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Dillo

@dillogamedev.bsky.social

Game dev artist & JRPG fan who loves doing retro environments, pixel art, lighting, effects, and more. Currently between projects, looking to contribute pro bono on something cool. DM me if interested!

182 Followers  |  45 Following  |  26 Posts  |  Joined: 18.03.2025  |  2.1473

Latest posts by dillogamedev.bsky.social on Bluesky

Very cool! Looks like you made the right call with 16 ppm in that style. The pixel art foundation still comes through nice and clear. :)

10.04.2025 16:28 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

32 pixels per meter. I tried to maintain that pretty consistently for this kit. With these metrics, I could get a 4m run in a 128x128 atlas, and 4 variations of that in a 256x256. That way you can mix things up enough in 4m increments that it doesn't get overly repetitious.

10.04.2025 15:30 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Felt like trying some more scene-building with this WIP asset kit. I'm somewhat fixated on this particular color scheme atm, but I should try a cooler nighttime scene soon. #unity #gamedevelopment #indiedev #lowpoly

09.04.2025 21:54 โ€” ๐Ÿ‘ 67    ๐Ÿ” 10    ๐Ÿ’ฌ 8    ๐Ÿ“Œ 0

Every vertex is initialized to a default color, which is tunable. If there is no data saved for the vertex's position, it will use that instead. The default color is analogous to ambient environment color in normal lighting pipelines.

05.04.2025 21:12 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

It's the latter. Whenever you apply vertex colors, the component iterates through each mesh vertex and looks up its color by position, then sets the array value at that index correspondingly. So the shader is agnostic to vertex positions - all it cares about is a single Vector4[].

05.04.2025 13:34 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

My bad! I didn't realize I had my settings this way... If you try again it should work now. :p

04.04.2025 22:38 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Sure, feel free to send a DM!

04.04.2025 22:22 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

The modular set used here is based on a study I did on the high-detail pixel art style used in Vagrant Story. If the atmosphere feels familiar, it is probably that. :)

04.04.2025 22:19 โ€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Lastly, a quick flythrough of the test scene I used as a proving ground for the tool. It's built pretty ad hoc off of limited assets, so it's more just vibes than a believable environment, but it held up well enough as a test. #indiedev #gamedevelopment #unity

04.04.2025 22:17 โ€” ๐Ÿ‘ 24    ๐Ÿ” 6    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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Closeup of the vertex color painting tool in action, to give a clearer sense of how it works. #indiedev #gamedevelopment #unity

04.04.2025 22:08 โ€” ๐Ÿ‘ 9    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

You could think of it as using two Photoshop-like "layers" - a base color which you set across the scene, and a raw vertex color set by the paint tool. The final vertex color lerps between the two based on the alpha of the latter.

04.04.2025 22:07 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

The vertex data is saved by (approximate) position relative to the mesh origin, rather than vert index, so it's resilient to re-exporting after changes. This was pretty important, since it would be unusable long-term if the vert color data broke whenever you re-exported.

04.04.2025 22:04 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

I wanted to support a modular workflow, but this is difficult for vertex colors since those are normally set directly in the mesh. Instead, I wrote a component that sets a MaterialPropertyBlock on the mesh, which is populated with an array of vertex colors. The shader then references the array.

04.04.2025 22:01 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Been working on a Unity tool for painting lighting directly into the scene using vertex colors. Much time was spent on Radiant Sword doing hand-painted lighting in Photoshop. This workflow would hopefully be more efficient! (Implementation details to follow...) #indiedev #gamedevelopment #unity

04.04.2025 21:59 โ€” ๐Ÿ‘ 88    ๐Ÿ” 14    ๐Ÿ’ฌ 3    ๐Ÿ“Œ 2
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Environment for a recurring event scene. I really like dark environments. #indiedev #gamedevelopment #jrpg #srpg

20.03.2025 21:34 โ€” ๐Ÿ‘ 47    ๐Ÿ” 12    ๐Ÿ’ฌ 3    ๐Ÿ“Œ 0
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A diagram I made a while back of the phases of art treatment in Radiant Sword's levels. Blockout & UVs > base textures > in-texture lighting > engine lighting. #indiedev #gamedevelopment #srpg #jrpg

20.03.2025 21:32 โ€” ๐Ÿ‘ 296    ๐Ÿ” 56    ๐Ÿ’ฌ 5    ๐Ÿ“Œ 0

Thank you for the kind words! Unfortunately, the game is on pause right now, as I wasn't able to find other developers to help see it through. But I would love to return to it someday, and I'll continue to post more legacy screenshots from its development!

20.03.2025 15:11 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Thank you! That style is very near and dear to my heart, so they're a lot of fun to do.

20.03.2025 00:38 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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More of the FFT-style sprite sheets. I went back and forth on calling this one Holy Sage or just plain old Cleric. #pixelart #indiedev #srpg #jrpg

19.03.2025 21:44 โ€” ๐Ÿ‘ 13    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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More scene/environment art from Radiant Sword. Getting 2D/3D elements to mix nicely can be a challenge, but I just really like the style. #jrpg #pixelart #indiedev #gamedevelopment

19.03.2025 21:40 โ€” ๐Ÿ‘ 84    ๐Ÿ” 11    ๐Ÿ’ฌ 5    ๐Ÿ“Œ 0
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And, here's what it looked like in action, after texturing was done & lighting was applied. #indiedev #gamedevelopment #srpg #jrpg #pixelart

18.03.2025 22:11 โ€” ๐Ÿ‘ 26    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Here's a grab bag of some of the texture atlases & tiling kits used in level construction for Radiant Sword. I tried to keep a constant texture density of 20 pixels per tile. #pixelart #indedev #gamdevelopment #jrpg

18.03.2025 22:09 โ€” ๐Ÿ‘ 11    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Cutaway for one of the environments from Radiant Sword. Doing the lighting for this scene was quite fun. #indiedev #gamedevelopment #srpg #jrpg

18.03.2025 16:29 โ€” ๐Ÿ‘ 15    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Sprite sheet I made for the Fighter, one of the four starter classes in Radiant Sword. I broke out the arms so that I could composite different FFT-style animations easily, which was a huge time-saver. #pixelart #jrpg #indiedev #gamedevelopment

18.03.2025 16:26 โ€” ๐Ÿ‘ 9    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Sample spell effect from the on-hold Radiant Sword for one of the later-game fire spells. I really enjoy making these! #indiedev #jrpg #gamedevelopment

18.03.2025 16:23 โ€” ๐Ÿ‘ 3    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Here's a collection of portraits I did for the currently on-hold TRPG project Radiant Sword. For these, I tried to recreate the style of Kunihiko Tanaka's portraiture from Xenogears. #pixelart #gamedevelopment #indiedev #jrpg

18.03.2025 16:21 โ€” ๐Ÿ‘ 23    ๐Ÿ” 5    ๐Ÿ’ฌ 3    ๐Ÿ“Œ 1

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