Game art
Pixel art only works when the lighting, animation and world around it agree. These posts show how we draw, light and animate Mytheria, and the rules we follow so the art stays readable.
9 October 2026Pixel art grass and paths that don't look tiledHow Mytheria draws top-down pixel art grass and paths without visible tiles: a repeating cluster tile, slow waves that pick the shade, and curved roads.
8 October 2026Idle animation, frame by frame: what makes a character feel aliveHow Mytheria's pixel art idle animation works, frame by frame: a two-pose head bob held in whole pixels, a slow fidget, a blink, and nothing else moving.
7 October 2026One rig, five characters: modular pixel art animationHow Mytheria animates five pixel art characters with one rig: parts as data, shared clips, feet that plant on the ground and hands that hold any tool.
6 October 2026Pixel art character size: why we made our characters smallerWhy Mytheria's pixel art characters got smaller: compact heads, no limbs, floating hands and tiny feet. A real before and after, with the sprite sizes.
5 October 2026How to make a pixel art forest feel aliveHow Mytheria's pixel art forest moves: one wind for the whole world, a different stiffness per plant, whole-pixel sway, grass that parts and wildlife.
5 October 2026How to make fog look good in a pixel art gameHow we draw fog in Mytheria: in the world, never on the screen, with a clear pocket around the player and shelters that cut holes in it. Real footage.
5 October 2026Pixel art color palette: how we fixed a washed-out forestHow we pick colours for Mytheria's pixel art: hue-shifted ramps, cool shade, warm earth and coloured outlines. Explore our real tree and rock palettes.
3 October 2026Pixel art lighting in Godot: real lights in the worldHow we light Mytheria's pixel art in Godot with real lights, local mist and time of day instead of screen filters. Drag the sun through a whole day.