Freelance game urbanist, game, level and narrative designer, planner of imaginary places, consultant on interactive cities, and geographer of actual cities. I love to work on settlements that have never existed, and on interactive urban environments.
I have, among other projects, consulted on The Sinking City by Frogwares, helped with the creation of a still unannounced city for Tuque Games, designed the maps and populated the GIS for Culturplay's ancient Athens, crafted the cities of Nékromegà, provided research and urbanistic puzzles for IIrresponsible Games, fixed a few things in A Place for the Unwilling, created rules and systems for a TBA city building sim, and done the level and game design for Droidscape: Basilica.
Currently working on several games with IndieBros, writing a lot, preparing talks on game cities, working on games both digital and analog, fleshing out the urban setting of Robb Sherwin's Cyberganked RPG, and planning cities for an adventure by Magenta Triptech.
[contact me at konstantinos[dot]dimopoulos[at]gmail[dot]com]
[personal site: http://www.game-cities.com/]
[follow me on twitter @gnomslair.com]
The basics of urban structure and the three classic city models; a fine way of getting started with imaginary urban planning for your video game cities.
Brief (relatively) but (quite) thorough guide to creating believable, immersive, and interesting cities and urban environments for video games. Based on my 2017 Develop: Brighton talk.
Thimbleweed Park: The Town. A look at a novel approach in open-world city design (and planning) for 2D adventure games.
A (relatively) brief introduction to the art and science of crafting believable, immersive cities and urban environments for video games.
An approach to urbanism as a storytelling tool, and the story of the urban design of adventure/RPG Nékromegŕ's opposing cities.
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.
[Blog - 01/10/2018 - 09:49]
Why, thank you very much ...
Why, thank you very much for the kind words. I am glad you found it useful. r n r nAlso, those are some excellent points raised Here are some brief comments: r n r n1. Exactly And that is why I generally tend to suggest people have to focus on ...
[Blog - 08/31/2017 - 10:45]
Thank you very much for ...
Thank you very much for the kind words. I haven 't played FFXV --thankfully, apparently-- but I do see what you mean. Seems that FFXV has really failed in its world building...
[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 ...
[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.
[Blog - 02/25/2016 - 07:39]
[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.