the material it contains; * A chapter on Communities that examines the Characteristics of Communities, including thorps, hamlets, villages, towns, cities, military bases, and plantations, along with regional and racial influences on their development; Buildings; the Physical Characteristics of Cities, including fortifications, lighting, and conditions on, above, and below city streets; and Disasters. * Chapters devoted to 10 specific sorts of places, including Craftsman Places, Entertainment Places, Professional Places, Tradesman Places, Mercantile Places, Service Places, Scholarly Places, Religious Places, Governmental Places, and Underworld Places. * Descriptions of nearly 70 different sorts of places, including eight created specifically for this book that have never before appeared elsewhere. * One to four Adventure Hooks tying in with each described sort of place. * An appendix on Guilds that discusses Guild Organization and Common Guild Regulations and includes a series of tables for Random Guild Generation. City Builder has also been written so as to be fully compatible with the various Skirmisher Publishing LLC d20 publications, including Experts v.3.5, Warriors, and Tests of Skill v.3.5. The contents of City Builder were initially released in 11 different volumes and these have been combined and expanded in this unified edition of the book. "City Builder is one of the most useful city building tools to come around in this half of the decade," DriveThruRPG staff reviewer Nathan Collins wrote of the individual volumes. "Strong writing accompanies fantasy element nicely. Whether you need to develop one isolated building the PCs are set to encounter, or a city that needs to 'pop up' quickly, there is something in this set that will greatly help you.




Walking Home


Book Description

One of the world's foremost urban designers shares his passion and methods for rejuvenating neglected cities and argues passionately for the importance and possibilities of their renewal. From a youth spent in the boroughs of New York City and other great cities of the world, to his beginnings as an architect in Toronto, Ken Greenberg has long recognized that cities at their best provide much of what we seek in a place to call home. Community, places of culture and business that we can walk to, mass transit and a wealth of amenities that couldn't be supported without a city's density: the mid-century drive to suburbanization deprived us of these inherent advantages of urban living. The realization of this loss, in tandem with pressing recent concerns about energy scarcity and global warming, has made us see cities with fresh eyes and a growing understanding that they can provide us with an unparalleled measure of sustainability. Ken Greenberg has not only advocated for the renewal of downtown cores, he has for thirty years designed the very means by which that renewal can happen. Walking Home is both Ken's story and a lesson in turning the world's urban spaces back into places that can give us not only a platform to face the challenges of the future, but also a place we can call, with pride and satisfaction, home.




City-Building Process


Book Description

Revised Transactions 68-5 (1978).




City-building In America


Book Description

Why do some cities grow and expand, while others dwindle and decline? Why is Milwaukee a town of the past, while Minneapolis-St. Paul seems reborn and infused with future dynamism? And what do Milwaukee and the Twin Cities have to tell us about other cities' prospects, the trials and destinies of industrial Cleveland and post-industrial Austin? Anthony Orum's new book tells the story of these cities and, at the same time, of all cities. Here the urban past, present, and future are woven into one compelling tale. Orum traces the shift in the sources of urban growth from entrepreneurs to institutions and highlights the emergence of local government as a prominent force—indeed, as an institution—in shaping the trajectory of the urban industrial heartland. This complex trajectory includes all aspects of urban boom and bust: population trends, economic prosperity, politics and culture, as well as hard-to-pin-down qualities like a city's collective hope and vision. Interspersing social theory, historical ethnography, and comparative analysis to help explain the fates of different cities, Orum lucidly portrays factory openings, labor strikes, elections, evictions, urban blight, white flight, recession, and rejuvenation to show the core histories—and future shape—of cities beyond the particulars presented in these pages. The reader will discover the key people and politics of cities along with the forces that direct them. With a rich variety of sources including newspapers, diaries, census materials, maps, photo essays, and, perhaps most captivating, original oral histories, City-Building in America is ideal for anyone interested in urban transformation and for courses in urban sociology, urban politics, industrial sociology, social change, and social mobility.




