Dr Alan Meades' Videogame Glitching Art book.
Under The Map builds upon my experiences within glitching communities on the Xbox 360, in which I spent over two years playing alongside and interviewing glitchers. Glitchers play with games in the way I described above, purposely seeking out, documenting, distributing, and then exploiting weaknesses, or glitches, within videogame code. Unlike modders or hackers they frown upon the direct alteration of code, and instead force errors by manipulating the game through using conventional controls and inputs. While there are many forms of glitch, such a those that alter animations, subvert rules, or even duplicate items, the glitches that resonate most strongly with me are those that alter the players relationship to the gamespace: its barriers, its landscape, and its map. The images in the exhibition and publication have been created through a subversion of the game map, the playable area, and the content visible within a game through the use of glitches. In particular these images make use of a certain technique: getting under the map.
This body of work attempts to capture some of the aesthetic pleasures afforded by glitching, simultaneously working upon aspects of landscape, the sublime, and the glitched. It presents images that sit in a space somewhere between the Romantic landscapes of Caspar David Freidrich and Joseph Mallord William Turner, and the digital battle zones designed by Infinity Ward and DICE. It raises questions of the decorative, the sublime, and of the meaning of landscape in a digital context. By another measure Under The Map should also be considered an act of praxis, an application of the ideas and concepts raised through my largely theoretical research. It utilises glitching techniques to produce images that communicate something of the pleasures and meaning of counterplay.
Dr Alan Meades' Videogame Glitching Art book.
Under The Map builds upon my experiences within glitching communities on the Xbox 360, in which I spent over two years playing alongside and interviewing glitchers. Glitchers play with games in the way I described above, purposely seeking out, documenting, distributing, and then exploiting weaknesses, or glitches, within videogame code. Unlike modders or hackers they frown upon the direct alteration of code, and instead force errors by manipulating the game through using conventional controls and inputs. While there are many forms of glitch, such a those that alter animations, subvert rules, or even duplicate items, the glitches that resonate most strongly with me are those that alter the players relationship to the gamespace: its barriers, its landscape, and its map. The images in the exhibition and publication have been created through a subversion of the game map, the playable area, and the content visible within a game through the use of glitches. In particular these images make use of a certain technique: getting under the map.
This body of work attempts to capture some of the aesthetic pleasures afforded by glitching, simultaneously working upon aspects of landscape, the sublime, and the glitched. It presents images that sit in a space somewhere between the Romantic landscapes of Caspar David Freidrich and Joseph Mallord William Turner, and the digital battle zones designed by Infinity Ward and DICE. It raises questions of the decorative, the sublime, and of the meaning of landscape in a digital context. By another measure Under The Map should also be considered an act of praxis, an application of the ideas and concepts raised through my largely theoretical research. It utilises glitching techniques to produce images that communicate something of the pleasures and meaning of counterplay.
Dr Alan Meades' Videogame Glitching Art book.
Under The Map builds upon my experiences within glitching communities on the Xbox 360, in which I spent over two years playing alongside and interviewing glitchers. Glitchers play with games in the way I described above, purposely seeking out, documenting, distributing, and then exploiting weaknesses, or glitches, within videogame code. Unlike modders or hackers they frown upon the direct alteration of code, and instead force errors by manipulating the game through using conventional controls and inputs. While there are many forms of glitch, such a those that alter animations, subvert rules, or even duplicate items, the glitches that resonate most strongly with me are those that alter the players relationship to the gamespace: its barriers, its landscape, and its map. The images in the exhibition and publication have been created through a subversion of the game map, the playable area, and the content visible within a game through the use of glitches. In particular these images make use of a certain technique: getting under the map.
This body of work attempts to capture some of the aesthetic pleasures afforded by glitching, simultaneously working upon aspects of landscape, the sublime, and the glitched. It presents images that sit in a space somewhere between the Romantic landscapes of Caspar David Freidrich and Joseph Mallord William Turner, and the digital battle zones designed by Infinity Ward and DICE. It raises questions of the decorative, the sublime, and of the meaning of landscape in a digital context. By another measure Under The Map should also be considered an act of praxis, an application of the ideas and concepts raised through my largely theoretical research. It utilises glitching techniques to produce images that communicate something of the pleasures and meaning of counterplay.
