Thanks. Anytime — good luck with it! Nice logo! 🙌
EmaceArt
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Really nice mood in here — the cobwebbed dungeon, the barred door and that big padlock give it a proper creepy, claustrophobic feel, and the top-hat character has a lot of charm even as a placeholder.
The key-hunt + backtrack on limited life, with the timer ticking, is a strong tension hook. Simple to grasp, hard to master — exactly what a trap platformer wants.
One small thing from a level-art angle: since the whole game hinges on precise jumps and reading hazards, it might help to give the traps (spikes especially) a touch more contrast against the dark background — even a subtle warm highlight would make them pop without breaking that gloomy palette. It makes deaths feel fair instead of surprising, which keeps players coming back.
Hi everyone,
FREE PHILIPP | Stylized modular low poly character by EmaceArt

PHILIPP is a free, stylized, modular low poly male character for Unity — rigged, animated and drag & drop ready. He's built in a half-polygonal style, so he doesn't blend into the usual low poly crowd.
With the latest update he moved to a Humanoid rig, which means he now works with Mixamo and other Humanoid animation packs out of the box.
In the pack
- 12 prefabs
- Modular clothing
- 10 animations
- Humanoid rig (Mixamo-compatible)
- PC and mobile ready
Free to grab here: [link]
Feedback welcome — happy to hear what you'd build with him.
— Maciej / EmacEArt
The bundle just got bigger — and this time it's characters.
The bundle just got bigger — and this time it's characters.
Good stuff, everyone. We've added brand-new paid character packs to the bundle, and honestly this is the part a lot of you have been waiting for. Ready-to-use, modular low poly characters are one of the hardest things to find on the 3D asset market — most of what's out there is either environments or overly generic humanoids. These fill exactly that gap.
New paid characters in the bundle
- ART DECO Victorian Citizens — Modular Low Poly Characters
- Slavic Medieval Villagers — Modular Low Poly Characters
Free character — grab it and test the workflow
Fresh FREE releases
- Roadside Tales FREE — Modular Bridge [Godot, Unity, Blend]
- Free Plasticine PBR Material — Substance Texture
Now shipping as complete Godot projects — not loose files, but full ready-to-open projects These aren't just exported meshes dropped into a folder. Each one opens as a proper Godot project: scenes set up, materials wired, ready to run the moment you hit play.
- Roadside Tales FREE — Modular Bridge [Godot, Unity, Blend]
- Free Fantasy Medieval Houses [Godot, Unity, Blend]
- PixelDrift: Metro [Godot, Unity, Blend]
- Free Low Poly — Lava Plants [Godot, Unity, Blend]
- Low Poly Cemetery Statues Pack [Godot, Unity, Blend]
Everything stays handcrafted, stylized low poly — same aesthetic across the whole set. Grab the free ones, dig into the bundle, and let me know what you build. Cheers!
Hey everyone,
I just added a new free pack to my itch page — it slots right into the Roadside Tales series as a modular bridge set. >span class="_animating_yu34g_10" data-newtext-seq="158">Unity Asset Store, and now it's here on itch, free.
👉 Roadside Tales Free – Modular Bridge [Godot, Unity, Blend]

A ready-to-use collection of handcrafted low poly bridges, designed to fit seamlessly into stylized open-world, RPG, and adventure environments. Each mesh ships with optimized colliders — drop them in and play.
Godot users get a full, ready-to-open Godot project — scenes wired up, materials and colliders already set, everything sitting where it should. The pack also ships in Unity and Blend formats.
What's included (21 prefabs, 5 types):
- Bridge Type 1 — 5 variants (520–1200 tris)
- Bridge Type 2 — 5 variants (600–1500 tris)
- Bridge Type 3 — 5 variants (520–1200 tris)
- Bridge Type 4 — 5 variants (170–250 tris)
- Bridge Type 5 — 1 variant (1200 tris)
All prefabs include LOD0 meshes and optimized mesh colliders, plus a demo scene with everything arranged for preview.

Technical details:
- 21 prefabs total
- Optimized colliders on all assets
- Demo scene included
- Godot: full project, ready to open and run
- Compatible with Unity's Built-in Render Pipeline
Grab it, use it in your projects, and if it works for you I'd love to see what you build. Cheers!
Hi everyone,
I’ve started bringing my asset packs from Unity to Godot. The first projects are already finished and available on itch.io.
For now, I’m only releasing the packs that I feel have reached a solid enough quality after conversion. I’m still improving the workflow, so feedback from Godot users is very welcome.

