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Practice and Research - Exercise 3.8: Another Map

  • Writer: Dan Woodward
    Dan Woodward
  • 1 day ago
  • 7 min read

Trying to merge the elements of my layout research on paper proved a difficult exercise. So rather than getting bogged down trying to conceptualise the overall aesthetic, I decided to try and sculpt it like clay by making a start making things.


To me the best way to get a feel for this new world would be to create the map first again. That way I could transfer what I learned into a design system for the document I needed to create for the PDF. Rather than emulate a simple top-down map like last time, this time I was inspired by the map from the Heart RPG, which took a hand-drawn angled view onto a town. I wondered if I could use this camera angle for a larger area. I liked the way it felt more like a bird-eye view, or the view of a celestial being watching from above.


I started by going back to the tool I used last time that procedurally created fantasy maps. I stripped everything down and iterated until I got a coastline that I found visually interesting.


The generated map with my annotations of where the main city would lie
The generated map with my annotations of where the main city would lie

The tool allowed me to view the map in a three-dimensional view, so I used this approach to tweak the camera angle until I had an area and view that I thought would work for my needs. It was a much tighter crop than the top-down view. I remembered that I had told myself that I did not need to define everything up front. It also presented the world as more naïve and sheltered, oblivious to a larger continent.



On top of this foundation I started to add in locations from my text, using the topography to guide where things might logically (or not-so-logically!) go.




In my research, I had found a commercially available map of Terry Pratchett's Discworld, which was beautifully illustrated. It took a Tolkein-esque approach to its birds-eye view, with larger physical geography rendered with height. My camera view was a bit different to this, but it did make me think that I could convey height to the topography, much in the same way the map from the Heart RPG gave a sense of size to its buildings.


What I enjoyed most, though were the little annotation illustrations, which were full of wit and humour. This linked to the 'sea monsters' of my first map, and seemed like a fun way to add character to the map. Using my annotated rough, I then started to draw my map proper, taking time, care and attention to add the detail.




I was really happy with the map, and I had enjoyed adding in all the little details. I particularly like the way that I was able to convey grassland in a simple way that didn't make the map feel too dense. I wanted to move on, and had to think about how I might add colour to this map. I reflected on how long it had taken for me to draw all the elements, and how I was still unsure about how to incorporate the aesthetics that I had researched. I spent some time doing some more map-specific research to see if I could get ideas on how to colour the map.



I put together two mockups that explored a wash-and-line approach, and another that leaned into a more specifically retro and graphic approach.



In all honesty, I didn't like either mockup, but the more graphic approach seemed to have more potential for improvement, and it would force me to take a direction that perhaps would force me to try things that were not entirely in my comfort zone for colouring. The red and blue were an element that I liked a lot, and it made me think of the risograph-style zine I had created. I thought that the riso approach could be an interesting one to explore more, and so I started to focus on a more limited palette.


I imagined this map as being an actual issued map, maybe one an adventurer would pin to their wall, and keep in a backpack. What might this look like if it were issued from an institution rather than a typical fantasy map? This made me rethink the amount of detail in the drawn elements of the map. I felt like I needed to simplify things, abstract them to more graphical elements. It also forced me to think about the visual identity of the G.O.U.T. institution - a whole side quest of its own which I will explore in a separate learning log post. The first thing I experimented with was simplifying the smaller towns, villages, and roads with simpler iconography.



This caused me to reflect on how long it had taken me to draw - if I now had to do the line work, how would it blend in with the approach I was taking? I decided to defer that question for the moment, and instead explore how I could use shape and texture to convey some of that information, and reduce the amount of drawing I would need to do. I used vector shapes for the land mass to separate it from the sea, and then created other vector shapes using textures as representation for the the geography. I didn't feel like I could get away with that approach for the forest, so I combined it with some vector lines that conveyed the canopy, but without the amount of drawing I had used for the initial pencils. I was also able to make vector trees and shapes that could be re-used easily, and tweaked to keep the visual interest high.


