Kitbasher
thekitbasher.bsky.social
Kitbasher
@thekitbasher.bsky.social
Environnement art from the trenches, daily drops on art, production, and the craft of world building
Nothing sells decay like contrast: one fresh prop in a sea of ruins tells you more than a thousand cracks.
November 17, 2025 at 6:32 PM
The best kits are boring in isolation, brilliant in context.
November 16, 2025 at 10:28 PM
Mentorship isn’t about teaching tools. It’s about teaching judgment.
November 15, 2025 at 2:58 PM
The most invisible optimization is smart occlusion. Hide what players never need to see.
November 14, 2025 at 3:46 PM
Every placeholder is a question. If nobody answers, the placeholder did its job.
November 13, 2025 at 3:43 PM
The best co-dev partner isn’t the one who agrees. It’s the one who calls out what you missed.
November 12, 2025 at 4:53 PM
Worldbuilding isn’t about scale. It’s about history. Even a broom closet has a past.
November 11, 2025 at 2:46 PM
Your eye always finds the brightest thing on screen. Make sure it’s the right thing.
November 10, 2025 at 5:25 PM
Every landmark should do 3 jobs: orient the player, sell the world, and spark curiosity.
November 8, 2025 at 3:34 PM
The most dangerous words in production: “we’ll fix it later.”
November 7, 2025 at 5:50 PM
Environment art is 90% planning, 10% production. Skip the first part and the second never ends.
November 6, 2025 at 4:35 PM
Leadership isn’t about having the answer. It’s about asking the right question at the right time.
November 5, 2025 at 1:53 PM
The best storytelling isn’t in cutscenes. It’s in props left behind.
What’s a small prop in a game that told you a bigger story?
November 4, 2025 at 1:34 PM
Players don’t care if your shader graph is elegant. They care if the world feels real.
November 3, 2025 at 2:12 PM
Players forgive pop-in faster than they forgive stutter. Performance > perfection every time.
November 2, 2025 at 3:53 PM
Color is hierarchy. Change saturation or value, and you change where players look first.
November 1, 2025 at 4:17 PM
Reviews don’t kill schedules. Vague feedback do. Every “make it better” adds another loop you didn’t plan for.
October 31, 2025 at 1:12 PM
Every great environment tells you where to go without a single UI arrow.
October 30, 2025 at 4:01 PM
Visible payoff is detail where players stop and stare: hub areas, choke points, landmarks, vistas. Invest where attention lives.
October 29, 2025 at 12:53 PM
Modularity is efficiency. Exceptions are identity. Worlds feel real only when both work together.
October 28, 2025 at 2:24 PM
Optimization isn’t about cutting detail. It’s about putting detail where the player can actually see it.
October 26, 2025 at 11:33 AM
Design owns the map. Art owns the memory. Players remember how the world felt and the mood painted onto the mechanics.
October 25, 2025 at 4:47 PM
The fastest way to kill exploration is to put nothing at the end of the path. Curiosity without payoff turns into distrust.
October 24, 2025 at 5:55 PM
Lighting isn’t just brightness. It’s timing. Too much light too early and you kill the mood.
October 23, 2025 at 1:53 PM
Environment art is subtraction. Every prop you remove makes the ones that stay more important.
What’s the last time you realized less was more?
October 22, 2025 at 1:46 PM