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Five Cats Studios - Smoke & Honey

We're Hiring a
Lead Pixel Artist

"You inherit a single hive. What you do with the next five years is up to you."

Every single art asset in this game is currently AI-generated placeholder. We built the systems first - now we need a real artist to replace all of it. $18,000 dedicated art budget, an exclusive 2% net sales bonus for early-start artists, Lead Pixel Artist credit across every platform, and the knowledge that every pixel in the shipped game came from a human hand.

Apply Now View Compensation See the Full Role

UPDATED MESSAGE

The Kickstarter has closed

We have taken the campaign down. The project was still early, and we chose honesty over momentum. Smoke & Honey is still being built — one hive, one character, one season at a time.

We are actively seeking grants, development funds, and publisher partnerships. If you know people who fund cozy, systems-rich games, please make an introduction to nathan@5catsgamestudios.com.


The Game

What Is Smoke & Honey?

Smoke & Honey is a beekeeping simulation game where you learn by looking. You inherit a single hive on a quiet Iowa homestead, and through weekly inspections, seasonal rhythms, and hard-earned intuition, you become a skilled beekeeper over five in-game years.

The game teaches real beekeeping science - actual queen-rearing, varroa management, honey extraction, colony splitting - through observation and consequence, not tutorials. Built in Godot 4.6. Targeting Steam (PC + Mac), v0.1 Alpha Q4 2026, v1.0 full release Q3-Q4 2027.

"There is no beekeeping simulation game with real depth. Zero. Smoke & Honey is the first game to simulate beekeeping at the level of actual practice."

We Don't Ship AI Art. Period.

Let's be direct: every art asset currently in Smoke & Honey is AI-generated placeholder. We used it to prototype systems, test layouts, and prove the game works mechanically. It served its purpose. Now we're done with it.

When this game ships on Steam, every single pixel will be hand-crafted by a real artist. Not "AI-assisted." Not "touched up." Not "refined from a generation." Original pixel art, made by a human being who understands light, color, and the craft of making 32x32 tiles feel alive.

We believe artists deserve real work and real pay. The entire art budget for Smoke & Honey will go directly to the chosen pixel artist, with an additional revenue bonus for early contributors. We want a true creative partner.

If you're tired of seeing studios cut corners with AI slop and call it "good enough" - we are too. Come make something real with us.

41M+ Stardew Valley copies sold - the genre we're entering
0 Serious beekeeping sims exist. We own this space entirely.
5 yrs In-game progression from nervous beginner to master beekeeper
Q4 2026 v0.1 Alpha target - core systems already functional
Godot 4.6 Steam - PC + Mac 32x32 Pixel Art Top-Down Cozy Farm Sim Educational Rural Iowa, Mid-1990s No Fail States

Your Role

What We Need From You

We need a pixel artist to replace every AI placeholder asset in the game and build the complete visual identity of Smoke & Honey from scratch. This is not a piecemeal project or a touch-up job - you're redoing everything. Every sprite, tile, UI element, and particle currently in the game is disposable prototype art. You'll own the look and feel of a full original game, in a space with real market potential. Full details on every system and asset are documented in our 90+ page Game Design Document (GDD), provided upon application.

Scope of Work

  • All character sprites: Player character generator system (3 builds, 6 skin tones, 8 hair styles, 10 hair colors — layered tilesets), beekeeper gear overlay, Uncle Bob, 10 named NPCs (Darlene, Frank, Dr. Harwick, Walt, Kacey, Rose, Carl, June, Silas, Lloyd), Terri Vogel, and 4-6 ambient pedestrians. Full 8-direction movement at 120x120 px per frame.
  • All buildings & structures: Farmhouse (4 seasonal variants), Honey House (dilapidated + restored + upgraded), Shed, Barn, Crossroads Diner, Tanner's Supply, Post Office, Hardware Store, Grange Hall, Saturday Market stalls, County Fairgrounds, plus 3 background town facades.
  • Beehive system sprites: Langstroth hive components (bottom board, deep body, medium super, lid), hive stands, modular assembly for 1-4+ box hives.
  • Environment & world: Grass tiles (mowed/unmowed), dirt paths, gravel road (4 seasonal variants), mud/puddle tiles, snow/leaf/frost overlays, creek and water features (3 seasonal states), fences, garden beds, and props.
  • Full UI & HUD kit: The Langstroth Frame Aesthetic: panels, buttons, fill bars, inventory cells, dialogue boxes, level badges, title plates (30+ individual sprites).
  • Frame inspection visuals: Front-facing honeycomb frame view (320x192 px) with 15+ cell state variants and bee animations.
  • Inventory icons: 22+ items including honey jars (3 grades), tools (smoker, hive tool, veil, uncapping knife, refractometer, marking pen), hive components (stand, body, super, frames, excluder, lid), and consumables (syrup, beeswax, pollen substitute). 16x16 px each.
  • Ambient particles & wildlife: Bee sprites (8x8 px), fireflies, cottonwood seeds, pollen drift, smoke puffs, plus ambient wildlife (butterfly, dragonfly, 3 bird species, heron, kingfisher, red-winged blackbird).
  • Seasonal trees: 8+ species (silver maple, apple, cherry, pear, willow, linden, cottonwood, wild plum) with growth stages and seasonal variants.
  • Forage lifecycle system: 9 wildflower species, each with 5 lifecycle phase sprites (Seed, Sprout, Growing, Mature, Withered) = 45+ forage sprites total.

