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Kay Lousberg

A member registered Oct 03, 2017 · View creator page →

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Heya, thanks for your feedback!

I have an update planned that adds half-walls, I see your point about the corners and I will see if I can add a solution for that as well. 

Alternatively for the moment you could fix these things by halving your grid size, as the current corners will fit the walls if you move them .5 tile in your current set up, no need to overlap.

All the best,



Yep! The Orc Warband as well as all other content is still available on my Patreon, subscribing at 5€+ gets you everything, including all the mystery characters (20-25 total).

Hey, sorry for the late response.

I'll need some extra time to look into this as I'm not too familiar with UE4. If you happen to have found a fix yourself already, please do post it in this thread so I can update the documentation.


If you can't explain what the problem is beyond 'it doesn't work' then I really can't help you. Are you following the included documentation? There's a guide specifically for Unreal Engine 4 included in the pack. Which steps are you having issues with?


You'll need to be a bit more detailled about the problem you're having in order for me to help. Are you following the documentation? Which step(s) are you having issues with? Which version of UE4 are you using?

The assets are all coloured using materials, if you're using the .obj format make sure to include the .mtl file aswell. If you're using one of the other file formats (.fbx / .gltf / .dae) make sure to check the documentation on the tool or engine you're using if the assets show up without colour.

Heya, thanks for using my assets!

Most of my asset packs (including the dungeon pack) has a folder with 'KayKit Brand resources' inside of it, those contain a variety of logo's you can use for your splash screen, like this one :

Hope that helps!

I have no experience with THREE.js so I can't really offer much support, the way the animations work is that you parent the head of the character you want to use to the head bone of the KayKit Animated Character. Game engines provide re-targeting tools for this, if your engine doesn't then I'm afraid I don't know how to make this work for you.

Yes I can but I really need some more info on what you're doing.

-What engine are you using?

-Did you follow the documentation in the Animation Pack?

-What exactly doesn't work? At which steps are you encountering problems

The characters are between 4-6k tri's on average. I'm not planning on making even lower poly versions.

Included files are FBX, OBJ, DAE and GLTF. The files are compatible with most game engines on the market (including Unity, Godot, and Unreal Engine) and work on any platform.

2D renders are not included, but if your engine supports it you can render it in 2D.

Hmm that's very odd, I cannot seem to reproduce your error, I even tried with Unity 2021.1.23f1

From your screenshot everything seems to be as it should. 

I don't have a lot of experience with Unity so, by ''Local transform is all set to zero when importing'' does that mean you changed something on the import settings yourself? Because I've just been using the default import settings and that gives me no troubles.

Have you tried importing to a newly created project, does that give you the same issues?


Thanks for reporting this issue. I've just tried to recreate this issue with the characters you mentioned, but in Unity 2020.3.9f1, and there seem to be no problems for that version. Could you share some more info, on which filetype you used for the Explorer/Alfar characters, and maybe share a screenshot of your hierarchy?


Very cool, 100% unbiased opinion :kenneyface:

Hey, did you read the documentation?

Unpack the prefab, remove Prototype Pet and parent the new parts to the bones. 
I will not make an animated version of all characters, as that would take me hours and hours, while in Unity it takes less than a minute to set up.

Hey SenseiBonsai,

Thanks for reporting this bug, can you tell me a little more about the problem? 

  • Which characters are you using, the default PrototypePete mesh?
  • Is the issue with the arms present on every animation or just some?
  • Maybe dumb question but have you checked if you have left/right parented correctly?

I cannot seem to recreate your issue in Godot 3.2.3, so I'm not sure whether 3.3 changed something or that maybe something went wrong during the implementation. Can you give it a try in 3.2.3 to see whether you have the same problems?


Hey Blinkeye,

Thanks for reporting this bug. I think you're the first to have this issue that I know of, I don't really have any experience with Unreal Engine at all, the documentation/guide was made by a community member. Unfortunately for now the only thing I can tell you is to try again and change import settings, and once it works report back with a solution so I can change the documentation if needed.

Thanks for your understanding,


Thanks! :D

Hey Drakon,

Easiest way for a Blender beginner to do what you want is to import the animations fbx and the character you want in the same blend file. Then on the character you want to use, to each part of the character you add a new 'Object Constraint' and set it to 'Child Of'. Then you select the Armature of the fbx as your 'target' (that would be the KayKit Animated Character .fbx) and under 'Bone' you select the corresponding piece of the character (head to head, armLeft to armLeft etc.)

It's best to have both the characters located at 0,0,0 postion, so that the pieces line up by default. If they don't you need to press 'Set Inverse' in the newly created object constraint on the pieces that are not aligned.

After this you have the 4 pieces of the new character (head,body,armLeft,armRight) connected to the skeleton with all the animations, you can now just delete the Prototype Pete mesh and you have your new rig set up!

Let me know if this worked for you or if you have any questions.

Thanks! :)

You're welcome! Good luck on your project :)

Heya, thanks! The animations are available for free here :
There's a preview video where you can see all the animations too.

Hope that helps :)

Heya, the assets are not textured. They are coloured with materials, so you can change colours in your game engine.

If you wish to convert to textures you can texture them yourself in 3D software of choice, for which there are many tutorials available online!

Hope that helps,

Yep they are free for personal and commercial use, no attribution required. (CC0)

You can find more details on the license here;


Yep! With the CC0 license you are free to use the assets even for commercial purposes. You can check the full license here :

Thanks for asking!

Heya Dharby,

Yeah I agree with you, it's a fine balance between making something easy to use right out of the box and giving a ton of customization ability. 

For the characters I was thinking of making a pack that focuses on adding a lot of separate pieces so one could create their own character basically (nose/eyes/brows/headshape etc.), I agree and think that would be pretty cool.

As for the animations I'm actually already working on something (see tweet below) that would allow for importing a separate rig into your game engine and then you'd parent each piece of the character (arms/head/body) to the rig and it would be animated without having to skin and rig each individual character.

Still currently working on this, making sure it works in the main game engines I want to support (Unity/Unreal/Godot). Don't really have an ETA for this but it's in the works!


Thanks Cyberman-42! 

Yeah I agree a samurai would be pretty cool, I don't think it fits within the dungeon crawler style though. I might do a pack with a bunch of Eastern/Asian style things, ninja's, samurai etc. in the future. Thanks for the suggestion :)

Oh thank you so much Amaro :) Will surely keep creating more, the reception has been great so far!

There are no animations included, the characters are very simple and not rigged so you can do all animating in your game engine :)

There are no 2D sprites included, and I currently don't have any plans to start exporting 2D sprites. Maybe someday in the future this could be supported, but not anytime soon.

Awesome! Thanks for playing my game, glad to hear you like it. Merry Christmas to you too :)

Thanks for playing, hope you had a good time :D

Cool video :) Thanks for playing

Thanks for checking out my game and making a video! Great watch

Thanks :) Hope you had fun

Thanks for playing Surprise Stack! :)

Hey guys I just released my first (free) asset pack, a variety of different guns in a vector art style.

Check it out here;

If you like what you see you can keep up to date on the next pack over here :