Five Cats Studios - Smoke & Honey
"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.
UPDATED MESSAGE
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
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."
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.
Your Role
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.
Financial Terms
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.
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.
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.
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.
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
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).
✗ 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.
Every sprite pulls from these tokens. No new colors added without discussion.
Complete Asset Registry
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.
| Asset | Category | Size | Priority | Status | Notes |
|---|---|---|---|---|---|
| Overworld hive sprite | Hive / Overworld | 26×36px | P1 | PLACEHOLDER (AI) | Langstroth hive shown in apiary overworld; connects to inspection scene |
| Overworld hive - shadow layer | Hive / Overworld | 26×36px | P1 | NEEDED | Rendered below hive sprite for ground shadow |
| Overworld hive - health tint states | Hive / Overworld | varies | P2 | PLACEHOLDER (AI) | Color overlay: white=healthy, amber=warning, pink=critical |
| Cell sprite: empty foundation (state 0) | Hive / Cell States | 26×20px | P1 | PLACEHOLDER (AI) | Blank wax foundation |
| Cell sprite: drawn empty comb (state 1) | Hive / Cell States | 26×20px | P1 | PLACEHOLDER (AI) | Hexagonal wax structure visible |
| Cell sprite: egg (state 2) | Hive / Cell States | 26×20px | P1 | PLACEHOLDER (AI) | Tiny vertical egg, day 1-3 of brood cycle |
| Cell sprite: open larva (state 3) | Hive / Cell States | 26×20px | P1 | PLACEHOLDER (AI) | C-shaped larva in royal jelly, day 4-8 |
| Cell sprite: capped brood (state 4) | Hive / Cell States | 26×20px | P1 | PLACEHOLDER (AI) | Sealed worker brood, flat tan cap, day 9-21 |
| Cell sprite: capped drone brood (state 5) | Hive / Cell States | 26×20px | P1 | PLACEHOLDER (AI) | Raised bullet-shaped caps, queenless indicator |
| Cell sprite: nectar uncured (state 6) | Hive / Cell States | 26×20px | P1 | PLACEHOLDER (AI) | Thin watery nectar, >18.6% moisture |
| Cell sprite: curing honey (state 7) | Hive / Cell States | 26×20px | P1 | PLACEHOLDER (AI) | Thickening amber nectar, transition state |
| Cell sprite: capped honey (state 8) | Hive / Cell States | 26×20px | P1 | PLACEHOLDER (AI) | White wax cap, standard grade, ready for extraction |
| Cell sprite: premium honey (state 9) | Hive / Cell States | 26×20px | P1 | PLACEHOLDER (AI) | Golden glow under cap, ≤17% moisture, higher value |
| Cell sprite: varroa infested (state 10) | Hive / Cell States | 26×20px | P1 | PLACEHOLDER (AI) | Visible red-brown mites on larva |
| Cell sprite: AFB diseased (state 11) | Hive / Cell States | 26×20px | P1 | PLACEHOLDER (AI) | Sunken perforated caps, American Foulbrood |
| Cell sprite: queen cell (state 12) | Hive / Cell States | 26×20px | P1 | PLACEHOLDER (AI) | Peanut-shaped vertical cell, swarming indicator |
| Cell sprite: vacated (state 13) | Hive / Cell States | 26×20px | P1 | PLACEHOLDER (AI) | Empty after emergence, darker comb |
| Cell atlas (all 14 states) | Hive / Cell States | 364×20px | P1 | PLACEHOLDER (AI) | Combined sprite sheet for frame inspection |
| Frame border - inspection view | Hive / Inspection UI | 1920×1080px | P1 | PLACEHOLDER (AI) | Wooden Langstroth frame border, core gameplay screen |
| Player base body sheets (3 builds) | Character / Generator | 16×32px x 12 fr ea | P1 | NEEDED | Layered tileset system: 3 build options, walk cycle all 4 dirs each. Sprites are composited at runtime. |
| Player skin tone layers (6 options) | Character / Generator | 16×32px x 12 fr ea | P1 | NEEDED | 6 skin tone color layers applied over base body. Must match all 3 builds. |
