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:
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