From Character to World: Full Game Art Direction for Stonemoss
A complete visual package for an indie grid-based puzzle game. What started as a single character sprite grew into a full modular environment, creature ecosystem, and puzzle asset library.
The goal was to create a dark, ancient, and mysterious atmosphere—forgotten stone ruins reclaimed by moss and roots. Every asset was built at a 64x64 grid size with strict palette control (slate greys, muted olive moss, and vivid ruby-red/cyan magical accents) to ensure everything feels like it belongs in the same world.
Project Scope Delivered:
Playable Character: A magical stone golem with idle, walk, push, and cast animations.
The World (Tileset): Modular floor and wall systems, including corners, T-junctions, crosses, and custom companion tiles to allow for complex level building without repetition.
Creature Ecosystem: Two fully animated creatures (Rootling & Moss Crawler) with front, back, and side walk cycles. (Note: the Moss Crawler features a customized vertical footprint to fit engine collision boxes).
Puzzle Elements: Interactive symbols, a level Core, and a collectible sapphire gem with transparent overlays.
Environment Details: Walkable transparent overlays like stone fragments, mushrooms, and wall moss, plus multi-tile pits and root hazards.
Design Considerations:
Maintained extreme consistency across dozens of assets.
Ensured gameplay readability first (walkable vs. impassable).
Handled tricky perspective and scaling issues across different sprite views to prevent "size popping" in-engine.
Delivered clean, engine-ready sprite sheets, individual frames, and modular source files.
Tools: Aseprite
Client: Michael B