Each illustrated map starts with one simple question. “How would it look from the outside looking in?” Not all games really give good feedback for that so I used that void to fill in the gaps and details myself. I try to stay as close as possible to the information that’s available to me and presented by the games, but sometimes the in-game areas just don’t line up logically, so that’s where artistic liberty comes in.
For example – sometimes elevators don’t line up, or I have to display multiple areas that are directly above each other and I have to resort to perspective trickery. I also have to doublecheck with the game themselves how they line up or where the important landmarks can be found to make the map recognizable. After making a big sketch on paper to get a general feel for the outlines I start on the different areas to fill them in. This is a process that varies a bit, depending on the structure of the game. Metroidvania-style games with lots of interconnected rooms can be done from area to area, while larger open worlds or single areas are usually an everything-at-once affair. After (digitally) pencilling, I start grayscaling the areas, and after that I select the appropriate colors. Finally I’ll add some details to fill in the parts of the canvas that are left blank for aesthetic purposes, and that’s it!
It’s been a process of several weeks to months where I could distill my artistry and passion for the game in question into paper and get the result you see in the store. Take a look at the creation video of Zelda: Tears of the Kingdom – this is a 1-minute video of two months worth of work!