SpookChester, Pixelart Render.

Full map run — Spookchester from end to beginning.

Buildings and props procedurally generated in Houdini, rendered to pixel art, and placed directly into a cozy side-scroller built for Comfy Jam: Autumn 2025.


🏠 Procedural Houses — 3D to Pixel Art

Procedurally generated pixel art house
A single generated house — parametric 3D, rendered down to sprite.
PNG render of pixel art houses
Houses — pixel art render.
PNG render of pixel art props
Props — pixel art render.

Every building in Spookchester came through the same pipeline: geometry generated in Houdini, rendered orthographically, converted to pixel art, and dropped into Unity. No hand-modeled assets.

  • Parametric geometry: Rooftops, windows, and surface detail all driven by sliders
  • Render-to-pixel: Lighting and palette baked at render time — style is automatic, not per-asset
  • Same pipeline for props: Trees, fences, decorations all generated the same way

🎮 In the Game

Witchy Delivery screenshot
Witchy Delivery screenshot
Witchy Delivery screenshot

Play as Aubrey, a witch’s apprentice delivering letters across Spookchester. The procedural system gave the town density and variety without the art cost of hand-authoring every building.

Play it: lyingfishboy.itch.io/witchy-delivery


🔧 Pipeline

  • Houdini HDA — parametric building and prop generation
  • Orthographic render — lighting and palette baked in
  • Pixel art conversion — downscaled to match the game’s spec
  • Unity — sprites imported and placed directly

Interested in procedural pipelines or environment art for games? Let’s connect!