What We're Looking For

  • Experience: with top-down RPG or farming sim pixel art - sprites, tilesets, environments.
  • Style matching: ability to match and extend Cainos Village aesthetic.
  • Character animation: 8-direction movement, idle cycles, walk cycles.
  • Tile grid comfort: 16x16 and 32x32 grids.
  • Communication: reliable and responsive, with consistent deadline adherence.
  • Portfolio: showing warm, muted, earthy palettes - pastoral and nostalgic tone.

What We Provide

  • Full GDD: 90+ page Game Design Document with full specs on every system, scene, character, and asset.
  • Style reference: Cainos Village pack as visual baseline (match and extend the style).
  • Color palette: complete palette with exact hex codes for every asset category.
  • Priority roadmap: asset priority ranking so you know what to build first.
  • Fast feedback: collaborative creative feedback, usually same day.
  • Lead credit: 'Lead Pixel Artist' on Steam page, press kit, and all marketing.
  • Zero AI art: your work replaces all of it in the shipped game - every pixel is yours.

Financial Terms

Up to $18,000 + Exclusive 2% Bonus

The entire Kickstarter art budget - $18,000 - goes to the pixel artist. Payments are milestone-based. Two options below - but only Option A includes the revenue-sharing bonus.

RECOMMENDED

Option A - Start Before Kickstarter

Jump in now and help shape the Kickstarter campaign with real art. No payment until the campaign funds - but upon successful funding, your initial payment is determined by how many art phases you have fully completed by the time the Kickstarter closes. Finish more phases before the campaign ends, and you get paid more up front. You also receive the exclusive 2% revenue bonus that only early-start artists receive.

Total budget: $18,000 across four phases ($4,500 each). Each completed phase is paid out at Kickstarter close; remaining phases are paid as delivered and approved after the campaign funds.

🍯

+ Exclusive 2% of First-Year Net Sales

Only available with Option A. Upon game release, you receive 2% of net revenue from the first 12 months on Steam (after platform fees), paid as a lump sum within 30 days of the 12-month anniversary. At 100,000 sales x $29.99, your bonus = ~$42,000.

Option B - Start After Kickstarter

Begin only after the campaign successfully funds. Total budget: $18,000, paid in four equal installments - 25% ($4,500) released after each phase is completed and approved. No revenue bonus.

The registry below lists 203 tracked art assets across four phases, but these are just the individually scoped deliverables - the full role covers every visual element in the game. Each phase payment is released upon delivery and approval of all assets in that phase.

PHASE 1 $4,500 (25%) Core Loop - 61 assets - Hive sprites, cell states, inspection UI, player character generator (layered tilesets), Uncle Bob, core buildings, environment tiles, base forage
PHASE 2 $4,500 (25%) Gameplay Loop - 72 assets - NPCs & portraits, town buildings, inventory icons, all forage lifecycle sprites, trees
PHASE 3 $4,500 (25%) Depth - 40 assets - FX particles, ambient wildlife, seasonal variants, additional props, queen markers
PHASE 4 $4,500 (25%) Polish - 30 assets - Full UI kit, HUD elements, overlays, seasonal transitions, Knowledge Log

See the full asset breakdown by phase in the Complete Asset Registry below.

Additional terms: 'Lead Pixel Artist' credit everywhere. Portfolio rights retained. Non-exclusive - you may work on other projects concurrently. Up to 2 revision rounds per approved milestone.


Art Direction

Style Guide & Visual Direction

Primary visual reference: Pixel Art Top Down - Village by Cainos (v1.0.7). This hand-crafted tileset pack is the visual foundation and your style baseline. All original assets you create must look like they belong in the same scene as Cainos tiles. This is a style guide, not something to generate from - we want your artistic interpretation of this aesthetic.

Secondary references: Stardew Valley (character scale and charm), early Harvest Moon GBA (palette mood), Moonstone Island (environmental density).

The Five Non-Negotiables

✗ No Pure Black Outlines

All edges use the darkest shade of the local hue. Black outlines read as cartoon. This game is not cartoon.

