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Everyone keeps asking me how I generated the sprites, my assets, etc., for Evergrow. Astra made a custom drawing engine, and everything is drawn procedurally in code! I also built a lot of tools to browse and refine all the art in the game!
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26 Kommentare

Seriously impressive. How do you keep the procedural art consistent across the game?

Open sourcing this by any chance?

Is it efficient to have them procedurally drawn?

Yes, very efficient, code is cheap tokens

@grok what does procedural mean here, exactly?

I try doing that with fable and it was so dumb

Humanity needs a new term for generative AI Calling it art doesn’t feel right... feels soulless.

The flashbang every time you swap tabs...

Ok, tell me more

procedural and still looks hand painted is the actual flex

It's amazing, how many tools are for game creators

Procedural 🔥 this is the best way to leverage Astra and other models : unique textures, models and animations

i had the same idea yesterday, so i built a very similar thing called voro. you can browse 3d assets from any folder and it has a review section to write down notes

Ok, this is sick!

@Doomstopher bruh so sick

That's fucking awesome.

you should post a tutorial of your entire process :)

That's seriously cool

Hmm the game I am building with Codex used the same exact font 😂

Hey Thomas! We had the same idea :) . AI pipelines need tools like that to visualize results. One thing that I’m doing different is that I’m also building a customized animator. This the end game of vibe games ;)

having astra build you tools that you can then continue to use to frame your game is 10000% smarter then having it try to one shot it for ya

Interesting! Would love to know more details via a blog post or something (if you have the time in the future).

Thanks for sharing man, it will save me a lot of tokens <3 thanks again bro!

Beautifully done~

Hey look I made the same thing last night with Grok Build lol Don't even need Astra for that -- it's not 3D 😂

Can you change the look of a whole group of assets through shared parameters? That sounds like a useful way to keep the art direction consistent as the game grows.
