Lecture
Dungeon architecture in video games is more than just decoration, but a powerful tool for creating atmosphere, controlling gameplay, and expressing narrative.
In the context of video games, a dungeon is a specific type of game space that is an isolated, confined area, often filled with enemies, traps, puzzles, and rewards. It may be underground, but it doesn't have to be - what matters is its functional and atmospheric purpose.
A separate level or part of a map
Has a beginning and an end (or multiple paths)
Limited access (entry/exit)
Enemies/Monsters
Traps, riddles, hiding places
Bosses and rewards (chests, relics, quest items)
Darkness, disturbing music, lighting
Often includes elements of lore (ancient ruins, temples, laboratories)
Can be part of the plot (eg prison, enemy lair, secret base)
Let's consider the differences in architecture in 2D and 3D games:
Planar composition: Space is built along the X and Y axes, which simplifies perception and navigation.
Symbolism and Stylization: Pixel art or vector graphics are often used, where the architecture expresses mood through color and shape.
Gameplay through restriction: Tight corridors, traps and secret places increase tension and encourage exploration.
Examples: Hollow Knight, Dead Cells, A Link to the Past - the dungeons here are often labyrinthine, with lots of secrets and visual landmarks.
Spatial Depth: Adds a Z-axis, allowing you to create multi-level structures, vertical shafts, bridges and cliffs.
Immersion through light and sound: Lighting, fog, echoes - all this enhances the feeling of claustrophobia or grandeur.
Interactivity: The player can interact with the architecture - destroy walls, open hidden passages, use vertical elements for combat or cover.
Examples: Dark Souls, Skyrim, Control - the architecture of the dungeons here is often monumental, with elements of brutalism, gothic or techno-fantasy2.
Characteristic | 2D Dungeons | 3D Dungeons |
---|---|---|
Space | Flat, linear | Volumetric, multi-level |
Visual style | Stylized, pixelated | Realistic or cinematic |
Navigation | Simple, via map or tiles | Complex, requires landmarks and light |
Atmosphere | Through color and music | Through light, sound, scale |
Gameplay mechanics | Jumps, traps, hiding places | Parkour, combat, destruction, verticality |
Video game dungeon architecture is a veritable kaleidoscope of shapes and styles, with each element contributing to atmosphere, gameplay, and narrative. Here are the main architectural shapes and styles that are often used in 2D and 3D dungeons:
Labyrinths and corridors: A classic form that enhances the sense of disorientation and exploration. They enhance the feeling of claustrophobia, guide the player, and create intrigue.
Shafts and vertical wells, ventilation ducts: Often used in 3D to create a sense of depth and danger.
Arches and vaults: Gothic or Roman elements that create grandeur or gloom.
Bridges and platforms, stairs: Add verticality and dynamics, especially in battles, allowing you to build battle arenas or transition zones.
Chambers and Halls: Spaces for battles, puzzles, or story scenes.
Stalactites, stalagmites, stones, caves
Vaults and arches - create a sense of antiquity, stability and grandeur. Often used in Gothic or fantasy dungeons.
Columns and pylons support ceilings, set the rhythm of space, and can be decorative or functional.
Shafts and stairs - provide vertical navigation, adding depth and tension.
Domes and Halls - Used for central spaces, boss arenas or story scenes.
Boxes, barrels - props of a warehouse reserve room
Openings in the floor with visible water or lava - evokes a feeling of fear and danger
Openings in the upper ceiling (horizontal windows) - intrigue of light, penetration of rays into the dark dungeon
Communications - water pipes, wires, ventilation ducts
bars, forged elements, chains add an atmosphere of confinement, mystery and dark history
In video game dungeon design, architectural structures and elements play a key role in creating atmosphere, navigation, and gameplay dynamics.
Element | Purpose and effect | Examples of use |
---|---|---|
Portals and doors | Access restriction, transition between zones | Zelda, Dark Souls |
Grilles and hatches | Visual barriers, ventilation | Thief, Dishonored |
Torches and lamps | Lighting, navigation, atmosphere | Skyrim, Blasphemous |
Inscriptions and bas-reliefs | Narrative, history, riddles | Control, The Witness |
Destroyable walls | Secrets, interactivity | Hollow Knight, Metroid |
Ornaments and textures | Stylistics, cultural affiliation | Scorn, Dragon Age |
Light and shade | Stylistics | all games |
Horror: narrow corridors, low ceilings, poor lighting - create anxiety.
Metroidvania: modular zones, hidden passages, vertical shafts - encourage exploration.
