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2D Layout - Hollow Knight

The goal was to design a new level for a pre-existing 2D game.

I choose Hollow Knight

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The Process

I chose Hollow Knight and started by analysing its level design, taking into account not only what defines the classic metroidvania genre, but also the skills, mechanics, and pacing that make Hollow Knight unique.

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Enemies:

I also paid close attention to the enemies, making an Excel sheet to better observe their attack patterns, and at what levels they appear. This way, I could better position them at the level and combine them with other enemies that live in the same type of environment.

Full enemies sheet -> click here​

The analysis

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After that, I made a Line Layout on paper to be able to define both the player's critical and optional paths.

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Design with intent 

I also made a beat chart to guide my design choices and allow the players to progress through the level in a more meaningful way, always getting challenged and rewarded in appropriate moments during their run.​

Line Layout

Metrics

Then, I finally went to Photoshop and started defining my metrics, testing the jump, and the character size.

 

Once those were set, I could transfer what I had from the beat chart and the line layout to the 2D level layout, placing the enemies, obstacles, collectibles, and checkpoints.

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2D Level Layout

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