Pixel art drawn as code.
Game assets made with Tessarune for Aurum Nocturne’s packs. Every image is shown at an integer scale with crisp pixels. Select one to zoom in or change the background.
Arcane Curiosities Vol.1
Twelve animated alchemy and treasure props for top-down games, one 32-colour palette. Chest, mimic and lectern come in four facings, each drawn with its own lighting.

Bubbles swell and pop, the brew swirls, steam drifts. Green, violet and blue brews are one ramp swap.
The lamp flickers, the flask boils, and each loop one drop falls into the vial.
Three overlapping flames, pulsing coal cracks and rising embers. Four flame colours.
One chest modelled as solids and ray-cast per pixel, so the lid swings on its real hinge.
The chest's design language, warped: a breathing belly, crooked planks, a bite.
Mist swirls inside the glass and an eye opens in it once per loop.
The book floats and bobs, a page turns, three glyphs orbit in front and behind.
Modelled as turned solids, so the same model gives every angle of the flip.
One pulse of light climbs every spire at the same speed: short ones flare first.
Three planets at 3, 2 and 1 turns per loop, passing in front of and behind the sun.
Seven different vessels; a glint sweeps across them and the open flask bubbles.
Each flame flickers on its own seed; the tall one leans in a draft.
All four facings. Right is drawn, not a mirrored left, so the light stays top-left.
The same mimic turned on the floor and lit in world space.
Arcane Curiosities Vol.2 — Dungeon Mechanisms
Twelve dungeon mechanisms with their state changes: doors that open, traps that fire, pots that break. Each one-shot action ends on the first frame of the next loop.

A spark catches and the flame grows; the last frame is the lit loop's first.
A spark races round the channel, the runes whirl, a column of light bursts up.
The spikes overshoot, settle and throw dust. One rig, eight spikes.
A plank door in a dressed-stone arch; it drops into a tileset wall.
The grate falls in the same arch; the bars stripe the passage floor with shadow.
A toothed disc runs along its slot; arc streaks turn with it so the spin reads at 1×.
A roaring column rises well above the vent; the fire colours swap as a family.
Four facings, each lit in world space; the brass lamp lights up when it is pulled.
The slate plate sinks flush and the dark gap of its socket opens behind it.
The orb lights what faces it: the dish, the socket pool and the rune channel.
The shards are the pot's own pixels, cut along straight edges.
Boards, rails and a brace from one small solid model, broken by the same model.
Millreach tileset
A 32px top-down tileset: a limestone-and-oak river valley in the amber hour of late summer, with autotiles and day, dusk and night lighting.
The sample map with the tileset's animated tiles and props running.
Built from the tileset's tiles and props, at 1×.
The same map under the night lighting set.
Ashveil tileset
A 32px demon-realm tileset held in an endless dusk: ash fields, basalt cliffs, lava and tar, with blood-moon and ash-storm variants.
The castle sample map with its animated tiles and props running.
A manor and its graveyard, built from the tileset at 1×.
The forest map under the ash-storm lighting.
Your agent can draw like this.
Tessarune ships the drawing API, the manuals and the review tools these were made with.