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
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
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!