✗ No Bright Saturated Colors

Every color is muted and earthy. If it reads as 'vivid,' desaturate it. Greens are olive, not lime.

✗ No Pure White Backgrounds

All sprites are transparent PNGs. Interior fills use wax-cream (#F2E4B2) or off-whites, never #FFFFFF.

✗ No Fantasy Theming

This is rural Iowa, mid-1990s. Wooden Langstroth hives, not decorative garden hives. No smartphones, no internet - landlines, paper maps, and pickup trucks.

✔ The Cainos Test

Does this asset look like it belongs in a Cainos Village scene? If yes, ship it. If no, regenerate.

Official Color Palette

Every sprite pulls from these tokens. No new colors added without discussion.

Wood Tones

WD_DARKEST#261206
WD_DARK#46260C
WD_MID#6C4016
WD_LIGHT#94602A
WD_PALE#BA8A48

Amber & Honey

AMBER_DARK#985808
AMBER_MID#C8820C
AMBER_LT#E6A220
HONEY_PALE#F4CC6E

Wax & Comb

WAX_CREAM#F2E4B2
WAX_WHITE#FCF5D7
CELL_EMPTY#E4D498
CELL_HONEY#D49E28
CELL_WALL#B48430

Environment

GRASS_BASE#6B7C3D
GRASS_SHAD#4A5928
GRASS_HI#8A9E52
DIRT_MID#B89060
WATER_MID#5080A0
ROOF_DARK#404858


Complete Asset Registry

Tracked Art Assets - By Phase

Below are the individually tracked deliverables organized by development phase - but the full scope is every visual element in the game. If it's on screen, it needs original pixel art. Assets marked "PLACEHOLDER (AI)" have temporary AI-generated art that must be completely replaced. Assets marked "NEEDED" have no art at all yet. The Notes column references the relevant section in the Game Design Document (GDD), which provides full specs, gameplay context, and dependencies for every asset.

