Dungeon tileset — 16×16 autotile

Pixel tileset · Complete delivery

Images

A 16×16 px tileset for a top-down dungeon game. Walls follow a 4-direction bitmask rule (North 1, East 2, South 4, West 8): all 16 tiles are separate, including isolated wall, dead ends, straights, corners, T-junctions and the fully enclosed void. The engine looks at each cell’s neighbours and picks the right tile itself, so nobody has to paint the map by hand. Plus a seamless floor, a bridge, a spike trap and a pressure button. The dungeon on the cover is a sample map laid out rule by rule from this set’s tiles.

Platform
Top-down · 16×16
Year
2026
Style
Pixel · Stone dungeon · Blue edge
Tools
  • Gemini
  • Photoshop
Related service
Game 3D & characters →

How we worked

  1. 01Rule

    We set up the wall logic first: each tile gets a mask value from 0 to 15 based on its four neighbours.

  2. 02Pixel drawing

    Stone texture, blue edge and shadows were drawn pixel by pixel on a 16×16 grid.

  3. 03Seam test

    Tiles were laid side by side on a test map to check every connection joins cleanly; the isolated wall was fixed in a revision.

  4. 04Delivery

    A 4×5 atlas, individual tiles and a preview board showing the mask order.

Deliverables

  • 16 wall tiles (bitmask 0–15)
  • Seamless floor
  • Bridge, trap, button
  • 4×5 atlas (64×80)
  • Individual PNG tiles
  • Mask order preview