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June 26, 2017
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Konstantinos Dimopoulos's Blog

 

Freelance game urbanist, game, level and narrative designer, planner of imaginary places, consultant on interactive cities, and geographer of actual cities. Loves to work on cities that have never existed, and on interactive urban environments.

I have consulted on The Sinking City by Frogwares, have helped with the creation of a still unannounced city for Tuque Games, designed the maps and populated the GIS of ancient Athens and Attica for Culturplay, crafted the cities of Nékromegà, and did level and game design for Droidscape: Basilica.

Currently working on several games with IndieBros, and fleshing out the urban setting of Robb Sherwin's Cyberganked RPG.

 

[contact me at konstantinos[dot]dimopoulos[at]gmail[dot]com]

[personal site: http://www.game-cities.com/]

[follow me on twitter @gnomslair.com]

 

Member Blogs

Posted by Konstantinos Dimopoulos on Thu, 22 Jun 2017 09:54:00 EDT in Design, Art, Console/PC, Indie
Thimbleweed Park: The Town. A look at a novel approach in open-world city design (and planning) for 2D adventure games.


Posted by Konstantinos Dimopoulos on Thu, 08 Jun 2017 10:18:00 EDT in Design, Art
A (relatively) brief introduction to the art and science of crafting believable, immersive cities and urban environments for video games.


Posted by Konstantinos Dimopoulos on Fri, 03 Feb 2017 09:46:00 EST in Design, Production, Console/PC, Indie
An approach to urbanism as a storytelling tool, and the story of the urban design of adventure/RPG Nékromegŕ's opposing cities.


Posted by Konstantinos Dimopoulos on Thu, 06 Oct 2016 10:15:00 EDT in Design
Five (more) books on urbanism, city history, geography, planning, and a bit of burglary for game devs and designers looking to create their very own imaginary and interactive cities.


Posted by Konstantinos Dimopoulos on Fri, 24 Jun 2016 10:50:00 EDT in Design, Art, Console/PC
You do not have to model a complete functioning city to have a believable urban environment for your game. All you have to do is simply imply the appropriate size and complexity.


Posted by Konstantinos Dimopoulos on Fri, 25 Mar 2016 01:04:00 EDT in Design, Art, Console/PC
Approaching the creation of an interactive Lovecraftian horror urban environment for videogames.



Konstantinos Dimopoulos's Comments

Comment In: [Blog - 06/22/2017 - 09:54]

Thank you I too loved ...

Thank you I too loved Thimbleweed to pieces, and fully agree that it being open-worldy helped a lot. And, yes, the map was essential, but it really should have been just a tiny bit better illustrated. r n r nAlso, I do suggest passing global laws to make the inclusion ...

Comment In: [Blog - 06/08/2017 - 10:18]

Thank you for the kind ...

Thank you for the kind words I am really glad you found the article useful. I know it can feel meandering at times, but cities and thus game cities are a deep and wide subject.

Comment In: [Blog - 02/25/2016 - 07:39]

Hope that helps then And ...

Hope that helps then And thanks for the kind words too :

Comment In: [Blog - 10/26/2015 - 07:55]

Glad you like the maps ...

Glad you like the maps Thomas for though they were mere placeholdres they took bloody hours : r n r nThe illustrated book will have to wait for a while I 'm afraid. At least after I find a way of getting the game resurrected probably.