<p>Award-winning action adventure designers Christopher Totten and Adrian Sandoval guide you on a quest to create levels for different styles of 2D action-adventure games, from top-down dungeon-crawler adventures to side-scrolling non-linear ¿Metroidvania¿ titles. Blending theory and practical analysis, the book shows how principles of game and level design are applied in some of your favorite 2D action-adventure games. It uses examples from popular games such as <i>The Legend of Zelda </i>and <i>Hollow Knight</i>, while also providing insights from the authors¿ own experiences creating independent games in the genre.</p><p> The book also intersperses these examples with practical exercises in 2D action-adventure world design using the free and easy-to-use GB Studio engine, allowing readers to practice their skills and see how lessons from the theory chapters apply in real game development environments. These practical chapters cover the basics of using GB Studio and related software,