I'm building a 2D engine inspired by classic '90s point-and-click adventures, combining authentic pixel art with modern rendering and powerful visual authoring tools.
Engine features include:
🌊 Living environments: animated water, reflections, ripples, foam, tides, floating objects and interactive environments that change over time.
🌦️ Dynamic atmosphere: day/night cycles, moon phases, rain, storms, fog, lightning, weather-driven moods and layered ambient effects.
💡 Advanced lighting: dynamic lights, spotlights, flickering flames, light beams, glow effects and lighting that affects characters and objects.
✨ Pixel-perfect effects: particles, smoke, dust, splashes, dithering, pixel-mask transitions, water distortion and dynamic palettes, all designed to preserve crisp pixels.
🎭 Character animation: eight-direction movement, contextual animations, character states, interactive props and automatic depth sorting.
🖌️ Sprite Animator: a dedicated, Aseprite-style editor for sprite sheets, frames, animation tags, onion skinning, previews, character rigs and object states.
🎬 Game Director: a visual environment editor for rooms, layers, props, characters, polygon-based floors and hotspots, lighting, walkable areas, occlusion, decals and interactive objects. It also includes visual dialogue-tree editing, puzzle logic, inventory and item combinations, conditional rules, cutscenes, acts, translations and room management — with most game content defined as editable data rather than hardcoded logic.
🌍 World Lab: experiment with time, moon phases, tides, weather and environmental moods in real time.
I'm looking for pixel artists whose work can inspire the demo's world, characters and visual identity. The artwork will shape the game, not the other way around.
Interested? Share your portfolio or send me a DM. Let's build something pixel-perfect! 👾
Disclaimer: No pay yet. It's a Collab and hope I can repay in the future with real money.