| Player hair style layers (8 styles) | Character / Generator | 16×32px x 12 fr ea | P1 | NEEDED | 8 hair style sprite sheets, layered on top of body. Must work with all builds. |
| Player hair color palette (10 colors) | Character / Generator | palette file | P1 | NEEDED | 10 hair color palettes for shader/palette-swap across all 8 hair styles. |
| Beekeeper gear overlay layer | Character / Generator | 16×32px x 12 fr | P1 | NEEDED | Worn during gameplay over character layers. Veil, suit, gloves composite. |
| Player idle animations (3 builds) | Character / Generator | 16×32px ea | P2 | NEEDED | Standing idle with breathing animation, one per build option. |
| Character creator preview sprites | Character / Generator | 64×64px | P1 | NEEDED | Larger preview shown in character creation screen. Composited from layers. |
| Player portrait (journal/title/cutscene) | Character / Generator | 64×64px | P2 | NEEDED | Layered portrait for Knowledge Log header, title card, and cutscene frames. |
| Uncle Bob NPC - overworld sprite | Character / NPC | 16×32px | P1 | NEEDED | Tutorial mentor, key story NPC |
| Uncle Bob NPC - dialogue portrait | Character / NPC Portrait | 64×64px | P2 | NEEDED | Close-up for dialogue box |
| Player farmhouse - summer | World / Building | ~80×64px | P1 | NEEDED | Single-story white clapboard, front porch, screen door |
| Player farmhouse - spring | World / Building | ~80×64px | P2 | NEEDED | Mud on steps, spring details |
| Player farmhouse - fall | World / Building | ~80×64px | P2 | NEEDED | Fall color details |
| Player farmhouse - winter | World / Building | ~80×64px | P2 | NEEDED | Snow on roof, chimney smoke, frosted windows |
| Honey House (dilapidated) | World / Building | ~80×64px | P1 | NEEDED | Broken windows, sagging roof, visible from start |
| Shed (basic) | World / Building | ~60×50px | P2 | NEEDED | Equipment storage, home property |
| Grass tile - mowed (summer base) | World / Tile | 16×16px | P1 | NEEDED | Short grass base tile |
| Grass tile - unmowed (spring/fall) | World / Tile | 16×16px | P1 | NEEDED | Long grass, dandelion scatter |
| Grass tile - edge/transition (4 variants) | World / Tile | 16×16px ea | P1 | NEEDED | Grass-to-dirt, grass-to-water transitions |
| Dirt path tile | World / Tile | 16×16px | P1 | NEEDED | Sandy tan color, walkable path |
| Mud patches (spring) | World / Tile | 16×16px | P2 | NEEDED | Spring ground moisture |
| Puddle tile (spring) | World / Tile | 16×16px | P2 | NEEDED | Standing water, spring thaw |
| Gravel road - summer | World / Tile | tileable | P1 | NEEDED | Dry pale grey, dusty |
| Gravel road - spring (wet) | World / Tile | tileable | P2 | NEEDED | Wet dark gravel, ruts, puddles |
| Gravel road - fall (leaves) | World / Tile | tileable | P2 | NEEDED | Scattered leaves on road |
| Gravel road - winter (snow) | World / Tile | tileable | P2 | NEEDED | Packed snow, central plowed strip |
| Picket fence + gate | World / Prop | ~40-50px tall | P1 | NEEDED | White painted, 3 sides, gate opens during inspection |
| Garden bed frame | World / Prop | 32×32px | P2 | NEEDED | Tilled soil beds for planting forage |
| Worktable (home) | World / Prop | 40×30px | P2 | NEEDED | Player places tools during inspection |
| Creek/water tiles - base | World / Tile | 16×16px | P1 | NEEDED | Blue-green with ripple variants |
| Hive stand (wooden) | World / Prop | 24×12px | P1 | NEEDED | Simple two-post stand, weathered brown |
| Water trough | World / Prop | 32×20px | P3 | NEEDED | Bee water source, Timber location |
| Dandelion - Mature (blooming) | World / Forage Tile | 16×16px | P1 | NEEDED | Yellow dots, early spring primary forage |
| Dandelion - Seed/Sprout/Growing/Withered (4 sprites) | World / Forage Tile | 16×16px ea | P2 | NEEDED | 4 additional lifecycle phases |
| Clover - Mature (blooming) | World / Forage Tile | 16×16px | P1 | NEEDED | White clover, primary summer forage |
| Clover - Seed/Sprout/Growing/Withered (4 sprites) | World / Forage Tile | 16×16px ea | P2 | NEEDED | 4 additional lifecycle phases |
| Goldenrod - Mature (blooming) | World / Forage Tile | 16×16px | P1 | NEEDED | Tall yellow clusters, fall forage |
