How to design a great Metroidvania mapThe creators of Hollow Knight describe how they built a complex, interconnected world, from sketches to final game.ZZi PetersHollow Knight Color PaletteHollow NightArte 8 BitsHollow ArtMap ArtworkDungeon MapsHollow KnightKnight ArtFantasy Map
Guide to Making Metroidvania Style Games: Part 2ish!I felt it was neccesary to include this next section before finalizing all of the components of Part 2. Here is a helpful guide to use when planning individual level layouts. I'll complete the rest of this blog post anothetr time. Core Interaction Loop Walkthrough This image is an example of how to lay out a level for a Metroidvania style game. The glossary should explain what the symbols on the map represent. This layout could be for a side-scroller, an overhead view or even a fully 3D…CcastpixelTop Down GameGame Level DesignGame 2dKnight GamesVideo Game DevelopmentDesign TheoryLevel DesignEntertainment DesignGame Dev
Ascii ArtHollow Knight map development (2/7)Cássio YoshiyakiAscii ArtGame MockupThe Hollow KnightGame Level DesignDungeon CrawlerTeam CherryGame MapGame 2dGame Designer
Guide to Making Metroidvania Style Games: Part 1BEFORE WE GET STARTED Metroidvania: A style of game (2D or 3D) which often features exploration based gameplay where a player controlled character gains new abilities that allow them to progress. These games are often action adventure titles with re-traversal elements. They include a growth system that unlocks meaningful upgrades that are required for game completion. The name Metroidvania comes from mixing Metroid and Castlevania though there are other games which use the same foundational…Gina HobbsGame Design DocumentGame Level DesignGame 2dMap ArtworkVideo Game DesignPixel Art CharactersVideo Game DevelopmentGame EnvironmentPixel Art Games
How to design a great Metroidvania mapThe creators of Hollow Knight describe how they built a complex, interconnected world, from sketches to final game.Tyler RuckdeschellGame Design DocumentSide ScrollerThe Secret Of NimhProcedural GenerationGame Level DesignTeam CherryRuined CityFantasy LandscapesHollow Night
Randomized metroidvania 07: a brief study of C:SOTN and vertical movementNext up is adding stairs, lifts, and all the architecture that should go in a room. It's already possible to move to rooms to the left and right, but moving up the map isn't possible yet. I decided to turn to maps of Castevania: Symphony Of The Night to see how they did it. First of all, Alucard seems to be two tiles wide and three tall. When he jumps his feet are 4 tiles higher than they were when he started. This means that the shortest ceiling is 3 tiles from the floor and he can jump…Tom SmithMetroidvania Level DesignPixel Tileset2d SpriteSprite AnimationCastlevania GamesEstilo CyberpunkPiskel ArtThe Floor Is LavaPixel Art Background
How to design a great Metroidvania mapThe creators of Hollow Knight describe how they built a complex, interconnected world, from sketches to final game.하율 이Metroidvania Level DesignThe Secret Of NimhDungeon MapsLevel DesignHollow KnightMetroidHow To DesignPc GamerDesign Model
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