Hi everyone. I’m not new here, but I’m getting seriously active now and I want to be genuinely present in the community.
I’m EmacEArt. I create 3D assets, mostly environments and level art, modular kits, and props. I’ve been in gamedev for about 15 years. More info is in my bio. If you have quick questions, drop them in this thread and I’ll gladly answer.
I really appreciate what people build on itch. There’s a lot of creativity here, especially in 2D. I have a strong soft spot for pixel art because I grew up on 8-bit games. I’ve worked with pixel art before, and I’d love to go deeper into it in the future. For context, Blind Shot on Steam was a focused, a few-month sprint I shipped with a friend. I was responsible for the entire visual side of the game: all graphics and animations (excluding code), the full UI from concept to final implementation, and also the game theme plus the core gameplay mechanic concept.
I’m now running a 3 to 4 month marathon until March. All my packs will go through an update cycle: Tech, MidArt, MegaArt, and a final Tech pass to lock things in. I’ll also release 8 new packs during the sprint. The first stage, the technical update, is already done for all packs almost 100%. I’m devlogging progress regularly. I’m now moving into stage two, MidArt.
One important note: my profile also has a lot of free packs, and every single one of them has received the technical update as well. I don’t want the free stuff to be neglected. I want it to be a properly maintained part of the library.
The most important thing for me is speed and matching real user needs, so I need prioritization. What’s a must-have, what blocks you, what saves the most time. Join my Discord. There will be a timelining section where you can directly influence what gets done first and where updates go next. If you’ve bought any of my packs, during this sprint you’re guaranteed support. I’m available daily and I take solid feedback seriously.
And one more key point: I’m moving into Godot support. I want to build a Godot-focused library and demo scenes with lighting and post-processing, so the packs look good right after import. I haven’t done this workflow before, so if you’re experienced with Godot and have practical tips, especially about importing, materials, lighting, workflow, and best practices, I’d really appreciate the help. Ideally in the timelining section so we can set priorities right away.
See you in the next episode.
ArtStation - EmacEArt !