Free packs already available for Godot:
- https://emaceart.itch.io/pixeldrift-metro-free
- https://emaceart.itch.io/free-fantasy-medieval-houses-and-props-pack
- https://emaceart.itch.io/lava-plant
Paid pack available for Godot:
- Low Poly Cemetery Statues Pack - https://emaceart.itch.io/cemetery-statues
The Statues pack now includes a ready-to-use Godot project alongside the Unity and Blender versions.
I’ll be adding more packs gradually as they become ready. If you find anything during testing that should be improved, let me know.
I really like this approach. Optimizing assets from the start instead of treating performance as an afterthought is something more asset creators should think about.
Shared textures, low-poly geometry and reasonable material setups can make a huge difference — not only for developers on low-end PCs, but also for mobile games and larger scenes where every bit of performance matters.
You definitely don’t need a monster PC to start making games. Good optimization can take you surprisingly far. 🙂
Mogę też zrobić wersję krótszą, bardziej koleżeńską i brzmiącą jak komentarz jednego asset creatora do drugiego.
Thank you for the review! In my project, the materials are visible, which means they are properly connected. I’ve just submitted an update, so it’s possible something became disconnected along the way.
I’m sending the version I currently have in the project, as shown in the first screenshot on the project page. Tomorrow, the project will also receive an update to the LOD system in DGC.
This is exactly the kind of toolset I wish more people building for Unity actually understood the point of. The bottleneck for an environment artist was never the modeling or the composition — it's everything around it. The constant context-switching: stopping to untangle a messy hierarchy, chasing down a broken reference, renaming the same batch for the tenth time, fighting placement by hand. Each one is small on its own, but together they quietly eat the day and pull you out of the headspace where the actual art happens.
What I really appreciate here is that it keeps me inside the Scene View, which is where I want to be. The whole philosophy feels like "let the artist stay an artist" — hand the repetitive, organizational housekeeping over to the tool and keep your head on mood, layout and the feel of the space. And when a toolset does its job right, you almost forget it's there; you just notice the friction is gone and you're moving faster without thinking about it.
As someone who writes a fair amount of my own editor tooling, I know how much care it takes to get this feel right — fast, non-destructive, out of the way, instead of another layer of menus to fight. This nails it. In practice it means the overwhelming majority of my energy goes straight into the art and only a sliver into the plumbing, which is the entire point. Really solid work.
Pulling off a verb-based point & click on the GBC is a bold call, and it works — the cursor and the verb grid feel way more natural on a D-pad than they have any right to. But the detail that got me is the movie database: a fake windowed desktop OS, complete with title bars and close boxes, rendered in DMG green while the rest of the game runs in full color. A screen inside a screen done purely with palettes. That's a great gag and a great piece of period texture at the same time. The customer-reading mechanic is the clever part too — recommending tapes turns "paying attention" into actual gameplay instead of just flavor, and titles like "My Cousin's a Capybara" do more for the setting than any exposition would. Good to read in the last devlog that this is growing past the jam scope. Respect for the solo run, especially the art and the tracker music in two and a half months. Following for the full seven days.
Thanks a lot for reporting this — you actually saved my main Unity package too, because the same texture turned out to be broken there.
I checked it right away and the problem was deeper than the export settings: the PNG file itself was corrupted. I rebuilt it from the PSD, re-exported it, and then re-embedded the textures in the FBX files to be sure everything is properly linked this time.
The files are updated. If you get a moment, please test it in Godot and let me know how it looks. Packs like this get better thanks to people like you — much appreciated.
Hello creators! Automatic GIFs and gamedev clips thanks to AI – how I created a tool that does my marketing for me (Promo Cutter)

As a tech enthusiast, I've been testing how artificial intelligence can make our daily lives easier. I create graphics and game assets myself, which meant I used to spend way too much time on the tedious editing of promotional videos. Recording your work in a program takes just a moment, but cutting out the interesting parts or making GIFs for social media could take a whole evening.
I decided to check if I could write a program with the help of AI that would do it entirely on its own. That's how Promo Cutter was born. The result exceeded my expectations, so I'm happy to share what this automatic tool can do:


Optimized GIFs tailored to platform limits: Anyone who has uploaded materials to itch.io knows the pain of tight file size limits. The program automatically compresses the GIF size (e.g., perfectly under a 3 MB limit) by smartly reducing the number of frames and the color palette, while maintaining a nice, clear resolution. Additionally, it has a feature that detects motion and can automatically crop a wide image into a vertical format for phones.