Building Cities that Work


Book Description

Since 1945, North Americans have spent hundreds of billions of dollars on urban development, literally transforming the landscape of the continent. This development has been disastrous, Edmund Fowler maintains, because it is inordinately expensive, destructive of the environment, and disruptive of healthy social life and authentic politics. Revealing the connections between our basic cultural beliefs and why we build the way we do, he stresses that to build cities that work we must become aware of how our personal choices contribute to the form of the built environment.




Robert Moses


Book Description

The achievements of one man changed the face of an entire city. Robert Moses: the mastermind of New York. From the subway to the skyscraper, from Manhattan's Financial District to the Long Island suburbs, every inch of New York tells the story of this controversial urban planner's mind. In paperback for the first time, Pierre Christin and Olivier Balez's comic book takes on the infamous "Power Broker" and unlocks the historical battles that created the modern metropolis.




City Building on the Eastern Frontier


Book Description

America's westward expansion involved more than pushing the frontier across the Mississippi toward the Pacific; it also consisted of urbanizing undeveloped regions of the colonial states. In 1810, New York's future governor DeWitt Clinton marveled that the "rage for erecting villages is a perfect mania." The development of Rochester and Syracuse illuminates the national experience of internal economic and cultural colonization during the first half of the nineteenth century. Architectural historian Diane Shaw examines the ways in which these new cities were shaped by a variety of constituents—founders, merchants, politicians, and settlers—as opportunities to extend the commercial and social benefits of the market economy and a merchant culture to America's interior. At the same time, she analyzes how these priorities resulted in a new approach to urban planning. According to Shaw, city founders and residents deliberately arranged urban space into three segmented districts—commercial, industrial, and civic—to promote a self-fulfilling vision of a profitable and urbane city. Shaw uncovers a distinctly new model of urbanization that challenges previous paradigms of the physical and social construction of nineteenth-century cities. Within two generations, the new cities of Rochester and Syracuse were sorted at multiple scales, including not only the functional definition of districts, but also the refinement of building types and styles, the stratification of building interiors by floor, and even the coding of public space by class, gender, and race. Shaw's groundbreaking model of early nineteenth-century urban design and spatial culture is a major contribution to the interdisciplinary study of the American city.




Build Your Own City


Book Description

Provides step-by-step instructions for building a city from Lego bricks.




Brand-Driven City Building and the Virtualizing of Space


Book Description

This book is an investigation of the cultural phenomenon of branding and its transformational effects on the contemporary spatial – and urban – reality. It develops a novel understanding of the rationale behind the construction of large-scale architectural complexes that relate to corporate brands, and of its tremendous cultural effects. The author suggests that what we see today is the creation of "global mass ornaments", of a thorough ornamentalization of the entire globe. The origins of this are discussed with regard to examples of corporate brand-building from Europe and China (Autostadt Wolfsburg, BMW Welt Munich and Anting New Town). Additional cases are several simulated spaces in Berlin and the space-branding activities of companies like Apple or Prada. Theoretically, the author develops an innovative poststructuralist framework, combining ideas from Gilles Deleuze with the space philosophy of Peter Sloterdijk. He analyzes how the corporate redefinition of space makes the city enter into a mode of virtual urbanity. This idea leads to a notion of a "global urban" and, ultimately, the "global mass ornament". This concept of a global mass ornament is developed here with reference to Sloterdijk’s concept of a world of "spheres". The latter is used to understand the new mode of spatiality of mediatized spaces. The book makes the point that our world is involved in a process of mass ornamentalization that has only just begun. The concept of the global mass ornament is the first to come to grips with a culture in which branding is effectively changing the physiognomy of the earth. The global mass ornament is a banner for a cultural transformation that employs architecture, sign theory and mechanisms borrowed from traditional advertising and from social media, as well as social processes – and that we have yet to properly understand. This book is a significant step forward in this respect.