Skip to main content
GamesRadar+ GamesRadar+
US EditionUS CA EditionCanada UK EditionUK AU EditionAustralia
Sign in
  • View Profile
  • Sign out
  • Games
    • Game Insights
      • Games News
      • Games Features
      • Games Reviews
      • Games Guides
      • Big in 2026
      • The Big Preview
      • On The Radar
      • Indie Spotlight
      • Future Games Show
      • Golden Joystick Awards
    • Genres
      • Action Games
      • RPGs
      • Action RPGs
      • Adventure Games
      • Third Person Shooters
      • FPS Games
    • Platforms
      • PS5
      • Xbox Series X
      • PC
      • Nintendo Switch
      • Nintendo Switch 2
      • Tabletop Gaming
    • Franchises
      • Grand Theft Auto
      • Pokemon
      • Assassin's Creed
      • Monster Hunter
      • Fortnite
      • Cyberpunk
      • Red Dead
      • The Elder Scrolls
      • The Sims
  • Entertainment
    • TV Shows
      • TV News
      • TV Reviews
      • Anime Shows
      • Sci-Fi Shows
      • Superhero Shows
      • Animated Shows
      • Marvel TV Shows
      • Star Wars TV Shows
      • DC TV Shows
    • Movies
      • Movie News
      • Movie Reviews
      • Big Screen Spotlight
      • Superhero Movies
      • Action Movies
      • Anime Movies
      • Sci-Fi Movies
      • Horror Movies
      • Marvel Movies
      • DC Movies
    • Streaming
      • Apple TV Plus
      • Disney Plus
      • Netflix
      • HBO
      • Amazon Prime Video
      • Hulu
    • Comics
      • Marvel Comics
      • DC Comics
    • Toys & Collectibles
    • Lego
    • Dungeons and Dragons
    • Merch
  • Hardware
    • Insights
      • Hardware News
      • Hardware Reviews
      • Hardware Features
    • Computing
      • Desktop PCs
      • Laptops
      • Handhelds
    • Peripherals
      • Headsets & Headphones
      • TVs & Monitors
      • Gaming Mice
      • Gaming Keyboards
      • Gaming Chairs
      • Speakers & Audio
    • Accessories & Tech
      • Gaming Controllers
      • Tech
      • SSDs & Hard Drives
      • VR
      • Accessories
      • Retro
  • Deals
    • Game Deals
    • Tech Deals
    • TV Deals
    • Buying Guides
  • Video
  • Newsletters
    • Quizzes
    • About Us
    • How to pitch to us
    • How we score
    • Newsarama
    • Retro Gamer
    • Total Film
  • home
  • Games
    • View Games
      • Games News
      • Games Features
      • Games Reviews
      • Games Guides
      • Big in 2026
      • The Big Preview
      • On The Radar
      • Indie Spotlight
      • Future Games Show
      • Golden Joystick Awards
      • Action Games
      • RPGs
      • Action RPGs
      • Adventure Games
      • Third Person Shooters
      • FPS Games
    • Platforms
      • View Platforms
      • PS5
      • Xbox Series X
      • PC
      • Nintendo Switch
      • Nintendo Switch 2
      • Tabletop Gaming
      • Grand Theft Auto
      • Pokemon
      • Assassin's Creed
      • Monster Hunter
      • Fortnite
      • Cyberpunk
      • Red Dead
      • The Elder Scrolls
      • The Sims
  • Entertainment
    • View Entertainment
    • TV Shows
      • View TV Shows
      • TV News
      • TV Reviews
      • Anime Shows
      • Sci-Fi Shows
      • Superhero Shows
      • Animated Shows
      • Marvel TV Shows
      • Star Wars TV Shows
      • DC TV Shows
    • Movies
      • View Movies
      • Movie News
      • Movie Reviews
      • Big Screen Spotlight
      • Superhero Movies
      • Action Movies
      • Anime Movies