61 Phase 1
72 Phase 2
40 Phase 3
30 Phase 4
19 Placeholder (AI)
185 Not Started
ALL Everything Gets Replaced

PHASE 1 Core Loop - 61 Assets

AssetCategorySizePriorityStatusNotes
Overworld hive spriteHive / Overworld26×36pxP1PLACEHOLDER (AI)Langstroth hive shown in apiary overworld; connects to inspection scene
Overworld hive - shadow layerHive / Overworld26×36pxP1NEEDEDRendered below hive sprite for ground shadow
Overworld hive - health tint statesHive / OverworldvariesP2PLACEHOLDER (AI)Color overlay: white=healthy, amber=warning, pink=critical
Cell sprite: empty foundation (state 0)Hive / Cell States26×20pxP1PLACEHOLDER (AI)Blank wax foundation
Cell sprite: drawn empty comb (state 1)Hive / Cell States26×20pxP1PLACEHOLDER (AI)Hexagonal wax structure visible
Cell sprite: egg (state 2)Hive / Cell States26×20pxP1PLACEHOLDER (AI)Tiny vertical egg, day 1-3 of brood cycle
Cell sprite: open larva (state 3)Hive / Cell States26×20pxP1PLACEHOLDER (AI)C-shaped larva in royal jelly, day 4-8
Cell sprite: capped brood (state 4)Hive / Cell States26×20pxP1PLACEHOLDER (AI)Sealed worker brood, flat tan cap, day 9-21
Cell sprite: capped drone brood (state 5)Hive / Cell States26×20pxP1PLACEHOLDER (AI)Raised bullet-shaped caps, queenless indicator
Cell sprite: nectar uncured (state 6)Hive / Cell States26×20pxP1PLACEHOLDER (AI)Thin watery nectar, >18.6% moisture
Cell sprite: curing honey (state 7)Hive / Cell States26×20pxP1PLACEHOLDER (AI)Thickening amber nectar, transition state
Cell sprite: capped honey (state 8)Hive / Cell States26×20pxP1PLACEHOLDER (AI)White wax cap, standard grade, ready for extraction
Cell sprite: premium honey (state 9)Hive / Cell States26×20pxP1PLACEHOLDER (AI)Golden glow under cap, ≤17% moisture, higher value
Cell sprite: varroa infested (state 10)Hive / Cell States26×20pxP1PLACEHOLDER (AI)Visible red-brown mites on larva
Cell sprite: AFB diseased (state 11)Hive / Cell States26×20pxP1PLACEHOLDER (AI)Sunken perforated caps, American Foulbrood
Cell sprite: queen cell (state 12)Hive / Cell States26×20pxP1PLACEHOLDER (AI)Peanut-shaped vertical cell, swarming indicator
Cell sprite: vacated (state 13)Hive / Cell States26×20pxP1PLACEHOLDER (AI)Empty after emergence, darker comb
Cell atlas (all 14 states)Hive / Cell States364×20pxP1PLACEHOLDER (AI)Combined sprite sheet for frame inspection
Frame border - inspection viewHive / Inspection UI1920×1080pxP1PLACEHOLDER (AI)Wooden Langstroth frame border, core gameplay screen
Player base body sheets (3 builds)Character / Generator16×32px x 12 fr eaP1NEEDEDLayered tileset system: 3 build options, walk cycle all 4 dirs each. Sprites are composited at runtime.
Player skin tone layers (6 options)Character / Generator16×32px x 12 fr eaP1NEEDED6 skin tone color layers applied over base body. Must match all 3 builds.
Player hair style layers (8 styles)Character / Generator16×32px x 12 fr eaP1NEEDED8 hair style sprite sheets, layered on top of body. Must work with all builds.
Player hair color palette (10 colors)Character / Generatorpalette fileP1NEEDED10 hair color palettes for shader/palette-swap across all 8 hair styles.
Beekeeper gear overlay layerCharacter / Generator16×32px x 12 frP1NEEDEDWorn during gameplay over character layers. Veil, suit, gloves composite.
Player idle animations (3 builds)Character / Generator16×32px eaP2NEEDEDStanding idle with breathing animation, one per build option.
Character creator preview spritesCharacter / Generator64×64pxP1NEEDEDLarger preview shown in character creation screen. Composited from layers.
Player portrait (journal/title/cutscene)Character / Generator64×64pxP2NEEDEDLayered portrait for Knowledge Log header, title card, and cutscene frames.
Uncle Bob NPC - overworld spriteCharacter / NPC16×32pxP1NEEDEDTutorial mentor, key story NPC
Uncle Bob NPC - dialogue portraitCharacter / NPC Portrait64×64pxP2NEEDEDClose-up for dialogue box
Player farmhouse - summerWorld / Building~80×64pxP1NEEDEDSingle-story white clapboard, front porch, screen door
Player farmhouse - springWorld / Building~80×64pxP2NEEDEDMud on steps, spring details
Player farmhouse - fallWorld / Building~80×64pxP2NEEDEDFall color details
Player farmhouse - winterWorld / Building~80×64pxP2NEEDEDSnow on roof, chimney smoke, frosted windows
Honey House (dilapidated)World / Building~80×64pxP1NEEDEDBroken windows, sagging roof, visible from start
Shed (basic)World / Building~60×50pxP2NEEDEDEquipment storage, home property
Grass tile - mowed (summer base)World / Tile16×16pxP1NEEDEDShort grass base tile
Grass tile - unmowed (spring/fall)World / Tile16×16pxP1NEEDEDLong grass, dandelion scatter
Grass tile - edge/transition (4 variants)World / Tile16×16px eaP1NEEDEDGrass-to-dirt, grass-to-water transitions
Dirt path tileWorld / Tile16×16pxP1NEEDEDSandy tan color, walkable path
Mud patches (spring)World / Tile16×16pxP2NEEDEDSpring ground moisture
Puddle tile (spring)World / Tile16×16pxP2NEEDEDStanding water, spring thaw
Gravel road - summerWorld / TiletileableP1NEEDEDDry pale grey, dusty
Gravel road - spring (wet)World / TiletileableP2NEEDEDWet dark gravel, ruts, puddles
Gravel road - fall (leaves)World / TiletileableP2NEEDEDScattered leaves on road
Gravel road - winter (snow)World / TiletileableP2NEEDEDPacked snow, central plowed strip
Picket fence + gateWorld / Prop~40-50px tallP1NEEDEDWhite painted, 3 sides, gate opens during inspection
Garden bed frameWorld / Prop32×32pxP2NEEDEDTilled soil beds for planting forage
Worktable (home)World / Prop40×30pxP2NEEDEDPlayer places tools during inspection
Creek/water tiles - baseWorld / Tile16×16pxP1NEEDEDBlue-green with ripple variants
Hive stand (wooden)World / Prop24×12pxP1NEEDEDSimple two-post stand, weathered brown
Water troughWorld / Prop32×20pxP3NEEDEDBee water source, Timber location
Dandelion - Mature (blooming)World / Forage Tile16×16pxP1NEEDEDYellow dots, early spring primary forage
Dandelion - Seed/Sprout/Growing/Withered (4 sprites)World / Forage Tile16×16px eaP2NEEDED4 additional lifecycle phases
Clover - Mature (blooming)World / Forage Tile16×16pxP1NEEDEDWhite clover, primary summer forage
Clover - Seed/Sprout/Growing/Withered (4 sprites)World / Forage Tile16×16px eaP2NEEDED4 additional lifecycle phases
Goldenrod - Mature (blooming)World / Forage Tile16×16pxP1NEEDEDTall yellow clusters, fall forage
Goldenrod - Seed/Sprout/Growing/Withered (4 sprites)World / Forage Tile16×16px eaP2NEEDED4 additional lifecycle phases
Sunflower - Mature (blooming)World / Forage Tile16×16pxP1NEEDEDTall yellow, summer forage
Sunflower - Seed/Sprout/Growing/Withered (4 sprites)World / Forage Tile16×16px eaP2NEEDED4 additional lifecycle phases
Linden overlay tileWorld / Forage Tile16×16pxP2NEEDEDPremium linden/basswood honey source
Wildflower generic overlayWorld / Forage Tile16×16pxP2NEEDEDMulti-species mix for background forage

