ABSTRACT

The parallels between a architecture and videogames would appear to be close, but making the leap from one to the other is not necessarily straightforward. From studying architecture in New Zealand, Miriam Bellard worked as a set designer for film, and developed her own indie game before landing her role as art director at Rockstar North, creators of blockbusters Grand Theft Auto and Red Dead Redemption. Here, Bellard explores how the various steps on her path have shaped the way she thinks about space, and the particular challenge of designing for games.