Devlog: Delvestead's Pixel Art Comes From Blender
Delvestead looks hand-drawn, but almost none of its sprites are painted by hand. The hero, the creatures, the nine bosses and the world props are small 3D models built by Python scripts in Blender and rendered into pixel art. This post is how that works, and why everything in the game just turned blocky.
Why render pixel art from 3D?
An isometric game needs every character from several angles and in every animation frame. Drawing that by hand for a hero with ten armor slots, dozens of creatures and nine bosses would take months. A model takes one script, and every angle and pose is a render away.
The renders keep the pixel art rules the game follows everywhere:
- One palette. Every color comes from ENDESGA 32, a 32-color palette, so the hero, the biomes and the UI match.
- Twice the density. Sprites are drawn at 2x detail and shown at half scale, so they stay crisp at every zoom step.
- Hostiles get a red outline, so you can read a fight at a glance.
How does the pipeline work?
- A Python spec describes each creature: a body plan (four legs, two legs, spider, slime, and so on), size, colors and parts like tusks, horns or crowns.
- Blender builds the model from simple shapes and poses it for each animation.
- A camera at the game’s isometric angle renders each frame small, and the result is snapped to the palette.
- The game loads the sheets, and a test checks that every creature, item and piece of gear has its art.
Gear works the same way: armor pieces are rendered in grayscale ramps and recolored in the game for each of the 56 materials, so one model covers every tier.
Why did everything become blocky?
The first models used spheres and cylinders. At this size, round shapes turn into soft blobs: the boar boss looked like a potato, and the slime king was a green ball with a crown. Swapping every sphere and cylinder for a bevelled box, and every cone for a four-sided pyramid, gave sharper silhouettes, clearer faces, and a look that sits better on square pixels.
It started with the hero and the pig. Now every creature, every boss and the world props (trees, bushes, rocks and ore veins) are built from blocks, and new models follow the same rule.
| Before | After |
|---|---|
| Spheres and cylinders | Bevelled boxes |
| Cones | Four-sided pyramids |
| Soft, round silhouettes | Hard edges that read at small sizes |
What’s next?
The interface frames and a few effects are still at the old density, and the cabin is getting a bigger redesign. You can see the current art in the browser version, or read how runs work in the beginner guide.