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.
How we worked
- 01Rule
We set up the wall logic first: each tile gets a mask value from 0 to 15 based on its four neighbours.
- 02Pixel drawing
Stone texture, blue edge and shadows were drawn pixel by pixel on a 16×16 grid.
- 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.
- 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