PHASE 2 Gameplay Loop - 72 Assets

AssetCategorySizePriorityStatusNotes
Frank Fischbach - overworld spriteCharacter / NPC16×32pxP1NEEDEDHardware store owner, sells building supplies
Frank Fischbach - dialogue portraitCharacter / NPC Portrait64×64pxP2NEEDEDFriendly, stocky build, work apron
Dr. Ellen Harwick - overworld spriteCharacter / NPC16×32pxP2NEEDEDVeterinarian, consults on hive health
Dr. Ellen Harwick - dialogue portraitCharacter / NPC Portrait64×64pxP2NEEDEDProfessional, knowledgeable expression
Walt Harmon - overworld spriteCharacter / NPC16×32pxP2NEEDEDRetired farmer, elder mentor
Walt Harmon - dialogue portraitCharacter / NPC Portrait64×64pxP3NEEDEDHeavyset late 50s, denim, cap
Kacey Harmon - overworld spriteCharacter / NPC16×32pxP2NEEDEDWalt's daughter, family quest chain
Kacey Harmon - dialogue portraitCharacter / NPC Portrait64×64pxP3NEEDEDEnergetic, practical expression
Rose (Diner waitress) - overworld spriteCharacter / NPC16×32pxP1NEEDEDRuns the Diner, main social hub
Rose - dialogue portraitCharacter / NPC Portrait64×64pxP2NEEDEDWarm, welcoming expression
Carl Tanner - overworld spriteCharacter / NPC16×32pxP1NEEDEDFeed & Supply owner, sells equipment
Carl Tanner - dialogue portraitCharacter / NPC Portrait64×64pxP2NEEDEDPractical, helpful shopkeeper
June (Postmaster) - overworld spriteCharacter / NPC16×32pxP2NEEDEDRuns Post Office, package deliveries
June - dialogue portraitCharacter / NPC Portrait64×64pxP3NEEDEDEfficient, organized expression
Darlene Kowalski - overworld spriteCharacter / NPC16×32pxP1NEEDEDEstablished beekeeper, safety net NPC, 6 quest chains
Darlene Kowalski - dialogue portraitCharacter / NPC Portrait64×64pxP2NEEDEDConfident, kind, late 60s
Cedar Bend Feed & SupplyWorld / Building~80×64pxP1NEEDEDCarl Tanner's shop, sells forage seeds and equipment
Crossroads DinerWorld / Building~80×64pxP1NEEDEDRose's diner, main social hub, glass block windows, neon sign
Cedar Bend Grange HallWorld / Building~96×72pxP2NEEDEDHosts Honey Show, seasonal fairs, town meetings
Saturday Market stallWorld / Prop32×48pxP1NEEDEDPlayer's market booth for selling honey and goods
Honey House (restored)World / Building~80×64pxP1NEEDEDWeathertight, extraction equipment visible, Silas quest unlock
Post OfficeWorld / Building~70×60pxP2NEEDEDJune's workplace, package delivery mechanic
Barn (Harmon farm)World / Building~100×80pxP2NEEDEDRed metal siding, Harmon Farm backdrop
Machine shed (Harmon farm)World / Building~90×70pxP3NEEDEDRoll-up door, sprayer states signal pesticide event
Cedar Bend Hardware Store (facade)World / Building~60×50pxP3NEEDEDSilas Crenshaw's workshop location
Honey House (upgraded - curing room)World / Building~80×64pxP3NEEDEDTemperature-controlled addition, Level 2+ unlock
Honey jar - standardItems / Inventory16×16pxP1NEEDEDStandard-grade, 17-18.6% moisture
Honey jar - premiumItems / Inventory16×16pxP1NEEDEDPremium grade ≤17% moisture, golden label
Honey jar - economyItems / Inventory16×16pxP2NEEDEDEconomy grade >18.6% moisture
Smoker toolItems / Inventory16×16pxP1NEEDEDBellows-style bee smoker, essential tool
Hive toolItems / Inventory16×16pxP1NEEDEDFlat metal pry bar for frame separation
Veil / protective gearItems / Inventory16×16pxP2NEEDEDBeekeeper mesh veil and hat
Uncapping knifeItems / Inventory16×16pxP2NEEDEDHeated serrated blade for wax cap removal
RefractometerItems / Inventory16×16pxP2NEEDEDMeasures honey moisture %, Level 2 unlock
Sugar syrup jarItems / Inventory16×16pxP2NEEDEDSupplemental feed for weak colonies
