lavanriel.nl
The Ludogeny container on the quay with its doors open on a screen showing the game.

RIEL 0000106Not public yet

Ludogeny

A pixel-art studio where the story drives the sprites

You write the game’s story (characters, places, props and scenes with their cast), and Ludogeny lists every sprite it needs: each character in each state a scene puts them in, every prop, every place’s tiles. You draw them in an editor built for speed, and checks keep every frame on model.

Works no.
010 of 31
Status
Not public yet
Work began
26 Oct 2026
Where
Not public yet
Made by
Laurens van Riel, 42workspace, Rotterdam
Ludogeny’s Story view for its sample game, The Lantern Keeper: characters, places, props and scenes on the left, and the sprites the story still needs on the right.
Ludogeny on a desktop, 26 October 2026.
Ludogeny on a phone.
On a phone.

In numbers

  • 6non-destructive modifiers
  • 3export targets

What is inside

  • Vector strokes drawn as clean pixels, in-betweens from two keys, and pictures imported onto the model
  • Checks for height from the ground line, feet on the ground and colours from the character’s own ramps
  • Scenes staged on their tiles, exported as sprite sheets and Tiled maps a game engine loads as they are

How it is built

A React app over an engine in plain TypeScript with no dependencies, which runs in the browser and in Node. The export loads as it is in Pixi 8, Phaser 3 and Tiled.