I had the privilege of working with emmanelpeniteam on PokeAether, a Pokémon-inspired online battle RPG built in Godot. This project started as a small proof of concept and grew into a complete starter area for the Kalos region, including Vaniville Town, Route 1, and Aquacorde Town.
What began as a single $5 sprite test evolved into a full-scale project involving:
95+ pixel art tiles
3 complete map layouts
Animated water
10+ modular building components
Full documentation and Godot integration guide
Source files for future editing
This is the story of that journey – the challenges, the revisions, the client collaboration, and the final delivery.
The Journey
Phase 1: The Beginning – A Simple Proof of Concept
The client approached me with a clear need: they wanted to test scale, proportions, and style for their player character in PokeAether. They had existing NPCs and maps and needed a player sprite that would fit naturally alongside them.
Deliverable: One static idle-down sprite (32×32 pixels, neutral base character).
Challenge: The client wanted a realistic, athletic figure with facial details – but at 32×32 pixels, the entire face is only 6-8 pixels tall. Adding a nose, mouth, and hourglass curves was impossible at this resolution.
Solution: I explained the technical limitation honestly and offered two paths:
Keep 32×32 and accept stylized proportions.
Upgrade to 64×64 for realistic details.
The client chose to proceed with 32×32 for the proof of concept.
Phase 2: The Shift – From Player Sprite to Environment Tileset
After the player sprite proof of concept, the client realized they needed a complete starter area to test their game's environment. They wanted to validate the art direction, tile structure, and map layouts before committing to a full region.
Scope Expansion: The project evolved from a single sprite to a complete tileset and map layout project.
New Deliverables:
Complete tileset (grass, paths, trees, buildings, ledges, water, flowers, etc.)
3 map layouts (Vaniville Town, Route 1, Aquacorde Town)
Documentation explaining design decisions and Godot integration
Source files for future editing
Phase 3: The Tileset – Building the Foundation
I began creating the tileset piece by piece, sharing progress with the client for feedback.
Grass Tiles:
Two variations: flat and textured
Dark green/brown outlines (not pure black)
Pastel green palette matching the reference style
Water Tiles:
Light blue with subtle ripples
Animated 4-frame loop
Dark blue edges for clear separation
Dirt Paths:
Sandy orange with jagged edges
Straight, corner, T-junction, and cross variations
Path-to-grass transitions
Trees:
Bulbous, scalloped canopy
Dark under-shadowing
Trunk visible at the base
Tall Grass:
Cross-hatched leaf patterns
Grouped in patches for encounter zones
Ledges:
Brown dirt drop-offs
One-way progression barriers
Shadows for depth
Fences & Flowers:
Wood palette matching the trees
Pink flower accents for visual variety
Client Feedback:
"The fence looks good to me. I like that you're matching the wood palette to the trees, it helps keep the tileset consistent."
"I also like the yellow grass tufts. They add a bit more variety and make the environment feel less repetitive."
"The flowers look good as well. I especially like the ones with the pink accents, as they help break up the green palette without feeling too distracting."
Phase 4: The Buildings – Adding Life to the Towns
With the environment tiles approved, I moved on to building creation. The client gave me creative freedom to design the starter area as I saw fit.
Buildings Created:
Player's House (orange/terracotta roof)
Rival's House (different roof color for distinction)
3 Generic Houses (orange/terracotta roofs)
Pokémon Center (red/white roof)
Poké Mart (blue/white roof)
Service Building (grey/beige roof)
Modular Approach:
All buildings are composed of modular components (roofs, walls, doors, windows, signage).
This makes it easy to create new buildings by mixing and matching components.
Basic interior tiles (floors, walls, doors) were also included.
Client Feedback:
"To be honest, I'd like to lean on your expertise a bit here. One of the reasons I'm doing this proof of concept is because I want to see how you would approach the starter area from a design perspective. I'd actually like to be surprised a little and see how a professional would structure the area and supporting assets."
Closing Thoughts
This project was a journey. It started as a simple sprite test and grew into a complete starter area with 95+ tiles, 3 maps, animated water, modular buildings, and full documentation.
I'm proud of what we accomplished together, and I'm excited to see how PokeAether grows from here.