Beeswax blockItems / Inventory16×16pxP2NEEDEDRendered wax from cappings, crafting ingredient
Bee suit iconItems / Inventory16×16pxP1NEEDEDProtective gear, reduces sting chance 80%
Gloves iconItems / Inventory16×16pxP2NEEDEDBeekeeping protective gloves
Package bees iconItems / Inventory16×16pxP2NEEDEDScreened box with bee cluster
Marking pen iconItems / Inventory16×16pxP3NEEDEDQueen marking tool, 5 colors
Hive stand iconItems / Inventory16×16pxP2NEEDEDWooden two-post stand
Deep body iconItems / Inventory16×16pxP2NEEDEDWhite-painted wooden hive box
Honey super iconItems / Inventory16×16pxP2NEEDEDShallower box for honey storage
Frames (10-frame set) iconItems / Inventory16×16pxP2NEEDEDBundle of wooden frames
Queen excluder iconItems / Inventory16×16pxP2NEEDEDGrid-patterned separator
Hive lid iconItems / Inventory16×16pxP2NEEDEDPeaked roof hive cover
Foundation (wax) iconItems / Inventory16×16pxP2NEEDEDTextured wax sheet for frames
Coneflower (purple) - Mature (blooming)World / Forage Tile16×16pxP2NEEDEDNative meadow, 4 nectar / 3 pollen per tile
Coneflower (purple) - Seed/Sprout/Growing/Withered (4 sprites)World / Forage Tile16×16px eaP2NEEDED4 additional lifecycle phases
Wild bergamot - Mature (blooming)World / Forage Tile16×16pxP2NEEDEDCluster blooms, 3 nectar / 4 pollen per tile
Wild bergamot - Seed/Sprout/Growing/Withered (4 sprites)World / Forage Tile16×16px eaP2NEEDED4 additional lifecycle phases
Black-eyed Susan - Mature (blooming)World / Forage Tile16×16pxP2NEEDEDPart of native wildflower meadow
Black-eyed Susan - Seed/Sprout/Growing/Withered (4 sprites)World / Forage Tile16×16px eaP2NEEDED4 additional lifecycle phases
Aster - Mature (blooming)World / Forage Tile16×16pxP2NEEDEDLate-season fall bloomer, edge-biased spawn
Aster - Seed/Sprout/Growing/Withered (4 sprites)World / Forage Tile16×16px eaP2NEEDED4 additional lifecycle phases
Anise hyssop - Mature (blooming)World / Forage Tile16×16pxP3NEEDEDGarden bed species, Year 1 unlock
Anise hyssop - Seed/Sprout/Growing/Withered (4 sprites)World / Forage Tile16×16px eaP3NEEDED4 additional lifecycle phases
Silver maple - 4 growth stagesWorld / TreevariesP2NEEDEDMedium crown, winged samaras in spring
Apple tree - bloom/leaf/fall/bare variantsWorld / TreevariesP2NEEDEDHarmon Orchard, white-pink bloom
Cherry tree - bloom/leaf/fall/bare variantsWorld / TreevariesP2NEEDEDHarmon Orchard, pink-white bloom
Willow - 4 growth stagesWorld / TreevariesP2NEEDEDEarly spring catkins, River Bottom
Linden/Basswood - 4 growth stagesWorld / TreevariesP2NEEDEDPremium honey tree, wide crown
Cottonwood - 4 growth stages + seed releaseWorld / TreevariesP3NEEDEDTall narrow, cottony seeds in summer
Wild plum - 4 growth stagesWorld / TreevariesP3NEEDEDShrub-scale, white spring blossoms
Pear tree - bloom/leaf/fall/bare variantsWorld / TreevariesP3NEEDEDHarmon Orchard
Diseased elm (dead)World / TreevariesP3NEEDEDDead gray tree, fungi, Timber Lot
Generic forest tree (3 variants)World / TreevariesP2NEEDEDBackground fill, rounded canopies
Darlene's fence (post-and-board)World / PropvariesP2NEEDEDProperty boundary, left edge of home scene
Orchard layout (12-15 trees in 3 rows)World / Propscene-levelP3NEEDEDHarmon Orchard apiary location
Grain bins (2-3, full/empty states)World / Prop~60×60px eaP3NEEDEDCorrugated metal, Harmon Farm
Elevated hive stand (River Bottom)World / Prop24×15pxP3NEEDEDRaised 50cm to prevent flood damage
Worktable - river stone variantWorld / Prop40×30pxP3NEEDEDAlternative inspection surface, River Bottom

