Maps · Apple

An asset system for Apple Maps

A comprehensive set of fully scalable vector maps, icons, and points of interest, drawn in Photoshop and Illustrator and reused across Apple’s launch marketing.

Vector
Scalable maps & icons
Icon set
Monuments to map pins
Every surface
Web, print, motion, keynote
PS + AI
Photoshop and Illustrator
Company
Apple
Project
Maps
Time
2013–2016
Role
Production Designer

At Apple, I developed a comprehensive set of fully scalable vector maps and map assets in Photoshop and Illustrator. From full map views down to individual monument icons and points of interest, these files became the source for marketing across web, print, motion, and product-launch keynotes, a small visual system for how Maps showed up everywhere.

Maps, ready for the stage

The hero map views were built as scalable vector art, crisp from a keynote projection down to a web hero, with the cartography tuned to read instantly at any size.

Apple Maps on a MacBook

An icon set, drawn as vectors

Landmarks and monuments became a consistent set of scalable icons, one visual language so every place on the map felt like it belonged to the same family.

Apple Maps monument icon set

Every place, one pin language

Points of interest got the same treatment, a full set of categorized pins built to stay legible whether they sat on a phone screen or a printed billboard.

Apple Maps points-of-interest pin set

Down to the device

The same assets carried onto the phone in context, keeping Maps unmistakable from the keynote slide to the screen in someone’s hand.

Apple Maps on iPhone

Impact

One visual language

Maps, icons, and pins built as a single scalable set, consistent across every surface.

Keynote to print

Vector art that held up from a stage projection to a printed page with no redraws.

Reusable system

A source set any campaign could draw from, drawn once in Photoshop and Illustrator.

Apple Maps lifestyle

Reflection

Drawing Maps as a scalable system, full views, monument icons, and a pin language that all spoke together, was the clearest early version of the thing I now do at scale: build the source once, design the rules, and let a whole org move fast without the craft ever drifting.

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