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Level Design Site Specific

The future of Groping The Map…

Since I started them in 2010 my Groping The Map articles have  proven to be some of the most popular work I’ve written. In those three years however I have only been able to complete my analysis of three different levels, this is both a significant reduction from my original goal and a personally disappointment.

With each article my ability to analyse level design has increased, as have my talents as a writer. Recently I completed an approximately 15,000 word series on the level design in Dishonored for Issue 1 of the Sneaky Bastards magazine, and I think this is some of my best work to date. In an ideal world I would be able to focus primarily on writing such as this and produce these articles at a rate greater than one level analysis per year.

To that end I’ve set up a GoFundMe campaign with the aim of enabling me to focus on producing more Groping The Map content. The aim of the campaign is to produce “Groping The Map: Book 1” a .PDF ebook, which once researched and written will be made available free of charge, and devoid of any DRM. Any support you can offer will go towards ensuring that I can focus primarily on these articles, with the goal of releasing Book 1 sometime within the next six months (subject to alteration). If possible I would like to produce some physical copies if there is sufficient demand. These physical copies would be sold at cost, however given the number of screenshots used these would need to be printed in full colour making the cost price somewhere in the range of £10 (before postage and packaging); that is an estimated price per-unit based on a run of fifty copies.

The current plan is for Book 1 to include four articles of approximately 10,000 words each on the following levels:

  • The Omega Ranch – Deus Ex: Human Revolution.
  • Nova Prospekt – Half Life 2.
  • The Silent Cartographer – Halo: Combat Evolved.
  • Jacknife – Mirror’s Edge.

I started Groping The Map because I felt there was a need for level design specific writing. There is already a wealth of work dedicated to environmental art and the use of specific level design software, but there are very few examples of level design “close reading” that examines every aspect of a level and its role within the rest of the game. With your support I can devote myself to working on these articles and hopefully within six months release a .PDF that will more than double the number of Groping The Map articles.

No matter how well the campaign does I still fully intend to work on additional Groping The Map content, I just can’t make any commitments as to the schedule without a change in my circumstances.

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