This paper examines the three-dimensional cartography of Bloodborne (FromSoftware, 2015) as a case study in vertical narrative design. Unlike open-world games, Bloodborne employs a densely interlocking 3D map structure where shortcuts, elevators, and layered districts create a non-Euclidean sense of place. Using methods from architectural theory and game studies, we analyze how verticality, sightlines, and backtracking reinforce themes of descent, madness, and cyclical violence. The paper argues that the 3D map is not merely functional but diegetic—spatial confusion mirrors the hunter’s deteriorating sanity. Finally, we compare fan-made 3D map reconstructions (e.g., via Bloodborne Map Viewer) with in-game data to assess accuracy and interpretive bias.
: The map starts as a dark, swirling cloud of incense and physically renders in 3D only after you find and light area lanterns.
For those looking to explore Yharnam outside the game's restrictive camera, several community projects provide a bird's-eye view: Maps | Bloodborne Wiki
: Tools like DSMapStudio and its frequent fork, Smithbox , allow users to load game ROMs to view and optimize 3D map data for modding or PC-based viewing.