Burton 3 Alan Meades Under The Map.indd 1 14/02/2014 15:06 Alan Meades Under The Map.indd 2-3 14/02/2014 15:06 I have always been a bad at playing games. Yet despite my ineptitude, videogames have remained an interest since my childhood summers spent playing StreetFighter II in the seaside arcade in my hometown. I still nd videogames deeply compelling today, but free from the staccato demands of coin-op games, I now play home console games as spaces of relaxation and contemplation. While I still play games to win or progress, I take special care exploring and orientating myself within a videogame space, system or simulation making sense of its boundaries, understanding its operation, and sensing the extent of my new situated freedoms. I have found that this often takes precedence over the ludic, game aspect, or the sense of narrative progression / completion, and for me it is whilst doing this that games take on more meaning. Ive found that once I become familiar with a videogame, its rules, boundaries and expectations, my fascination begins to translates into frustration. I nd myself disenchanted and angered by its hurdles, its rules, and as the shallowness of its artice becomes apparent. When this happens my play alters, it becomes begrudging, critical, and counter to expected play. I challenge the game not to progress, not to be complicit with it, but with an urgency to locate the new and novel. I enjoy seeing games as spaces of novelty and opportunity, yet can only be as expansive as it has been coded to be. When I become a counterplayer I want to see what else the game might offer, how it might be poked, prodded or cajoled into doing something unexpected, and this boils down to forcing the game to fail, to miscompute, to glitch. Introduction Under The Map Over the last decade my research has focussed around the varying ways that people play games. My PhD, Playing Against the Grain, consisted of an ethnography of grief-play, illicit modding, hacking, and glitching groups on the Xbox 360 platform, while prior to that I conducted large- scale international research, charting differences in play style on Square Enixs Final Fantasy XI. What has become apparent from my studies is that there are many ways to play games, and there are communities for which counterplay is their primary way of enjoying videogames. I should also stress that their approach is not necessarily motivated by simplistic resistance, or rejection of the games per-se, but instead a complex and contradictory mix of seduction, notions of entitlement and of curiosity. In doing this research I eetingly became part of counterplay communities, and familiar with the processes, meanings and pleasures within. Under The Map builds upon my experiences within glitching communities on the Xbox 360, in which I spent over two years playing alongside and interviewing glitchers. Glitchers play with games to purposely locate, identify, document, distribute, and then exploit weaknesses, or glitches, within videogame code. Unlike modders or hackers they frown upon the use of any external intervention into the games, and instead force errors by interacting with the game through using its conventional controls and inputs. While there are many forms of glitch, such a those that alter animations, subvert rules, or even duplicate items, the glitches that resonate most strongly with me are those that alter the players relationship to Alan Meades Senior Lecturer in New Media Theory the gamespace: its barriers, its landscape, and its map. The images in the exhibition and publication have been created through a subversion of the game map, the playable area, and the content visible within a game through the use of glitches. In particular these images make use of a certain technique: falling under the map. This body of work attempts to capture some of the aesthetic pleasures afforded by glitching, simultaneously working upon aspects of landscape, the sublime, and the glitched. It presents landscapes that sit in the liminal space between the romantic landscapes of Caspar David Freidrich and Joseph Mallord William Turner, and the digital battle zones of Innity Ward and Electronic Arts. It raises questions of the decorative, the sublime, and of the meaning of landscape in a digital context. Under The Map should also be considered an act of praxis, an application of the ideas and concepts raised through my largely theoretical work. It represents the use of glitching techniques to produce images that communicate something of the contextual value and meaning of counterplay. To reect this fusing of theory and practice I invited two videogame academics, Professor Tanya Krzywinska and Corrado Morgana, to enter into discussion with me about the work here, and between us to make sense of what it means to be Under The Map. Alan Meades Under The Map.indd 4-5 14/02/2014 15:06 Alan Meades Under The Map.indd 6-7 14/02/2014 15:06 Alan Meades Under The Map.indd 8-9 14/02/2014 15:06 Alan Meades Under The Map.indd 10-11 14/02/2014 15:06 Alan Meades Under The Map.indd 12-13 14/02/2014 15:07 Alan Meades Under The Map.indd 14-15 14/02/2014 15:07 Alan Meades Under The Map.indd 16-17 14/02/2014 15:07 Alan Meades Under The Map.indd 18-19 14/02/2014 15:07 Alan Meades Under The Map.indd 20-21 14/02/2014 15:07 Alan Meades Under The Map.indd 22-23 14/02/2014 15:07 Alan Meades Under The Map.indd 24-25 14/02/2014 15:07 [CM] The act of negotiating a virtual world or game world is for me an act of exploration and performance...nding the right location and counteracting or working with its game mechanics to produce the necessary documentation. Is there a resonance here for you?