Fantasy: monumental halls, magical symbols, organic forms - enhance the mythological element.
The Roman-Greek style in the dungeons embodies the architectural heritage of ancient civilizations, creating an atmosphere of mystery and sacred space. Arches, columns, vaults and strict symmetry form majestic interiors, often used for temples, tombs and catacombs. Marble halls shimmer with a cold shine, pilasters decorate the walls, and frescoes reveal scenes from mythology, enhancing the feeling of antiquity and cult. Such an entourage gives the dungeon not just aesthetic grandeur, but also a deep emotional resonance, emphasizing the sacred nature of what is happening.
Brutalism in the dungeons produces a powerful visual and psychological impact - it seems to displace the air from the space, forcing one to feel pressure and anxiety. Large concrete surfaces, harsh texture and emphasized utilitarianism form a dark, merciless environment. There is almost no decoration here: straight lines, massive structures and missing decorative elements create the image of a refuge in which there is no room for weakness.
Often such dungeons are used as secret military bases, bunkers or experimental complexes, where every turn of the corridor can hide danger. The atmosphere is permeated with isolation - it seems as if the world remained somewhere above, and here reigns a restrained threat. Brutalism does not frighten directly, but inspires anxiety through its monumentality, alienation and complete indifference to human presence.
Technofantasy style in dungeons is a bold fusion of archaic mysticism and advanced technology, creating a space where magic interacts with wires, and spells are built into interfaces. Glowing elements - crystals, glyphs, neon lines or plasma arches - illuminate the gloomy halls, as if fed by a magical current. Walls can be inlaid with artifacts that combine metal and organics, and doors respond not only to a key, but also to a spell.
This style often manifests itself in dungeons belonging to ancient races of techno-magicians, secret laboratories of wizard-engineers or repositories of forgotten knowledge. The atmosphere is filled with tension between the unknown and the impossible - reason fights with faith, and technology becomes an instrument of mystical forces. This space arouses curiosity and anxiety at the same time: behind each panel there may be an intelligent mechanism, behind each crystal - the will of a long-dead sorcerer.
The cybernetic style of the dungeons in the techno-fantasy and post-apocalyptic aesthetics creates a space imbued with cold rationalism and technological anxiety. The walls are made of metal, rough, with bolts and rivets, creating the feeling of a mechanical cage. The tunnels are intertwined with cables, utility pipes and ventilation ducts, through which the echoing noise of the artificial respiration of the structure spreads. Holograms flash along the passages, emitting signals, warnings or afterimages of departed users.
Such dungeons fit well into the context of scientific complexes, abandoned laboratories, military bases or resource mines, where no one has lived for a long time, but the technology still functions... or pretends not to function. The atmosphere is permeated with isolation - both physical and emotional. Everything seems sterile, but in this cold there is a hidden threat: uncontrollable technology, mechanisms with their own consciousness or viruses that can penetrate the mind. This is a world where man becomes a guest in the territory of machines.
Steampunk style in the dungeons is an industrial fantasy, immersed in an atmosphere of steam, gears and Victorian sophistication. Here, every space seems to be part of a huge mechanism: copper pipes, bronze valves and gears are everywhere, rotating in a constant echoing rhythm. Metal bridges connect the halls, gyroscopic structures rise and disappear into the depths of dilapidated mines, and the walls are covered with rivets, intricate patterns and traces of the engineering genius of bygone eras.
Light can come from gas lanterns or ether-based mechanisms, emitting a soft amber glow that highlights the richness of textures and the complexity of forms. Steampunk dungeons are often filled with mysterious laboratories, tanks of unknown liquid, noisy pumps and barometric antennas that stretch into the darkness. The atmosphere here is special - a mixture of retrofuturism, technical creativity and deep mystery, in which every detail can be both a key and a threat.
The pixelated stylization of the dungeons transports players to a world of digital nostalgia, where each space is assembled from clear blocks and symbolic shapes. Simplified geometries - square arches, stairs, walls - serve not for realistic representation, but for expressiveness and recognition. The silhouettes of objects, monsters and environmental elements are emphasized by contrast, often using a limited palette, which makes each room easy to read and remember.
This style is especially popular in retro games, platformers or roguelikes, where visual simplicity is combined with a deep atmosphere. In these dungeons, it is not the texture that is important, but the idea - every door can be a secret, every crack in the wall can indicate a hidden passage, and every lighting can serve as an element of the game's narrative. The atmosphere here does not frighten with its naturalism, but charms with symbolism and simplicity, opening up space for the player's imagination.
