Meet the geographer on a mission to bring urban renewal into virtual spaces.
What makes a great videogame city? It’s a question developers and players obsess over, and one that geographer, urban planner and game designer Konstantinos Dimopoulos has positioned himself to answer as a consultant ‘game urbanist’, an expert in the form and function of cities who wants to help virtual ones feel like real places.
Think of the Shanghai in Kane & Lynch 2: Dog Days, which despite being the setting for a corridor shooter manages to conjure a sense of a rapidly growing metropolis, taking place in backstreets, building sites and informal markets. “If you think about it, they don’t show you much of it, but they imply tonnes,” says Dimopoulos, who is based in Athens and is currently working remotely on Frogwares’ forthcoming The Sinking City, a game set in a open, Love craft-inspired world. “Obviously, basing it on a real city, things are easier, but having the mastery and understanding to pick what to show, that they did brilliantly.” Or think GTAIV’s Liberty City. “There is something used in cartography called simplification, and it decides how much detail enters the map depending on the map’s scale,” he tells us. “Instead of drawing five buildings, you draw two, and the GTA team did this for New York, simplifying everything in a very cartographic way to a point where they could manage the work it demanded.”
Denne historien er fra June 2017-utgaven av Edge.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent ? Logg på
Denne historien er fra June 2017-utgaven av Edge.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent? Logg på
NO MORE ROOM IN HELL 2
You're not alone in the dark
WINDBLOWN
Life after Dead Cells
COLLECTED WORKS - JOSH SAWYER
Journeying to the Forgotten Realms, Infinity and beyond with the RPG veteran
SCREENBOUND
Going deep in a mind-bending hybrid of perspectives
Trigger Happy
Shoot first, ask questions later
Grand strategist
Paradox's Mattias Lilja addresses the publisher's recent difficulties - and the plan to right the ship
Diablo IV
A progress report on the games we just can't quit
Ghosts 'n Goblins Resurrection
In Capcom's diabolical tribute, evil goes far deeper than the demons on the screen
SERENITY FORGE
How a near-death experience lit a fire in the Colorado-based developer and publisher
THE MAKING OF...ALIEN: ISOLATION
How a strategy-led studio built a survival horror masterpiece in Ridley Scott's image