      • Sci-Fi Movies
      • Horror Movies
      • Marvel Movies
      • DC Movies
    • Streaming
      • View Streaming
      • Apple TV Plus
      • Disney Plus
      • Netflix
      • HBO
      • Amazon Prime Video
      • Hulu
    • Comics
      • View Comics
      • Marvel Comics
      • DC Comics
    • Toys & Collectibles
    • Lego
    • Dungeons and Dragons
    • Merch
  • Hardware
    • View Hardware
      • Hardware News
      • Hardware Reviews
      • Hardware Features
      • Desktop PCs
      • Laptops
      • Handhelds
    • Peripherals
      • View Peripherals
      • Headsets & Headphones
      • TVs & Monitors
      • Gaming Mice
      • Gaming Keyboards
      • Gaming Chairs
      • Speakers & Audio
      • Gaming Controllers
      • Tech
      • SSDs & Hard Drives
      • VR
      • Accessories
      • Retro
  • Deals
    • View Deals
    • Game Deals
    • Tech Deals
    • TV Deals
    • Buying Guides
  • Video
  • Newsletters
    • Quizzes
    • About Us
    • How to pitch to us
    • How we score
    • Newsarama
    • Retro Gamer
    • Total Film
Trending
  • Pokemon Winds and Waves
  • New Games for 2026
  • GamesRadar+ Replay
  • Mario Day deals
Don't miss these
Ghost of Yotei gameplay showing Atsu sitting on her horse between bright pink cherry blossoms, looking at a distant fortification built against a mountain
Open World Games Best open world games to play in 2026 and completely forget real life exists
Best PC games: Screenshots of Baldur's Gate 3, Helldivers 2, Split Fiction and the Resident Evil 4 Remake
PC Gaming The 25 best PC games to play in 2026
Best Ps5 games
Games Best PS5 games: The 25 greatest PlayStation 5 games in 2026, ranked
Mass Effect 2 - Garrus
Adventure Games The 25 best video game stories of all-time
Hollow Knight: Silksong
Action Games The 25 best Metroidvania games you can play in 2026
Arthur Morgan in Red Dead Redemption 2
Adventure Games 25 best adventure games in 2026 to get swept up in
Light No Fire key art displaying a mysterious obelisk
Open World Games Light No Fire: Everything you need to know about Hello Games' new open-world adventure
Big Walk screenshot showcasing a couple of characters squatting on the beach in front of a key thing
Co-op Games Big Walk could be your next Peak-like obsession
No Man's Sky promotional images for the new Remnants expedition update
Survival Games I became a space trash collector in No Man's Sky and fell in love with a community doing the same
No Man's Sky on PC showing a player traversing planet-side after disembarking from a ship
Adventure Games 10 Games like No Man's Sky that are out of this world
A Vault-Dweller with a backpack looks at their Pip-Boy in front of the Vault door
Tabletop Gaming New Fallout solo RPG lets you go off the beaten track, no gamemaster or party required
Avowed screenshot showing companions Kai and Giatta assisting in combat
RPGs This Avowed guide has everything you need to navigate the Living Lands
Arc Raiders screenshot of a helmet lying in sand
Third Person Shooters Arc Raiders dev teases 2026 roadmap, and maybe some new maps "even grander than what we've got now"
Best of 2025: open world games, featuring Ghost of Yotei
Open World Games From Assassins Creed Shadows to Pokemon Legends: Z-A, here are the best open world games of 2025 that will take you to new heights
Peter Jackson's King Kong: The Movie
Action Games The making of Peter Jackson's King Kong: The Official Game of the Movie
  1. Games