Absolutely, for me glitching consists of three distinct phases: rstly theres the identication of glitches, in this case the testing and deciphering of the exploitable processes within a game; secondly theres the documentation and sharing of glitches with other players, this is deeply performative and conscious of the demands and expectations of its audience; and nally there is the use of the glitches, whether for competitive advantage, for the exploration of game space and creation of imagery, or whatever else. The point here is that the rst is deeply exploratory, the second predominantly performative, the third (of which the artwork here is based upon) can be either performative or exploratory. While I recognise the diagnostic feedback loop of performance/exploration when identifying or ne-tuning glitches its largely absent in this work (Under The Map) many, but not all, of the images utilise glitches that I did not identify personally, so my role here was much more to perform and explore purely within the realm of the aesthetic what locations could I reach, how could the maps be further subverted, and how would the engines graphically resolve my challenges. For me the joy of glitching is also found within the explorative/ performative feedback loop, but Im not convinced that this is expressed strongly within the images here, instead Ive used glitches in order to be able Alan Meades in discussion with Tanya Krzywinska and Corrado Morgana, December 2013. to produce these images, these become an output that hopefully works on a different level of interaction and signicance (the sublime, Friedrich, Turner, Bauhaus). [CM] Many artists working with technology especially video games adopt a situationist strategy of detournement. It can be argued that appropriating and over turning existing tech recuperates it and takes ownership. Does glitch work in your practice seek to reclaim in any way?
When I initially began to explore glitch production and counterplay communities the idea of detournement was very much in my mind. I was inuenced by Espen Aarseths Transgressive Player article, where he presents what he calls the tyranny of games the notion that videogames support a reductive range of ways of playing, forcing players to adopt these or fail to benet from their pleasures. I liked this idea as it resonates with the frustrations I feel with games, and I hoped that glitching and glitch art might represent an overt act of resistance or detournement. However, what I found was that the people I met, interviewed, glitched, modded and hacked with, werent especially motivated by a will to deect, undermine or address other perceived inequalities, but that they were motivated by a genuine seduction with the materiality of the games. My frustrations over a lack of the resistant were eventually replaced with a sense of awe over what could be presented, I saw a Red Dead Redemption glitch video by (glitching team) ChaoticPerfection that subverted the game but retained the expansive landscape iconography and the sophisticated environmental and geographic effects. I felt that the engine had the capacity to be so much more than just a game (Im not placing a value judgement there), and I felt compelled to do more. So, while I feel an element of excitement over the intentional reappropriation of the game spaces Im not sure that it extends to taking ownership or if it is, the ownership is precarious in the extreme. Glitches are xed over time by developers, and there is the pervasive feeling that as a glitcher you are an invader, a temporary trespasser, and that ownership or reclamation is eeting at best. The reclamation that might be there is the retraction from the ludic aspects of the game, a successful glitch normally abstracts the player from the mechanisms that control play (such as enemy AI routines), and once Id conducted a glitch Id often be struck by the silence and calm that descends on the game. So, for me it feels more of an evacuation, an exodus, rather than a claiming of ownership, Im therefore unconvinced that it is a detournement. [TK] The concept of the sublime is regularly used to describe an encounter that Zizek might consider, via Lacan, as a brush with the Real (in this sense meaning that which is remaindered by the symbolic). Does this idea resonate with your evocation of the sublime in these glitched landscapes?