The archaic style of the dungeons takes us back to the prehistoric era, when architecture was born from intuition and ritual, and space was formed by hands, stones and time. Rough stone slabs serve as the foundation - massive, uneven, as if cut out of the rock without any measure. The walls are covered with rock paintings: hunting, totems, symbols understandable only to vanished tribes. The forms are primitive, but expressive - the passages resemble animal mouths, the halls are like the womb of the earth.
Such a dungeon breathes with primeval fear and harsh beauty, where every step seems to touch something ancient, incomprehensible. There is no comfort here - only dampness, rituals and the memory of stone. The atmosphere of archaism is saturated with the spirit of the past, immersing the player in a world before civilization, where magic was still part of nature, and fear was a natural companion of survival.
The cave style in the dungeons embodies the organic wildness of nature, as if the landscape itself refuses to be conquered. Here, chaos of form reigns - uneven walls, ancient cracks, overhanging stalagmites and stalactites create a sense of living space, slowly growing and breathing. Light penetrates through narrow crevices, reflecting off wet surfaces, turning each drop into a mysterious spark.
This style is often used in fantasy dungeons and natural tunnels, where magic is fused with the soil and danger is fused with the breath of the earth. Rock paintings and runic signs on the stones give the place a sense of ancient ritual - as if even the rock itself holds the memory of those who came before. The atmosphere here is primeval and unsettling: something ancient may be hiding in every corner, and every echo carries a whisper of the unknown.
The megalithic style in the dungeons immerses the player in the atmosphere of prehistoric legends and the power of vanished civilizations. The spaces are built from huge stone slabs, sometimes comparable in size to mythical creatures - the masonry is cyclopean, rough, but captivating in its monumentality. Each wall seems eternal, as if carved from the memory of the planet itself.
This style is ideal for the tombs of the primordial gods, sunken temples, sanctuaries lost in the sands or underground. The forms are simple, but their scale is overwhelming: giant columns, ceilings as thick as a man, arches leading into the abyss. Stone here is not just a material - it is the language of the ancients, a frozen ritual of time.
The atmosphere is permeated with a sense of power and oblivion. The player feels tiny inside this space, as if he has stepped into the memory of a world that no one has remembered for a long time. Even the silence sounds loud - and in it you can hear echoes of ancient voices whispering about what was before history began.
Skyrim, Dragon Age
The fantasy style in dungeons embodies magic, ancient secrets, and the epic legacy of forgotten worlds. Here, the architecture can be both majestic and ruined - castles with crumbling towers, arches leading to half-forgotten shrines, and ruins hiding magical artifacts. Stone halls are covered with glyphs, runes, and mystical symbols that glow when approached, are activated by spells, or simply whisper their stories through the cracks.
Such locations are often associated with enchanted dungeons, abandoned elven shrines, palaces of shadowy rulers, or places where magic is not just a force but part of the architecture itself. Ceilings may be supported by flying columns, and light may penetrate through illusions reflecting the stars of another world.
The atmosphere is a mixture of expectation of a miracle and danger. Everything seems to be imbued with ancient knowledge, and each space promises a meeting with a legend. If you want, I can visually design one of these locations or offer a unique setting for the theme of fantasy dungeons.
The necromantic style of the dungeons immerses you in the atmosphere of a sinister cult, where the architecture itself becomes a conductor of death and dark magic. Here, everything is imbued with the symbolism of the end - skulls adorn the columns, bones are embedded in the floor and walls, and gloomy altars serve as a place for dark rituals that bring power through sacrifice and curse. Dim purple light, bloody symbols, musty air saturated with potions and decay are often used.
These spaces are found in the lairs of necromancers, the crypts of dark orders, or places where death is not the end, but the beginning of power. Here, even architectural forms seem to be twisted - as if frozen in their last spasm, broken, illogical. The atmosphere is enhanced by sounds: whispers, the hum of calls, the creaking of bones - everything speaks of the presence of something otherworldly.
Elven Underground is a sophisticated fusion of architecture and nature, embodied in harmonious, curved forms that seem to have grown out of the earth itself. The spaces seem to have been carved by wind and light: the smooth lines of the walls resemble the outlines of roots and foliage, the ceilings curve like the crowns of ancient trees. Glowing crystals are embedded in the architectural elements - they illuminate the halls with a soft turquoise-green light, creating the feeling of a magical forest underground.
Such dungeons are filled with the atmosphere of natural magic - there are no right angles, aggression or darkness. Everything breathes nobility, secret and calm power, as if each column is a part of a living organism, carrying ancient wisdom. Elven symbols adorn the walls, forming ornaments of leaves, flowers and runes that react to presence, glowing in response to movement and intention.
