2D asset packs, generated by code.
Rasterloom is a one-person studio making 2D art packs for game developers. Every sprite, tile, mask and lookup table in the catalogue is produced by a program that draws it — not traced by hand, and not generated by a diffusion model.
Why that matters
A pack drawn by a program is a pack where every case exists. An auto-tiling terrain has all forty-seven blob cases, not the thirty someone had patience for. An icon set shares one grid, one stroke width and one optical weight across five hundred icons, because the grid is in the code. A nine-slice kit knows its own borders, so the sprites arrive already sliced.
It also means a pack can be regenerated. When a rule changes — a stroke gets thinner, a palette shifts — the whole set is rebuilt and re-verified from source rather than patched sprite by sprite.
How the packs are checked
- Every built package is opened back off disk and re-derived from its own bytes: file tree, import settings, and each texture compared against the source it was generated from.
- Nine-slice borders are re-measured against the slice definitions rather than trusted.
- Every script that ships is compiled with warnings treated as errors.
No generative AI. The artwork is deterministic output of hand-written drawing code. Nothing in the catalogue is produced by an image-generation model.
The catalogue
500 Game UI Icons
Nine categories of interface, combat, item and economy icons on one 24 × 24 grid, in white and black. SVG, PNG at four sizes, and a packed sprite sheet.
144 9-Slice UI Kit
Panels, windows, slots, buttons and bars in six styles, three colourways and three scales. Every sprite ships with its nine-slice borders already set.
74 Colour Grading LUTs
Strip LUTs in 1024 × 32 and 256 × 16, plus 120 OKLab palettes and a .cube export for use outside a game engine.
200 Alpha Maps
Grunge, damage and decal masks at 512 px, in eight families. 156 tile seamlessly, 44 are one-shot decals.
804 Top-Down Tiles
Twelve terrains with the full 47-blob auto-tiling case set drawn out by hand-written code, at 32 and 64 px, with atlases and a tile palette.
12 Parallax Backgrounds
Sixty tileable layers, five depths per set, 1920 × 1080. Every layer repeats horizontally without a seam.
123 Pixel Icons
16 × 16 RPG inventory and interface sprites in eight categories, one palette, one light direction.
Contact
Rasterloom is run by Paweł Dudek. Questions about a pack, a licence, or a request for something that is nearly what you need — threetowersgames@gmail.com.