As a fan of John Carpenter lms, Zizeks brush with the Real resonates nicely. If it is inviting us to take into account not only what is said, but what is implied, then yes there is a link. I hope that these images, partly through their stillness and then through the glitched errors that creep in, invite Alan Meades Under The Map.indd 26-27 14/02/2014 15:07 the viewer to go beyond what is apparently conveyed and consider what exists on the edges and beyond the frame. I guess that itd also be useful for me to situate my reading, or perspective on the sublime as well, with the reasoning that the brush with the real is for me at least a brush with the sublime. For me the sublime works around the concepts of vastness, and transcendence. It is something unknowable that is attractive yet elicits a kind of terror. This is something that the romantic painters like Turner and Freidrich worked with, and for me it has resonance, especially when contrasted with objectivity and truth presented by other landscape depictions. Even within games theres an anchoring around the objective, whereby emphasis is placed on life-like locations, such as when Im screaming around Prague in a sports car in Forza 4, or storming the Reichstag in Call of Duty: World at War. I appreciate that these arent landscapes in their conventional painterly respect, but they still say something about our relationship to place and space, and by extension can say something about the sublime. I think that what Im trying to get at is that Ive a suspicion and scepticism towards the apparently objective, and feel a tension within the vast, the unknowable, and entropic. I think that once you remove the symbolic, and this body of work generally adopts the iconography and conventions of landscape painting, what is left is a nod towards vastness, and the chaotic. I hope that theres a gradual unpicking of destabilisation going on. These landscapes might initially appear conventional or of resonating with the decorative, but this is a bit of a ruse. The adoption of objectivism is partially in consideration of exhibition and to create a textual link between this and the other Burton Press releases, which have presented relatively objective photography that then facilitates a discussion of meaning (and I guess the real). So while these images ostensibly appear to be about landscape and objectivity, for me they are about the creeping entropy of the systems the sublime as the chaos and vastness shown by the disorder and very glitchiness of the systems. [TK] Thats approaching what I understand by Zizeks conceptualisation the Real; something we struggle to speak about, escaping categorisation and unable to be mastered (which is what we expect in a game) and which puts us outside of ourselves and our comforting myths. The glitch images are representation of course by there is something here that escapes the sureties of generic expectation and cliche. These holes in the world leave me with a sense of vertigo.
Yes, its that vertigo that Im looking for too. The tensions created by the holes are the important bits. For me the pleasure and mischievousness of this work is the tension between the sublime (as entropy) and the apparently ordered and objective (the landscape symbolism). Aside from this there is the use of romantic landscape themes imagery within the works themselves the nature of the subject matter: vast geographical, swirling mists, and skylines. Then there is the way that the works additionally break down in series as we progress, moving towards the increasingly irrational, vertiginous and for me, sublime.
Alan Meades Under The Map.indd 28-29 14/02/2014 15:07 [TK] Landscape painting has often struck me as unhinged because it cant escape serving a decorative impulse; perhaps all romanticism suffers from such. It seems to me though that your glitch work makes a different use of decorative quality precisely because they are the result of a mistake. How do you regard the role of the decorative in your work?
I think that landscapes can become subordinated by the decorative, that they can lose something by their objectication. But, as the point of this work is, for me, to chart a progressive expansion of the glitch, of the unknowable and sublime disorder, then the decorative works as a mechanism. It is a place to start that prevents the viewer from stepping immediately away from the image due to its digital or videogame origins, and hopefully is something that can then be challenged as the works progress. The move from the pastoral to the urban, and the (relatively) objective to the precarious and glitched serve to challenge the decorative. For me the work is about inviting the mistake, the error, the glitch, into the decorative, and then allowing it to expand to the point that it dominates, or inhabits the frame. I really just wanted to play another game, to convince some viewers that this was a series of decorative, painterly works, - channelling Turner and Friedrich in order to do so, and then introduce successively irrational or problematic elements. [TK] Representation is mostly by nature objectication, but some representations seem to have the power to circumvent that. I know this dates me and also suggests an obsessive compulsion, but I keep coming back to the photographs of Peter Witkin - his images of dead people and animals posed as still life. The transgression here certainly made strange the decorative, breaking the frame of representation very powerfully. But what does this in your images is something more fragile and harder to pin down. With Witkins work the transgression is naturally written large in the frame, and for me, gains much of its power and resonance the interplay between the macabre and beautiful. I fear that with his work the tension between aesthetics and emotional response is too great, and I feel the vertigo that you mentioned earlier. I nd his work really challenging. By contrast the images in Under The Map are by no means as bold in their subject matter or intent, but I think that they still work with contrast and tension. I think that perhaps its the case that these images fail to challenge strongly, resulting in unease as opposed to Witkins powderkeg, and Im not sure that I have a problem with that. I still nd my eye drawn to the edges, to the errata, and knowing that they are there is enough to introduce that tension.
[CM] Does the work really represent glitch or appropriate its aesthetic? i.e. are we being exposed to the subtle inner workings of an engine, the backstage of a theatre that we arent meant to see or are the effects the emergent computational misrings as spanners are thrown in the works?
