Sim Kaart
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simkaart.co
Sim Kaart
@simkaart.co
Graphic designer working on games. Currently cooking up something new! Recently released Rift Riff: riftriff.com

https://simkaart.co
Rift Riff now has a bunch of new levels to play! After releasing the game in May, we still had so many ideas floating around. I’m really glad we took the last four months to bring those to life. It now really feels like a complete Rift Riff. Please enjoy! #gamdev #godot #pixelart
October 15, 2025 at 4:34 PM
We just released Rift Riff on Google Play and App Store, and I'm mega proud of the work the team did to get this running smoothly in #godot. The way the game has quick rounds, and how its interaction style is built, may (dare I say) even make it a better fit for phones than for desktop #mobilegaming
October 15, 2025 at 3:50 PM
New things for Rift Riff! TODAY :D #indiegame #godot #pixelart
October 15, 2025 at 7:32 AM
Shooting vertical footage because we’re releasing on vertical next week 🤓 #godot #pixelart #gamedev
October 10, 2025 at 12:43 PM
I want to then reference the shape in the building scenario, and show the headset in the combat scenario. I want the two to feel as one, making the player feel more for the ship/buildings, as it relates to the protagonist inside/controlling it. Does that make any sense? Or is it farfetched?
September 15, 2025 at 6:11 PM
Then after putting it on, they become the mech/gain control over a ship...
September 15, 2025 at 6:11 PM
I was thinking the protagonist could run into this towering statue, and find a mask/crown/headset...
September 15, 2025 at 6:11 PM
Is this too weird? (thread) #gamedev #conceptart
September 15, 2025 at 6:11 PM
An idea to add more height to an isometric building grid. Tiles behind other tiles won't be obscured as easily. Plus it makes it look way more dynamic. #gamedev #conceptart #godot
September 12, 2025 at 8:44 AM
Trying out tiles. It does make it feel more tactile. But it also adds a layer betweeen the player and the fantasy. Instead of building a castle, you're playing a boardgame building a castle... #gamedev #conceptart
September 12, 2025 at 7:27 AM
Sketch for an exploration phase, where you fly your floating-bunny-castle around, gather some spices, and visit a voodoo hut. Where you just try to get as much done as possible until your flappy-fish-hover-engine dies and the horrors of ground level come crawling up your fort again. #gamedev
September 7, 2025 at 4:17 PM
and then focussing a spot would show the tooltip of that building. Empty spot would prompt to start selecting from the bottom interface again.
September 4, 2025 at 6:25 PM
I should be more careful about where the focus is. I think we'd be able to pull it off going back and forth between selection panel below and isometric grid above.
September 4, 2025 at 6:25 PM
Working on a builder interface. Trying to accommodate multiple interaction styles (keyboard, keyboard+mouse, gamepad). Some thinking in thread. #interface #gamedev #uiux
September 4, 2025 at 3:39 PM
Vibe sketch for an encounter with a mythical creature. Floating dirt castle vs underground dragon? We don't know yet! #gamedev #conceptart #indiegame
September 2, 2025 at 4:20 PM
Sketching a narrative introduction of why the game world is as it is. Player encounters an ogre, ogre aggressively chases player, player finds a cave to hide in, a blue rabbit lights up the cavern and starts levitating, ripping a piece of earth from the ground with it. #gamedev #conceptart #sketch
September 2, 2025 at 8:52 AM
Started something new today. Curious to find out what this will become! #gamedev
September 1, 2025 at 9:47 AM
Made animations for a new shop today (the module with the two test tubes hanging on the side of the platform). #pixelart #framebyframe #animation #godot
August 28, 2025 at 1:54 PM
August 26, 2025 at 3:22 PM
Added dirt patches to the grass for more variation, and boy does it make a difference! #pixelart #leveldesign #indiegame #godotengine
August 22, 2025 at 9:36 AM
What usually works best for me, is to create a center point or group where there are a lot of assets (on the left here), and then gradually widening the space between assets, as the assets also diminish in size (on the right here).
August 21, 2025 at 4:12 PM
To the point where more is worse.
August 21, 2025 at 4:12 PM
I'll then add all the individual scenes to the main environment scene and start duplicating like hell.
August 21, 2025 at 4:12 PM
I'll then import them into godot, add them to a sprite in a scene, and draw a shadow polygon (scripted to group with all other shadows to prevent overlap, and drawn under a sub-viewport to render as pixels).
August 21, 2025 at 4:12 PM
When drawing natural shapes, I like to use a stylus. I like to draw in pixaki, export to photoshop, and then have photoshop export and crop every layer automatically. Alternatively you can use a stylus as mouse and draw directly in photoshop. AFAIK you can't export layers to files in aseprite.
August 21, 2025 at 4:12 PM