PHASE 3 Depth - 40 Assets

AssetCategorySizePriorityStatusNotes
Bee swarm particle - single beeFX / Particle8×8pxP2NEEDED2-frame wing flap animation
Forager bee returningFX / Particle6×6pxP3NEEDEDTiny bee with pollen baskets visible
Smoke puff FX (4-frame animation)FX / Particle16×16pxP2NEEDEDWispy smoke from smoker tool during inspection
Firefly spritesFX / Particle4×4pxP2NEEDEDYellow dots, summer only, dusk ambient
Cottonwood seed driftFX / Particle4×4pxP3NEEDEDSummer particle, floating cottony seeds
Pollen drift particlesFX / Particle4×4pxP3NEEDEDAmbient pollen in air near flowers
Chimney smoke (winter)FX / ParticlevariesP2NEEDEDRises from farmhouse in winter
Dust trail (vehicle arrival)FX / ParticlevariesP3NEEDEDGround-hugging particle when truck arrives
Queen marker - white (years 1/6)Hive / Inspection UI8×8pxP2NEEDEDInternational queen marking color system
Queen marker - yellow (years 2/7)Hive / Inspection UI8×8pxP2NEEDEDTracks queen age and lineage
Queen marker - red (years 3/8)Hive / Inspection UI8×8pxP2NEEDEDReal-world beekeeping convention
Queen marker - green (years 4/9)Hive / Inspection UI8×8pxP2NEEDEDQueen genetics across generations
Queen marker - blue (years 5/0)Hive / Inspection UI8×8pxP2NEEDEDCompletes 5-year color rotation
ButterflyFX / Ambient10×10pxP3NEEDEDNear garden in summer
Dragonfly spritesFX / Ambient12×8pxP3NEEDEDOver meadow, River Bottom location
Robin spriteFX / Ambient12-16pxP3NEEDEDOccasional ambient on fence
Starling spriteFX / Ambient12-16pxP3NEEDEDOccasional ambient on fence
Sparrow spriteFX / Ambient12-16pxP3NEEDEDOccasional ambient on fence
Red-winged blackbirdFX / Ambient14×12pxP3NEEDEDOn willow stems at River Bottom
KingfisherFX / Ambient16×14pxP3NEEDEDOver river water, motion animation
HeronFX / Ambient60-80pxP3NEEDEDStanding in river shallows, rare atmospheric
Silas Crenshaw - overworld spriteCharacter / NPC16×32pxP2NEEDEDSemi-retired carpenter, restores Honey House, 4 quests
Silas Crenshaw - dialogue portraitCharacter / NPC Portrait64×64pxP3NEEDEDWeathered, thoughtful expression
Lloyd Petersen - overworld spriteCharacter / NPC16×32pxP3NEEDEDElderly timber lot NPC, unique idle animations
Terri Vogel - overworld spriteCharacter / NPC16×32pxP3NEEDEDExperienced beekeeper, River Bottom
Ambient townspeople (4-6 unique sprites)Character / Pedestrian16×32px eaP3NEEDEDGeneric walk animations for Cedar Bend town
Crossroads Diner - interior sceneWorld / Interiorscene-levelP2NEEDEDCounter, 8 stools, 4 booths, pie case, chalkboard menu
Tanner's Supply - interior (spring stock)World / Interiorscene-levelP2NEEDEDPackage bee flats, seed displays, seasonal shelving
Tanner's Supply - interior (winter stock)World / Interiorscene-levelP3NEEDEDReduced stock, winter prep supplies
Post Office - interiorWorld / Interiorscene-levelP3NEEDEDPigeonholes, counter, package collection area
House interiorWorld / Interiorscene-levelP2NEEDEDKitchen, bedroom, bed (sleep action), coffee station
Snow overlay (winter ground)World / OverlayCanvasLayerP2NEEDEDUniform snow covering, plowed road strips
Leaf litter overlay (fall)World / OverlaylayerP2NEEDEDGolden/brown debris scattered on ground
Frost overlay (winter morning)World / OverlaylayerP3NEEDEDFrost crystals visible before 10am
Dew sparkle (spring morning)World / OverlayparticleP3NEEDEDSparkle on grass, fades as temperature rises
Flooded road overlay (spring)World / OverlayspriteP3NEEDEDStanding water blocking Timber access weeks 1-2
Creek/water - spring (turbid brown)World / Tile16×16pxP2NEEDEDHigh water level, muddy
Creek/water - winter (partial ice)World / Tile16×16pxP3NEEDEDIce overlay on water surface
Lilac bloom (windbreak)World / PropvariesP3NEEDEDHome property windbreak, Greening season
Town background facades (Library, Bank, Bar)World / Building~60×50px eaP3NEEDEDNon-interactive background buildings