The fairest response would be to say a little bit of both. Some of the glitches here show the backstage elements, or, more precisely the on-stage elements from the perspective of the backstage crew (or understage!), and specically the curious way that certain objects and stage elements become transparent from one perspective but not the other. However, there are other images here that emerge from the misrings caused by my spanner- throwing. In these cases Im playing with the upper-limits of available system memory and calculations. For example, in many of these glitches where I leave an area through an unexpected route, the system never receives notice to stop rendering or processing all of the elements of that area. The enemies, graphics, 3D objects etc., are still being tracked and retained in the system memory while simultaneously my exploration of other areas forces the game to display more content as best it can with its remaining resources. What then plays out on the screen is the tug-of- war between the elements as their priority is changed and they are loaded into or out of memory: buildings, mountains, walls, oors, ash in-and- out existence, or are replaced with successively abstract and rudimentary alternatives. For me it is the interaction between the two the stage elements seen from behind, and the outcomes of the battle for resource allocation that has the capacity to surprise and create fascinating juxtapositions. TK I keep wondering what type of transgression a glitch is or if it is at all? Does it make sense to claim a glitch as transgressive? Or is it simply transgressive when it is used as such?
I dont think that a glitch is transgressive, its an operation of code, constrained by the physical, computational and simulated limitations of a system, I only really use the term due to the way that glitches and glitchers (i.e. the people that nd and utilise glitches) are primarily framed by those that produce and distribute games. A glitch should be no more transgressive than a mathematical operation, or a statement, but in relation to videogames a glitch has the capacity to expose the precariousness of the simulation. A glitch, applied in a specic manner can play a transgressive role undermining and challenging the entirety of a system, breaking and subverting a multi-million pound system. In the case of these visual glitches the same might be true they transgress the boundaries of the simulation, exposing the void or inconsistencies that lay beyond and therefore the security of the entire artice. These glitches are therefore only transgressive when one has the need to see videogames as immutable or secure and those that are producing and selling them as experiences naturally do so. Perhaps its best to think about glitching as being transgressive in terms of boundary maintenance, it tests the edges, draws their territory, and serves to reinforce their solidity. [TK] Isnt there some way in which they are inherently transgressive because the creation of virtual worlds is driven by a psychological demand for holism and realism? Videogames work perceptually because of the commination of gure and ground, and I guess a cybernetic feedback loop. By exposing the cracks in this, introducing noise or latency, you might say that the glitches challenge holism. But saying this we seem quite adaptable when irregularities are encountered, they can be swiftly normalised (Im thinking of something like rocket jumping Alan Meades Under The Map.indd 30-31 14/02/2014 15:07 in Quake, or reload cancelling in Call of Duty, or the sneaky way that Ive found you can turn off the water reection obscurity on Skyrim by angling the camera...) these go from being something that challenges the realism of the game to part of the same system, adopted by players as core functions. I think that our understanding is mutable and adaptive, and whether we understand them as transgressive is dependent on their application. Also, I have problems with rationalising a aw of the system as being somehow critical of the system itself its it. Once again the transgression for me becomes an external label. [TK] Friedrich often included bodies or even symbols in his images, perhaps to communicate a sense of scale. I was wondering why you chose not to include any bodies in your images.
I spent time in Berlin while I was working on these images, where the National Gallery has a large Friedrich collection. There are a number of his paintings, such as The Monk by the Sea, Man and Woman Contemplating the Moon, Moonrise by the Sea, and Morning in the Riesengebirge, that combine gures and landscape, to commutate scale and perhaps to emphasise the fragility of the human in relation to the sublime. I spent quite some time looking at The Monk by the Sea, and Morning in the Riesengebirge, because for me the gures made little sense. It felt as if they were unnecessary intruders into the frame, making the symbolism of the paintings too literal the juxtaposition of the French Chasseur against the dark enveloping woods, or the still monk dwarfed against the steely grey sea sky. I felt that the tensions created by the paintings were between the viewer (i.e. me) and the landscapes, and I found the images that lacked gures were the more striking. There are also pragmatic reasons why Ive generally avoided the inclusion of gures within the images here rstly the nature of these glitches would suspend or interrupt most game functions, therefore the routines that control entities such as NPCs or other gures are broken. While some do exist in some of the images, theres a tiny pixelated soldier and some pedestrians in another, generally they would remain somewhere else beyond the normal play area in a dormant state. Aside from that I was concerned that the inclusion of too many gures would make the reading of the images as game-grabs to easy, and that would scupper the artice of the decorative to glitched.
