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


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.