The miles we walk: How physical maps can guide the development of sprawling game worlds

Features
By Daniel Lipscombe published 21 January 2020

Exploring the magic behind video game map creation

When you purchase through links on our site, we may earn an affiliate commission. Here’s how it works.

(Image credit: Campo Santo)
  • Facebook
  • X
  • Pinterest
  • Flipboard
  • Email
Share this article
Join the conversation
Follow us
Add us as a preferred source on Google
Get the GamesRadar+ Newsletter

Weekly digests, tales from the communities you love, and more


By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over.

You are now subscribed

Your newsletter sign-up was successful


Want to add more newsletters?

GamesRadar+

Every Friday

GamesRadar+

Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.

GTA 6 O'clock

Every Thursday

GTA 6 O'clock

Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.

Knowledge

Every Friday

Knowledge

From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.

The Setup

Every Thursday

The Setup

Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.

Switch 2 Spotlight

Every Wednesday

Switch 2 Spotlight

Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.

The Watchlist

Every Saturday

The Watchlist

Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.

SFX

Once a month

SFX

Get sneak previews, exclusive competitions and details of special events each month!


An account already exists for this email address, please log in.
Subscribe to our newsletter

Maps are something we're all familiar with, yet few of us seek them out. Not like we did as children, anyway, sprawled on the floor with an oversized atlas, exploring place names, coastlines, and supposed routes with our fingertips. There aren't many among us who decide to get up one day, head to the library and have a really good look at a map, yet they're still an integral part of everyday life. Google Maps and iOS apps are incredibly helpful but can't always compete with the idea of unrolling or unfolding a giant map in order to plot a journey. 

This is something which video games have explored since the days of BBC Micro, up through the 16-bit era and to today, where entire art departments are tasked with creating fantastical worlds. "We always do a paper map of the areas before constructing them," says Brian Heins, senior designer for Obsidian Entertainment. "That can help you identify major layout changes that need to occur, or to add locations for vista shots or hero-piece art assets."

Cartography is an important aspect of history, conjuring a physical depiction of something once thought intangible, and the idea of physical maps hasn't left general consciousness despite the prevalence of digital technology. We only need look to film and see that a traditional map is often used to depict travel, creating points and red lines to chart a course. If you saw the semi-recent Aardman animation The Pirates, you'll have noticed the motley crew sailing across paper waves, assailed by cannon fire and sea monsters as their dotted line trekked across the globe. 

You may like
  • GTA 6 Open world games are some of the most popular in 2025, but as GTA 6 looms, it's about to get competitive
  • UFO 50 "There's always a loose end, trailing off into the distance": Inside the mind of a Metroidvania creator
  • Dead Space "We want you to feel like it's the game you remember playing": System Shock and Dead Space devs on the art of the remake

(Image credit: Obsidian)
Read more

(Image credit: Hello Games)

How No Man’s Sky players are creating their own fast travel system by mapping every black hole in the galaxy

And it was the thieves of the high seas which first wowed Konstantinos Dimopoulos, video game urbanist and designer, who points to Sid Meier's Pirates! as an early form of inspiration for his love of all things topographical. "It came with a printed map of the Caribbean during the days of high seas piracy," Dimopoulos explains, adding, "and it made navigating the game-world both possible and slightly magical. Pirates! actually immersed me in its setting of buccaneers and lost treasure, and it's a map that I've kept."

Printed maps for video games are now very rare, usually bundled in as pre-order bonuses or with special editions of the game. Some are simply made by artistic fans because they don't otherwise exist. Even when they're given to us they're usually only earmarked for role-playing games; the two go hand in hand, after all, since you're often referring to a digital map to get from A to B within the game world itself.

 A paper map, much like any physical object, grounds us in reality, but as technology guides us into new avenues of exploration, digital maps within games have to garner the same hold over the player. Death Stranding, for instance, utilises its map in-line with modern advancements via the ability to plot routes, monitor the weather and topography, and even tilt the DualShock 4 to shift the map's perspective and provide a better representation of mountainous regions

Putting the art in cartography

(Image credit: Sony)

Once upon a time, video game maps were incredibly simple. Nothing more than an outline, with blocky markers highlighting points of interest. As technology moved forwards, so too did map creation and environmental design. It may not seem overly groundbreaking but even the 'overworld' map of Super Mario Bros 3 was meticulously designed to envelope the player into the universe, often acting as a precursor to what the player could expect from the levels. With its Piranha Plants, Flying Ships, Warp Pipes and shifting shrubbery, it gives the sense that the world is living and breathing outside of Mario's adventure.

Sign up to the GamesRadar+ Newsletter

Weekly digests, tales from the communities you love, and more

By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over.