Biomorphism in the dungeons is an architectural metaphor for the living organism, embodied in fluid forms that seem to be part of a giant creature. Walls squirm like muscles or sinews; passages resemble vessels, and chambers are either wombs or brain chambers. Surfaces may be covered in a translucent membrane, pulsate in response to presence, or emit a soft bioluminescent glow reminiscent of cellular respiration.
This style is ideal for locations associated with ancient biomagic, intelligent parasites or worlds created from flesh and consciousness. Here, organics are not just decoration - they are alive, reactive, hostile or, on the contrary, nourishing. Smooth curves, cartilaginous textures, plexuses similar to nerves and roots create an atmosphere of anxious admiration.
The atmosphere of biomorphism balances between horror and awe: it’s as if you’re inside something alive – perhaps conscious – and it’s unclear whether you’re being accepted as a part of it... or as a threat.
Arcane dungeons are an architecture that transcends the physical world, where the laws of gravity, logic, and matter are subordinated to magic. Floating islands serve as platforms for ancient libraries, altars, and towers, while levitating buildings rotate in the air as if following mysterious orbits. Glowing glyphs are everywhere: they imprint spells, guard passages, and serve as beacons in a space devoid of axis and scale.
The materials here are astral stones, ethereal quartz, mirror plates that react to the will of the magician. Stairs can disappear when approached, corridors can change shape, and walls can open only with a certain combination of sounds, gestures or thoughts. The space is not static - it is magically "alive", adapting to the visitor or, on the contrary, ignoring his existence.
The atmosphere is permeated with a sense of forbidden knowledge and incomprehensible forces: it is not scary, but majestic and alien. The player feels small in front of magic that cannot be rationalized.
The Slavic/pagan style of the dungeons is permeated with the spirit of the ancient land and living fears born in the deep forests and swamps. The architecture is crude, but filled with symbolism: wooden beams creak under the weight of centuries, straw crunches underfoot, and animal bones decorate the entrances, as if guarding against intruders. Coal is used not only for heating, but also as an element of ritual - for drawings, sigils or ceremonial fire.
Such dungeons often serve as the abode of witches, shamans, forest spirits or creatures whose existence is based on merging with nature. Everywhere there are totems made of branches intertwined with fabric and hair, sound traps made of suspended bones, and the smell of herbs, burning resin, and rot. The walls can be decorated with patterns reminiscent of ancient Slavic ornaments, and the light comes from dim bunches of candles placed in skulls.
The atmosphere here is archaic and disturbing - man does not rule this place, he is a guest in a foreign land. The fear here is not from monsters, but from awakened nature, which cannot be threatened and which is impossible to understand.
The oriental style in the dungeons reveals a world of mysterious luxury and ancient wisdom, inspired by the architectural traditions of Arabic and Indian art. Here, the space seems to be shrouded in legends: domes rise above the halls, reflecting the shapes of the celestial spheres, columns are decorated with rich carvings depicting floral motifs, deities and mythical creatures. Mosaics - bright, geometrically precise or organic - sparkle, as if reflecting the light of a forgotten sun in the dark depths.
This design is ideal for treasuries, abandoned temples, tombs of Eastern magicians or places where knowledge is stored encrypted in patterns. The aromas of spices, incense and stone dust fill the air, and light can penetrate through the carved lattices, drawing a pattern on the floor like an intricate spell.
The atmosphere here is a mixture of myth and luxury: the player feels like he is among the relics of a great civilization, where even the dust on the arch seems part of the legend.
The Celtic style in game dungeons immerses you in the atmosphere of myths, ancient rituals and natural mysticism. The architecture is built around round shapes - huts, sanctuaries, and stone rings resemble the cult buildings of the Druids. The walls are laid out of rough stone, often decorated with spirals and knots reflecting the cyclical nature of life, the sun and the moon. Such dungeons can be built into hills, hidden in forest thickets or under burial mounds.
The central element is often a stone altar circle, surrounded by pillars on which mysterious signs are carved. Inside, there is a sense of the living presence of nature, as if the earth itself is watching. The lighting is soft and natural: the light of torches reflects off the stone, penetrates through the slits, creating a feeling of moonlight.
