Sunday 12 October 2014

C.S. Maps

So - Maps represent both real and fantasy worlds. Maps are beautiful, 
stunning, arresting objects, maps are scientific, functional and yet also 
intriguing, creative and visually exciting, they have a aesthetic that we all 
recognise. Maps describe worlds of all kinds and the process of making and 
using them has been evolving for centuries.
Game designers create worlds simple or complex ones. Maps are required 
for the development of games. Level maps are the framework of how a game 
flows and functions. Artists and coders alike build and utilise maps within the 
game making process. The act of mapping out the game world is both a 
functional and a creative one.
The player (consumer) enjoys the artistically designed maps that are part of 
the product they purchase, the fantasy world that they buy into. 
The player takes pleasure in gaining insight and understanding complex 
levels through studying level maps, giving themselves the best chance to win 
the game.
By acknowledging the rich history of map making and the layered meanings 
we see they convey it is apparent that maps, in and for games clearly have 
further potential not yet fully utilised by creator’s, developers or publishers. By considering the multilayered meaning that could be translated and 
transferred into design documents, style guides, level maps and game maps 
an even richer experience can be created for the player in future gaming 
products.

BA4 Focus 1: Creating Coherent worlds:
(https://net.nua.ac.uk/pluginfile.php/10501/mod_resource/content/1/Maps_CS2014%20copy.pdf)
Lecture Notes:
(https://net.nua.ac.uk/pluginfile.php/10502/mod_resource/content/1/MAPS_CSNotes_2014%20copy.pdf)




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