But a straightforward journey from point A to point B never truly satisfies; within all of us is a yearning to explore. We need tangents, branching paths and forced decisions in direction. "Cartography has been a science and occasionally an art that has been around for thousands of years," explains Dimopoulos. "As its main focus is to successfully express abstracted geographical, spatial information and topologies in an efficient and pleasing manner." 

Modern game design, then, must respect the traditions which came before it, and can even use them as a form of inspiration. In the era of 8 and 16-bit, players crowded around small CRT televisions, for instance, but games can now run on everything from laptops to 60" 4K TVs. This is something kept carefully in mind at Obsidian, according to Heins: "The game has to look good at each of those extremes. You have to combine broad shapes that read well from a distance with interesting detail you can inspect when you're up close."

(Image credit: Nintendo)

But how does this design process begin? Before any visual form of conceptualising takes place, a team must plot out, in very broad terms, where their game is set. "The first phase is figuring out what the worlds and locations will actually be," says Heins. "Generally, there are two major influences. As an RPG company, our story is obviously one of those. As our team figures out the critical path story of the game, ideas for locations and worlds arise naturally – places like a restricted planet that's badly terraformed or an abandoned colony ship floating in space. It's at this point the story takes over, dictating the direction. We also talk about specific gameplay moments or visuals. These might be things like 'explore an asteroid floating in space' or 'fight through a secret research lab built in the side of a mountain.'"

You may like
  • GTA 6 Open world games are some of the most popular in 2025, but as GTA 6 looms, it's about to get competitive
  • UFO 50 "There's always a loose end, trailing off into the distance": Inside the mind of a Metroidvania creator
  • Dead Space "We want you to feel like it's the game you remember playing": System Shock and Dead Space devs on the art of the remake

Obsidian is a huge studio, with lots of designers and programmers. Each member of the team needs to be on the same page in order to collectively bring everything together from the design brief. "Once we have high level ideas for our major locations and moments, we put together what we call Region Design Constraint documents, or RDCs. These documents are the reference points for area designers, concept artists, and environment artists when they begin working on area," says Heins. "The RDCs outline all of the major story points that need to take place within the region, major points of interest, key enemies and NPCs that appear within the region, etc. It often contains a rough paper map of the region as well."

A map, within a game, puts the viewer of the object in control. You can look at a physical map, or even call up a location on your phone, but you take no action further than that. The beauty of games is being able to discover. They place a power in the hands of the player who, through exploration, wandering or general movement slowly uncovers a sprawling metropolis to be constantly recalled. Look at Minecraft, which uncovers biomes through movement, recreating what the great explorers once did. Whereas other titles give a vague outline or roads which disappear into blankness, waiting for the player to uncover the wonders out there.

(Image credit: Microsoft)

"I honestly cannot think of something that gaming gets consistently wrong in its world design"

Konstantinos Dimopoulos

Now we have an overarching map, a real world in which an adventure can take place is truly made in its detail. It could be the varied areas of Hyrule, a distant future or a fantasy based loosely on historical events. Now this is in place, we zoom in and begin to flesh out the world itself. If the map represents a body – the fleshy outer shell – then the cities and locales are the organs which keep everything functioning. Humans have always been nosey and voyeuristic, it's why we like Street View so much. And this attitude of exploring everyday life must be present first and foremost when designing the intricacies of a video game world. The environment needs to feel lived in, something which can be done visually nowadays, whereas years ago it would have taken place in narrative text over a usually static 2D background.

That's not, Dimopoulos emphasises, to discredit designers and programmers of old, clarifying that "sometimes simply conveying a feeling is enough, and other times a well written paragraph can do surprising amounts of heavy lifting. Vast carefully constructed open world maps can feel artificial and pale when compared to a few static backgrounds tied together by simple yet elegant maps."

The last thirty years has seen environmental design evolve from Guybrush Threepwood casually deadpanning his surroundings to vast spatial areas where players could physically move their character to investigate the smallest detail. "You want to ask," Heins continues, "'Where do people sleep? Where do they eat? Take a bath? How do those basic elements of existence express themselves in your world?'".