The atmosphere is mysterious, but not hostile. This is a world of ancient power, where magic comes from the earth, wind and stars. Here you can meet the spirit of the forest, hear the echo of druidic chants or find artifacts created from branches, stones and spells.
pagodas, paper lanterns, market streets
(Ghost of Tsushima)
Asian folklore in the dungeons reveals an atmosphere of mysterious spirituality, ancient wisdom and cultural richness. The space is decorated in the style of pagodas - multi-tiered towers topped with curved roofs create a sense of vertical symbolism, as if reaching for the heavens even underground. Paper lanterns illuminate the passages with a soft, flickering light, reflecting the spirit of holidays and spiritual rites.
The interior design is reminiscent of the market streets of an ancient settlement: narrow corridors, clay vessels, the rustle of fabric hanging from the ceiling, and trading stalls abandoned by long-gone masters. Here you can encounter images of spirits: cunning foxes, water snakes, shadow entities with masks, reflecting the beliefs of Chinese, Japanese or Korean mythology.
The atmosphere is filled with mystery and cultural awe. The player feels as if he has entered a hidden spiritual reality, where traditions live in every carving, every symbol and every scent of green tea emanating from an abandoned shop.
adobe houses, huts, totems
(Assassin's Creed: Origins)
African motifs in the dungeons create a rich atmosphere of archaic grandeur, spiritual connection with ancestors and living nature. The space can be designed as adobe buildings and huts built into the ground or framed by stalactites - as if the dungeon itself became an extension of the village way of life. The walls are rough, coated with clay and decorated with pigment drawings reflecting rituals, hunting, mythical creatures.
Totems made of wood, stone and bone are placed at entrances and crossroads - they act not just as decoration, but as protectors, sources of strength or family memory. In such locations, you can see altars with gifts: dried fruits, figurines, fabrics soaked in the aromas of herbs and smoke. Ceilings are supported by columns stylized as baobabs or anthropomorphic figures of spirits, and the light comes from coal fireplaces, oil lamps and magical symbols carved into the rocks.
The atmosphere is filled with ancient energy and mystery: the spirit of the earth, nature and the connecting myth reigns here. This is not just a space - it is a world where every crack breathes legends, and every step brings you closer to understanding the power rooted deep in the culture.
The hybrid approach to dungeon stylization is a creative blend of different architectural and atmospheric influences to create unique, multi-layered spaces that simultaneously evoke surprise, anxiety, and awe. It is ideal for games where the dungeon is not just a location, but an independent narrative organism.
A combination of visual themes: Roman-Greek style arches can be found next to techno-fantasy glyphs or Gothic stained glass.
Contrast of materials and forms: smooth elven surfaces are combined with rough megalithic masonry, biomorphic elements are built into steampunk mechanisms.
Multiple atmospheric layers: in one corridor there is a sense of magic, in another - a technological threat, further - a primal fear of nature.
Combination | Effect |
---|---|
Arcane + Cyber | Space of forbidden knowledge with digital artifacts |
Gothic + Necromancy | Dark halls filled with death rituals and spiritual darkness |
Elven + Biomorph | A dungeon that resembles a living forest underground |
Celtic + Archaic | Sanctuary of the ancient land and ritual cycles |
Steampunk + Oriental | A spirit laboratory built from bronze and carved domes |
This approach allows for a dynamic environment where the player is always on edge, not knowing what aesthetics and mechanics are around the next corner. The hybrid dungeon atmosphere is often associated with:
Violation of the usual boundaries of perception
The transition between worlds or times
Complex moral and cultural layers
examples of games
The visual style of dungeons often depends on the game's genre and narrative. For example, horror games tend to feature narrow corridors and poor lighting, while metroidvanias tend to feature multi-level structures with hidden areas and secrets.
Video game dungeon architecture uses techniques to enhance atmosphere, guide the player, and make the space expressive and functional. Here are the key architectural techniques used in 2D and 3D dungeons:
Visual landmarks: towers, statues, glowing objects - help the player not to get lost and set a goal.
Guiding lines: vertical ones create a sense of grandeur, horizontal ones – calmness and breadth.
Contrast of scale: small passages next to huge halls enhance the drama.
Claustrophobia due to narrow corridors: they limit visibility and create tension.
Multi-level: vertical shafts, stairs, platforms - add dynamics and strategy.
Modularity: repeating elements (arches, columns) create recognition and rhythm.
Light as navigation: illuminated areas guide the player, dark ones frighten or hide secrets.
Materiality: stone, metal, organic matter – set the style and feel of the world.
Historicity: ruins, inscriptions, artifacts allude to the past and reinforce the narrative.
Closed and open: alternating between cramped and spacious areas affects emotions.
Color accents: red - danger, green - safety, blue - mystery.
Sound architecture: echoes, drops, creaks - enhance the sense of space.
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Video game architecture
Terms: Video game architecture