Lightning-fast Timelapse: The program takes a multi-hour recording and creates a smooth, accelerated video. Best of all – it automatically detects and cuts out boring moments when nothing was happening on screen (e.g., when the system was baking something or compiling, and I was just waiting).
Automatic clip cutting: The app can "review" the recording, evaluate the aesthetics of the frames, and choose the fragments where the most action happened. It can save them as separate, short videos or immediately stitch them into one dynamic montage film.

Recent improvements from battle tests
The program is already working in practice, and thanks to great feedback from my tester Filip, we managed to introduce some fantastic improvements:
- Formats for social media and Fiverr: In addition to GIFs, the program can now generate cropped video clips tailored directly for social media, as well as demanding gallery templates for Fiverr.
- Massive speedup: Instead of analyzing the video multiple times for each format separately, the application now does it all in one go. This shared analysis means that ready-made promotional packs pop out of the program instantly.
- Lighter files and order: We fixed an issue where the finished videos were too heavy. Now they are perfectly compressed and lightweight for publication. The program also started naming files better (adding a clear "original" tag to the source file), so nothing gets lost in the folders.
One quick note – the tool's interface is currently in Polish, as it is still undergoing final development tweaks. However, I am strongly considering hosting the project on GitHub. I would love to develop this app out in the open alongside the community, shaping its future features directly around your feedback and suggestions. What do you think about this idea?
Fence systems are often overlooked but essential for believable level design. In this devlog, I break down the creation of a modular spline-based tool, focusing on low-poly optimization and workflow efficiency.
Key topics:
- Designing modular segments.
- Implementing splines for environment building.
- Level designer utility and tool UX.
Full Devlog:
https://itch.io/blog/1505451/the-silent-heroes-of-level-design
The expansion of the Roadside Tales series continues. Following the well-received fences pack, https://emaceart.itch.io/fences-palisades-and-world-boundaries we are moving smoothly into river infrastructure. Main goal: full visual consistency with previous assets and maximizing the ease of environmental storytelling.
Technicals & Modularity I have prepared 12 bridge foundation segments based on a 5x5 grid.

- Snapping: Full freedom to connect and build unique structures.
- Integrated Dressing: Each segment features built-in detail layers (dirt, mud, rocks). The mud and rocks naturally mask geometry seams, ensuring the crossing blends seamlessly into your terrain right out of the box.

Narrative & Level Design These aren't just water-blocking props. They are tools for level design and player guidance. The kit allows for quick assembly of:
- Standard crossings to support world logistics.
- Abandoned river blockades.
- Local customs checkpoints.
- Ruined bridges hiding a troll's lair.
All of this without investing massive amounts of time into manual set dressing. You tell the story simply by placing the assets.

Teaser You can build almost any type of crossing with this, and the asset itself will actually hint at how to best use its potential. This is driven by a dedicated support tool that I'm keeping under wraps for now. 🤫
Let me know in the comments what bridge variations you'd find most useful in your projects!
Just finished tinkering with this package and had to share — there’s a lot of solid stuff in here 😄
The Story Verge PRO: Low Poly Modular Fence Kit & Tool by EmaceArt
This was a bit of an experiment, with the whole process being pretty heavily AI-assisted — not as a replacement, but more like an extension of thinking while building. Iterating, refining, coming back to the same bits until they finally start to make sense as a system. It’s easy to slip into that hyperfocus loop where you just keep pushing until things click.
And honestly, it worked better than expected. AI doesn’t replace the work, but when it’s integrated well into the workflow, it really changes the pace and the way you iterate.

Best part is always the same: when the chaos stops being chaos and everything suddenly starts to “click” into place.
If you enjoy digging into systems, experimenting with workflows, and combining tools into something your own, it’s worth a look.
Curious how it looks on your side — does AI speed things up for you, or does it end up distracting more than helping?













