[CM] Do you use existing tools, console codes, trainers or other exploits to produce your work? Are you willing to discuss your sleight of hand?
None of these images make use of any external hacking or modication processes, instead they utilise exploitable weaknesses in the game environments instigated through normal gameplay operation. For example, nding a way of jumping onto game objects, such as boxes, walls, and then rooftops, to then allow the player to exit the intended gamespace. Its important within glitching communities that these exploits are done without any intervention into the game code, and therefore within this context hardware or software modications are completely inappropriate. I wont say specically which images were triggered by what techniques, but I used conventional up-and-over out of map glitches and these then allowed me to get under the map. In one game I simply walked through a wall where the developers had forgotten to specify it was impermeable. In another I leaped out of the urban battle zone, sprinting through and beyond a timed return-to-game area before it respawned me. Here the developers had underestimated how far a player could run when setting the boundaries of the barrier. In another I am run-over by a tram in a very specic location, this pushes me through the oor and under the map. There are two other cases that use another interesting technique, accessing a deloaded version of the game level. Deloaded levels contain low-delity placeholder content (this is used to minimise system memory usage), and therefore lack much of the visual sophistication of their loaded equivalents. For a glitcher, deloaded gamespaces are a treasure trove of graphical and procedural inconsistencies. In addition to this Ive used post-production to remove the identifying user interfaces, my concern being that these acted as a distraction, as an obstruction between the viewer and the glitch image.
[CM] How signicant is the original world/game text to its appropriation?
I think that glitches are fascinating irrespective of what the original world/game context was, although the games were selected here in an attempt to touch upon a pastoral/landscape painting lexicon. As this body of work is primarily exploring landscape, or making reference back to landscape painters, Ive selected games that present vistas and geographical elements. These are either rst-person-shooters or third-person adventure games. The nature of the original text is therefore important as I selected games that enabled a certain type of image, but aside from this for me there is an exhilaration attributed to the surprising way that a glitch can open up contrasts and contradictions exposing a tension between what should take place and what is being invoked. I guess that for me this is the attraction of glitches: the exploration of and rationalisation of this gulf of possibility between what is intended and what an engine is capable of. While this body of work doesnt necessarily explore the range or depth of that gulf, I hope that it still says something within it.
Alan Meades Under The Map.indd 32-33 14/02/2014 15:07 Alan Meades Alan Meades is a lmmaker, graphic designer and educator. He is Senior Lecturer in New Media Theory in the Department of Media, Art and Design at Canterbury Christ Church University, UK. He holds a PhD from Brunel University exploring transgressive, oppositional and subversive modes of play within videogame environments. Alans research utilises ethnographic and netnographic methods to study videogame communities, including those who generate artwork as part of their interactions. He is currently working on videogame and ethnography related User Experience Design projects. He is keen to continue to explore the intersections between creative practice, videogames and notions of ownership. Tanya Krzywinska Tanya Krzywinska is an artist and Professor of Digital Games at Falmouth University where she is currently developing a suite of undergraduate and postgraduate programmes in Digital Games. Shes an advocate of a Humanities approach to game scholarship, has published many articles and books on games and cinema and is currently working on a monograph entitled Gothic Games. When time treats her kindly, she likes to poke around Weird Fiction and experimental games. www.falmouth.ac.uk/games Corrado Morgana Corrado Morgana is an artist, curator and sometimes musician. He is currently programme leader for Computer Games Design at University of South Wales at Newport where he teaches both practical and theoretical components. Sometimes his students win awards. His research examines arts and videogames crossover practice, specically transgressive and subversive production within existing game engines. He also enjoys glitches, blue screens and streaming errors. He has co-curated national exhibitions exploring game spectatorship and independent and experimental production and has been involved in various large scale collaborative media arts curatorial projects Alan Meades Under The Map.indd 34-35 14/02/2014 15:07 First published in 2014 by Burton Press Canterbury Christ Church University Northwood Road Broadstairs Kent CT10 2WA Copyright Burton Press All images copyright Alan Meades Texts copyright Alan Meades ISBN: 978-0-9571637-4-4 All rights reserved. No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electrical, mechanical or otherwise, without rst seeking the written permission of the copyright holders and the publisher. Designed by Dean Pavitt at loupdesign.co,uk Alan Meades Under The Map.indd 36 14/02/2014 15:07