(Image credit: Sony)

Players, especially of detailed RPGs or sprawling open world adventures, will always wander around looking for secrets, clues, or Easter Eggs. As worlds grow, so too does our intrigue. "In The Outer Worlds we made sure to include things like break rooms, kitchens, cafeterias, and bathrooms in our spaces. Those details help establish the idea that people actually live in these spaces. Also – nothing in The Outer Worlds is new. Everything has a level of grime, things are scratched or broken, nothing works perfectly."

Charting course

It's these game worlds which obsess the mind of Konstantinos Dimopoulos, whose book Virtual Cities: An Atlas & Exploration of Video Game Cities explores these worlds in greater detail. "The real world crucially informs how everyone perceives things around them," he says, "and thus also the digital settings of games. All our experiences have been shaped and defined by reality; it has defined our preconceptions of what other realities should or would look and feel like." 

Technological constraints perhaps stopped developers of the '80s and '90s realising the true potential of their worlds. The intricacies of life are often manifested in our games via leaking taps, creaking trees, swinging vines, or the creeping shadows of candlelight, all now achievable with pixel graphics or 3D rendering.

Whether a game represents life as we know it, or imagined far off visions, the details have to be grounded in what we know, in order to be relatable. "We know, for example, how gravity affects things, how iron rusts, what a bed should be able to provide, how cities tend to function, and how the sea sounds," Dimopoulos explains. "An imaginary, exotic place that hopes to provide us with even a momentarily convincing illusion has to play by the rules we understand."

Heins agrees: "At a high level, we try and blend elements of the fantastic with more grounded real-world ones. Those everyday relatable elements help players accept the fantastic." 

(Image credit: CD Projekt Red)

Of course, video games as a medium for storytelling have an advantage over other forms of entertainment, stemming from its interactivity and the space to be larger than life. "I honestly cannot think of something that gaming gets consistently wrong in its world design, besides, perhaps, a very slight tendency towards placing too much focus on the spectacular at the expense of the mundane," says Dimopoulos. 

But, he argues, it doesn't matter whether we're faced with trawling through the intestinal tract of an alien or simply exploring a spooky attic space in monochrome, the goal is always the same. "There is though one rule I believe applies to all game worlds, and this is that things simply have to make sense if they are to be believable. We have to construct cohesive and interesting illusions if we are to offer believable worlds to our players. And when things are believable and, even better, memorable, then a spatial sort of immersion in imaginary worlds can be achieved."

The process of creating a world or universe is huge. Everything, from the map maybe scribbled on a Post-it note, to the apartment in a 23rd century city dashed out in a stark 3D design, is used to allow the player to step from one reality into another. Both of those examples are established in history, from pioneers to architects, using real world experience to establish an imaginative expanse. As sci-fi author Philip K Dick once said, "I want to write about people I love, and put them into a fictional world spun out of my own mind, not the world we actually have, because the world we actually have does not meet my standards."

Think of the worlds you've crossed in your gaming career; the miles you've walked. They may have been recreations of Venice, dense wilds lurking with danger, a land of fantasy with a grand castle dropped in the middle. Maybe you marked out your journey or followed a linear path-  one could be filled with procedurally generated planets, the other a route into hell. But each was crafted and based on exploration guided by details and discovery, the basis of knowing our place in a world. As Dimopoulos recalls: "The great Hayao Miyazaki has shown us that the love and attention for little, simple things can really flesh out a world."

Check out the biggest new games of 2020 and beyond still on the way this year, or watch the attached video below for our latest episode of Dialogue Options. 

Daniel Lipscombe
Daniel Lipscombe

Dan has been playing games for over thirty years, from back when controllers had one button. Thankfully he has managed to keep up with his favourite hobby at his age. You can normally find him playing Roguelikes or Battle Royales, both of which are his specialist subject. When he isn't playing games, he's writing about them in books and articles. If he had to pick a favourite game, it would be The Binding of Isaac or Final Fantasy IX.