I started to tweak the colours, making the border the same hue as the red, but darker and less saturated. I used a paper texture and stains to give the map a worn and well-used feel.




I added more elements in using this graphic approach, and looked for ways to simplify and avoid drawing. This led me to adding the 'found' objects. I started with the colourful volcanic pools, reimagining them as a polaroid photo. I used an attribution-free image of a real volcanic spring, and then passed it through photographic filters to give it a 70s polaroid feel. I replicated the look and feel of a shiny polaroid picture and then 'stuck' it to the map using tape textures. Instead of drawing the Green Man, I found an image of the mythical character for common use in the British Library archives, and I passed that through filters to make it look printed, colourising it to be green. Imagining this was a piece of an envelope that has been torn and stuck on the map, I also created a simple stamp that I could overlay on top to give it an authentic feel.


I added in the top-most mountain range. My first attempt just created a generic mass, similar to the one on the left of the map. So I thought about how painters represent maps through brush angles. I experimented by finding rock-like textures, compressing their aspect ratio to narrow them, and then angling the textures to align with the mountain face. I repeated this on the opposite side, using a slightly different texture and opposing angle to represent the other side of the mountain. I was extremely happy with this approach, and it really made the area look like a photograph of mountains without me having to draw any detail.



I felt like it was very difficult to do the same for the westerly mountains. I did not envisage them as Alpine mountains - more like shattered columns, being pushed out of the mantle. I experimented with adding additional shapes on top of the base layer, and then accentuated the effect by adding in a shadow layer to add depth. This worked, but meant that I had to replicate the shadows on other mountainous areas for things to gel well together. At the top of the map, I created a photo collage of mushrooms using free images of different fungi, then cut them out and manipulated them to create a 'forest' of fungi. I then passed this through filters to give it a printed zine feel in the same red colour as the rest, and placed it onto the map.



I added in the capital city Kêr Dister onto the peninsula. This required some drawing, which I did using vector shapes where possible. For the city layout proper I took inspiration from maps in my research and abstracted them to two-dimensional shapes that could also be created with vectors.



The map was in a good place, but I still wanted some of the funny details I had before. I realised that I didn't have to make these look like they were an existing part of the map. I put myself in the shoes of the adventurer - like explorers of history, it was logical that they would annotate their map with information. So I drew in the other elements, making it look like it had been done with pen-in-hand. I didn't have to worry about it looking neat or perfect - any error just made it look more authentic.



I had somehow come out of the other end of this process with a distinct visual language and identity that had managed to combine the disparate influences. I was pleased with the result, and that this really felt like my visual voice coming through. I could start exploring how this might now translate to the design system of the Campaign Frame document.

References
  1. Booth, C. (2010). Transit Maps. [online] Transit Maps. Available at: https://transitmap.net/.

  2. Buondelmonti, C. (1475). Map of Constantinople. [Digital] Pinterest. Available at: https://i.pinimg.com/1200x/a4/af/3d/a4af3d650a49b3b650db83b1ea239d0b.jpg.

  3. Mitchell, I. and Moureau, M. (n.d.). The Mappa Discworld. [online] Discworld Emporium. Available at: https://www.discworldemporium.com/product/the-mappa-discworld/ [Accessed 1 Feb. 2026].

  4. unknown (n.d.). Fantasy Map. [Digital] Pinterest. Available at: https://i.pinimg.com/1200x/d1/3c/a0/d13ca0190df3125673121cf6182a3aec.jpg.

  5. unknown (n.d.). Graphic Map of Europe. [Digital] https://blogger.googleusercontent.com/. Available at: https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkzh0DwwNTOfOyyd_7tT13DxiZytuwxFgibezMAp3v1pzFOGZo9khnxy48Qe1JpYNssYJzCTlGLGUyjzHkIlZ4i1JZ7zOmF_V0KUPJSxcIBp9MmTP3VnBe7DcFOk8fZRsJ3iGMtA/s523/logo.gif.

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