PHASE 4 Polish - 30 Assets

AssetCategorySizePriorityStatusNotes
UI frame / panel textureUI / ChrometileableP2NEEDEDWarm wood-grain for dialogue boxes, menus, popups
Inventory slot background (empty/filled)UI / Chrome18×18pxP2NEEDEDHoneycomb-cell-shaped slot
Knowledge Log page textureUI / ChrometileableP3NEEDEDAged paper/journal with ruled lines
Map background textureUI / Chrome~400×300pxP2NEEDEDParchment interior, wood border, faint grid overlay
Dialogue box panelUI / Chrome~320×100pxP2NEEDEDWood borders, WAX_CREAM interior, portrait inset area
Speech bubble spriteUI / Chrome~100×50pxP2NEEDEDWooden frame with triangular tail, honeycomb overlay
Toast notification backgroundUI / Chrome~200×40pxP3NEEDEDSticky note pinned to frame, torn left edge
Interact prompt tagUI / Chrome~80×30pxP3NEEDEDWooden tag with punch-hole, Press [E] prompts
HUD top barUI / HUDviewport widthP2NEEDEDHorizontal thick rail, grain lines, amber resin spots
HUD bottom barUI / HUDviewport widthP2NEEDEDLighter face on top, shadow bottom
XP bar texture (fill + background)UI / HUDtileableP2NEEDEDHoney-amber gradient fill, 5 mastery levels
Energy bar texture (fill + background)UI / HUDtileableP1NEEDEDGreen-to-red gradient, critical gameplay feedback
Level badge (hexagonal)UI / HUD32×32pxP2NEEDEDWood outer ring, amber interior, level number
Weather icons (6-8 states)UI / HUD16×16px eaP3NEEDEDSunny, cloudy, rainy, snowy forecast
Button states - normalUI / HUD~40×20pxP2NEEDEDHoneycomb cell metaphor, CELL_EMPTY color
Button states - hover/pressedUI / HUD~40×20pxP2NEEDEDHover=HONEY_PALE (filling), Pressed=CELL_HONEY (capped)
Season transition overlay - springUI / FX1920×1080pxP3NEEDEDFull-screen transition animation
Season transition overlay - summerUI / FX1920×1080pxP3NEEDEDFull-screen transition animation
Season transition overlay - fallUI / FX1920×1080pxP3NEEDEDFull-screen transition animation
Season transition overlay - winterUI / FX1920×1080pxP3NEEDEDFull-screen transition animation
County Fairgrounds gate (locked/open)World / Building~120×80pxP3NEEDEDWooden arch, colored banners during fair season
Fairgrounds interior layoutWorld / Buildingscene-levelP3NEEDEDSub-scene accessed through gate, fair content
Player house interiorWorld / Interiorscene-levelP2NEEDEDKitchen, bedroom, living areas
Cleared timber area (before/after quest)World / Environmentlarge bgP3NEEDEDDiseased elm section -> cleared with young plantings
Pollen substitute iconItems / Inventory16×16pxP2NEEDEDWinter feed supplement patty
Sugar (treatment) iconItems / Inventory16×16pxP3NEEDEDPowdered sugar for varroa treatment
Wax (processed) iconItems / Inventory16×16pxP2NEEDEDCandle or block for crafting
Foundation (wax sheet) iconItems / Inventory16×16pxP2NEEDEDTextured wax sheet for frames
Disease indicator spritesHive / Inspection16×16pxP2NEEDEDVisual warnings for AFB, EFB, DWV, etc
Queen indicator spriteHive / Inspection32×32pxP2NEEDEDDisplayed when queen spotted during inspection

Upon application, you'll receive the full 90+ page Game Design Document (GDD) with complete specs, file paths, system dependencies, and gameplay context for every asset listed above. We'll work closely with you to understand the design intent behind each piece. There will be zero AI-generated art in the shipped game. Every placeholder above gets replaced by your original work - that's the whole point of this role. We want real artists making real art for real money.


Ready to Apply?

Send Us Your Portfolio

Fill out the form below with your info and portfolio link, and we'll 🐝 in touch. We respond to every applicant personally.

🎨 Portfolio required
📄 Contract + full GDD provided
🍯 $18K + exclusive 2% bonus (Option A)

Pixel Artist Application

We'll review your work and respond within a few days.

or email us directly
nathan@5catsgamestudios.com

Include a portfolio link and a few words about your experience