Read more
GTA 6
Open world games are some of the most popular in 2025, but as GTA 6 looms, it's about to get competitive
 
 
UFO 50
"There's always a loose end, trailing off into the distance": Inside the mind of a Metroidvania creator
 
 
Dead Space
"We want you to feel like it's the game you remember playing": System Shock and Dead Space devs on the art of the remake
 
 
Big Walk
6 years after Untitled Goose Game's viral success, its devs seek solace in a chill co-op puzzler
 
 
A Vault-Dweller with a backpack looks at their Pip-Boy in front of the Vault door
New Fallout solo RPG lets you go off the beaten track, no gamemaster or party required
 
 
Lee Jung-jae as Gi-hun in Squid Game season 3
Game on: Why we were so obsessed with survival game stories this year, from Squid Game season 3 to The Hunger Games
 
 
Latest in Games
Elsa Bloodshot in Marvel Rivals
Marvel Rivals devs felt "panic" at the thought of going into the live-service graveyard that just claimed Highguard
 
 
Palworld Pal with shocked expression
"I wouldn't rule out a Palworld 2.0," says Pocketpair publishing head, but don't expect a "No Man's Sky situation"
 
 
Peak mesa biome
Peak came about after a bet between Content Warning and Another Crab's Treasure leads to see whose game would sell more
 
 
Key art for Diablo 4: Lord of Hatred showing Mephisto, a spiky and angular demon, against a red, lightning backdrop, arm and claw raised menancingly, cropped to show more of him
Diablo 4's Lord of Hatred expansion will be "really f*cking hard" at its highest difficulty, dev threatens
 
 
Mass Effect
"F***ing Colonel Shepard dies in Mass Effect 3, and that makes us the Worst Company in America," former EA exec laments
 
 
a ditto human sitting on some logs with pikachu and pichu
Pokopia's unhinged dialogue is tempting me away from Animal Crossing: "It's a pretty nice butt, don't you think?"
 
 
Latest in Features
BG3
The future of RPGs is isometric
 
 
Photo of a Mario nendoroid figure holding a microSD Express card with a Turtle Beach Switch 2 case in the background.
These Mario Day-inspired Switch 2 accessories will power up your console more than a super star
 
 
Underside of Alienware 16 Area-51 gaming laptop with glass viewing window and RGB fans
We could get a shock when 2026 gaming laptop prices are unveiled, here's what you need to know about buying this year
 
 
Emily Rudd as Nami and Iñaki Godoy as Monkey D. Luffy in Netflix's One Piece
One Piece season 2 ending explained: Who is Mr. Zero? Who dies? Will there be a season 3?
 
 
In Hitman World of Assassination, Agent 47 sits at the departure gate in an airport during the loading screen
After weeks spent locked into Hitman's Freelancer mode, I realize there's one vital thing 007 First Light needs to learn
 
 
Mario gadgets, accessories, and games on a blue background
The ultimate Mario Day starter pack, kit up for the plumber's big day
 
 
LATEST ARTICLES
  1. Elsa Bloodshot in Marvel Rivals
    1
    Marvel Rivals devs couldn't help but "panic" at the thought of going into the live-service graveyard that just claimed Highguard: "It's not guaranteed"
  2. 2
    "It's going to be really f***ing hard": Diablo 4 is getting 8 new difficulty tiers in Lord of Hatred because Blizzard wants OP builds to actually have to try
  3. 3
    Marvel fans are debating whether Dafne Keen should become Wolverine or stay as X-23, and I've already chosen a side
  4. 4
    "I wouldn't rule out a Palworld 2.0," says Pocketpair publishing head, but don't expect a "No Man's Sky situation" with a "decade of continuous, massive updates"
  5. 5
    "Whoever sells more copies pays for the other's therapy": Peak came about after a bet between Content Warning and Another Crab's Treasure leads, and ironically the friendslop collab that followed sold more than both games combined

GamesRadar+ is part of Future US Inc, an international media group and leading digital publisher. Visit our corporate site.

Add as a preferred source on Google Add as a preferred source on Google
  • Terms and conditions
  • Contact Future's experts
  • Privacy policy
  • Cookies policy
  • Accessibility statement
  • Careers
  • About us
  • Advertise with us
  • Review guidelines
  • Write for us
  • Accessibility Statement

© Future US, Inc. Full 7th Floor, 130 West 42nd Street, New York, NY 10036.

Please login or signup to comment

Please wait...