Lighting
Posts about lighting from the two of us making Mytheria, with real clips from the game.
Indie game development · 15 October 2026How we decide what to polish firstHow we choose Mytheria's polish work: rank every gap by what a player notices at play size, write down what success looks like, compare matched frames.
Game art · 11 October 2026Sprites in a lit world: making pixel art stand on the groundHow Mytheria's flat pixel-art sprites cast real shadows in Godot: invisible shapes built from the art, a height that matches the camera, and soft contact.
Game art · 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.
Game art · 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.
Game design · 4 October 2026Day and night cycle in games: designing every hour of the dayHow Mytheria's day and night cycle works: a 12-minute day, a dangerous moonlit night, a fog that comes once a night, and a dawn every player shares.
Game art · 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.