If you’re anything like me or Chad, you probably remember drawing your own videogame levels when you should have been paying attention in math class. We all did it, and dreamed of someday becoming one of the creative minds responsible for the kind of games we loved as kids. But that was elementary school; we didn’t have the fancy computer software that surely helped envision this stuff. The real pros rock some serious tech, right?
Psssh.Graph paper, baby. That’s how it’sdone.
Seth Killian over at Capcom recentlyhad a chatwithMaximocreator David Siller, and he shared an exclusive look at some of the concept art that helped bring the games to life. Turns out the tried and true hand-drawn method of level design is still the way to go for some devs, and it’s pretty awesome to seethe gallery.
If you still haven’t playedMaximo, you’re missing out on a truly underrated action game. It’s a blast to play, it probably inspired quite a few of the action titles you’ve enjoyed since its release, and you can pick it up dirt cheap just about anywhere. Head over toCapcom-Unityfor the interview and full gallery.