Daniel / Caaz
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caaz.me
Daniel / Caaz
@caaz.me
Web & Game Developer, 3D Modeler, Bug Smasher.

I could use some help! If you're in need of a Godot Developer or a Web Developer, I'm looking for a job!

https://ko-fi.com/Caaz
Lmao yeah. Good point I didn't even consider outside of browsers. That's a whole ass other beast. I think that's why literally nothing I use is webp prolly.
November 12, 2025 at 4:56 PM
Calling a website that doesn't support it outdated is probably a bit harsh, but it is universally supported.

There's plenty of universally supported things that not all websites use though
WebP image format | Can I use... Support tables for HTML5, CSS3, etc
caniuse.com
November 12, 2025 at 6:26 AM
But on the point of stylization and expression, I think 3D is fine! This is very similar to how Dead Cells does character art, which is very stylized and conveys a ton of expression!

If I spent some time on the model I could probably get similar results, including the normal mapping for lighting.
Art Design Deep Dive: Using a 3D pipeline for 2D animation in Dead Cells
"To make up for the lack of bandwidth and still deliver on quality, we had to find a pipeline that could give us great looking pixel art, without having to hand draw each and every retake," writes Dea...
www.gamedeveloper.com
November 11, 2025 at 1:56 AM
Right now the intention isn't to use this as a final asset, but for prototyping or maybe tracing it for actual characters.

I'm absolutely more experienced with 3D than 2D when it comes to animation though. Adding new animations only takes a few minutes in 3D but probably several hours in 2D.
November 11, 2025 at 1:56 AM
Ah! Godot's documentation is actually really good for that, there's a few demos they walk you through building, it's not too bad and there's loads of information just sorta browsing through it too!
Introduction to Godot
This article is here to help you figure out whether Godot might be a good fit for you. We will introduce some broad features of the engine to give you a feel for what you can achieve with it and an...
docs.godotengine.org
November 10, 2025 at 6:21 PM
I did a shader one once! Been thinking about writing more, but honestly I don't know what kind of tutorials would really be helpful for folks. There's many ways to make whole games and I feel like providing a tutorial for like a "tactics game" could go all sorts of ways and I wouldn't wanna mislead.
Daniel / Caaz | Shading like Caaz, the Mob Psycho 100 Effect
An informal process to creating shaders in Godot 4.4
caaz.me
November 10, 2025 at 6:02 PM
To me it's whatever's easiest. I prefer custom data, but the editor isn't very friendly with the data I like to store there, so sometimes making a custom plugin or something to present/edit that data is super helpful. I did this with GridMapLayer, where the data you edit is represented as a 3D scene
GitHub - Caaz/grid-map-layer: A Godot addon for managing GridMaps through TileMapLayers
A Godot addon for managing GridMaps through TileMapLayers - Caaz/grid-map-layer
github.com
November 9, 2025 at 9:14 PM
Yep, itch analytics. Most clicks come from itch itself, my profile as well as tags. I assume the profile ones are from people browsing around after noticing something I did in a jam. Kinda inspires me to make more jam games to keep that one coming cause it's the most common thing overall
November 9, 2025 at 9:11 PM
quick question can you give this mouse a cookie?
November 9, 2025 at 9:07 PM
Or to add, I think that's why I like Screenshot Saturday posts more, they're usually developer focused and more about "Look at what I did!" and devs are more open to talking about their projects and that's real neat to me
November 9, 2025 at 9:50 AM
I don't have a steam game for wishlish wednesday, so I don't participate in that one. But... I'm thinking about changing that in the near future and I can't imagine it'd hurt really. I do get what you mean about it, it feels sorta... corporate and less personal. I'm not really a fan of that.
November 9, 2025 at 9:49 AM
Generally, I love to see the Screenshot Saturday posts. They're a nice look into games I probably wouldn't otherwise see.

My analytics tell me only a very small portion of clicks come from bluesky, but it's not nothing and I'll take what I can get.
November 9, 2025 at 9:49 AM
I think it helps to have these languages in a user-experience way, but it's also worth questioning how far you can push them. The most obvious example would be games that push UI to a stylized extreme, and game genres are constantly being stretched and pulled in various directions.
November 8, 2025 at 10:39 PM
Probably true, you can see a lot of the same within web design trends too. Once something is done enough there becomes a sort of language that users are familiar with.

That said, this language has always existed in some form or another, eg. games like dungeon crawlers borrowing from tabletop games.
November 8, 2025 at 10:39 PM
Random question but do the two sprites need to be related or is it just whatever you want?
November 8, 2025 at 8:33 PM
It's certainly worth looking up more traditional videos on the topic for sure. There's some artsy thing about lines of action. It's difficult to apply it to pixel art given the constraints, but if you ignore all of that and go messy and refine later, it tends to work out.
Character Design Mini-Series Pt. 1 - Gesture, Silhouette, Form
YouTube video by Marco Bucci
www.youtube.com
November 8, 2025 at 6:57 PM
I'm sure you've already stumbled upon it but I really like AdamCYounis' video on the topic, the way he blocks in the lighting to build up the character helps me a ton when I go about it, though adding all those finer details still gets me caught up plenty.
Pixel Art Class - Create More Engaging Character Sprites
YouTube video by AdamCYounis
www.youtube.com
November 8, 2025 at 7:22 AM
Ooo this is the exact method I use for most art!

It's a bit tricky to really figure out dynamic poses for me, or figuring out the "readability" of things.

What I've found seems to help is doing the silhouette method at like 2-3x the scale and then shrink it down before trying to render things.
November 8, 2025 at 7:22 AM
Honestly, agreed. I do appreciate most of the world building and such but the ending did feel like it kinda dragged on forever with no real light at the end of the tunnel that I was expecting.
November 7, 2025 at 7:09 PM