| Goldenrod - Seed/Sprout/Growing/Withered (4 sprites) | World / Forage Tile | 16×16px ea | P2 | NEEDED | 4 additional lifecycle phases |
| Sunflower - Mature (blooming) | World / Forage Tile | 16×16px | P1 | NEEDED | Tall yellow, summer forage |
| Sunflower - Seed/Sprout/Growing/Withered (4 sprites) | World / Forage Tile | 16×16px ea | P2 | NEEDED | 4 additional lifecycle phases |
| Linden overlay tile | World / Forage Tile | 16×16px | P2 | NEEDED | Premium linden/basswood honey source |
| Wildflower generic overlay | World / Forage Tile | 16×16px | P2 | NEEDED | Multi-species mix for background forage |
| Asset | Category | Size | Priority | Status | Notes |
|---|---|---|---|---|---|
| Frank Fischbach - overworld sprite | Character / NPC | 16×32px | P1 | NEEDED | Hardware store owner, sells building supplies |
| Frank Fischbach - dialogue portrait | Character / NPC Portrait | 64×64px | P2 | NEEDED | Friendly, stocky build, work apron |
| Dr. Ellen Harwick - overworld sprite | Character / NPC | 16×32px | P2 | NEEDED | Veterinarian, consults on hive health |
| Dr. Ellen Harwick - dialogue portrait | Character / NPC Portrait | 64×64px | P2 | NEEDED | Professional, knowledgeable expression |
| Walt Harmon - overworld sprite | Character / NPC | 16×32px | P2 | NEEDED | Retired farmer, elder mentor |
| Walt Harmon - dialogue portrait | Character / NPC Portrait | 64×64px | P3 | NEEDED | Heavyset late 50s, denim, cap |
| Kacey Harmon - overworld sprite | Character / NPC | 16×32px | P2 | NEEDED | Walt's daughter, family quest chain |
| Kacey Harmon - dialogue portrait | Character / NPC Portrait | 64×64px | P3 | NEEDED | Energetic, practical expression |
| Rose (Diner waitress) - overworld sprite | Character / NPC | 16×32px | P1 | NEEDED | Runs the Diner, main social hub |
| Rose - dialogue portrait | Character / NPC Portrait | 64×64px | P2 | NEEDED | Warm, welcoming expression |
| Carl Tanner - overworld sprite | Character / NPC | 16×32px | P1 | NEEDED | Feed & Supply owner, sells equipment |
| Carl Tanner - dialogue portrait | Character / NPC Portrait | 64×64px | P2 | NEEDED | Practical, helpful shopkeeper |
| June (Postmaster) - overworld sprite | Character / NPC | 16×32px | P2 | NEEDED | Runs Post Office, package deliveries |
| June - dialogue portrait | Character / NPC Portrait | 64×64px | P3 | NEEDED | Efficient, organized expression |
| Darlene Kowalski - overworld sprite | Character / NPC | 16×32px | P1 | NEEDED | Established beekeeper, safety net NPC, 6 quest chains |
| Darlene Kowalski - dialogue portrait | Character / NPC Portrait | 64×64px | P2 | NEEDED | Confident, kind, late 60s |
| Cedar Bend Feed & Supply | World / Building | ~80×64px | P1 | NEEDED | Carl Tanner's shop, sells forage seeds and equipment |
| Crossroads Diner | World / Building | ~80×64px | P1 | NEEDED | Rose's diner, main social hub, glass block windows, neon sign |
| Cedar Bend Grange Hall | World / Building | ~96×72px | P2 | NEEDED | Hosts Honey Show, seasonal fairs, town meetings |
| Saturday Market stall | World / Prop | 32×48px | P1 | NEEDED | Player's market booth for selling honey and goods |
| Honey House (restored) | World / Building | ~80×64px | P1 | NEEDED | Weathertight, extraction equipment visible, Silas quest unlock |
| Post Office | World / Building | ~70×60px | P2 | NEEDED | June's workplace, package delivery mechanic |
| Barn (Harmon farm) | World / Building | ~100×80px | P2 | NEEDED | Red metal siding, Harmon Farm backdrop |
| Machine shed (Harmon farm) | World / Building | ~90×70px | P3 | NEEDED | Roll-up door, sprayer states signal pesticide event |
| Cedar Bend Hardware Store (facade) | World / Building | ~60×50px | P3 | NEEDED | Silas Crenshaw's workshop location |
| Honey House (upgraded - curing room) | World / Building | ~80×64px | P3 | NEEDED | Temperature-controlled addition, Level 2+ unlock |
| Honey jar - standard | Items / Inventory | 16×16px | P1 | NEEDED | Standard-grade, 17-18.6% moisture |
| Honey jar - premium | Items / Inventory | 16×16px | P1 | NEEDED | Premium grade ≤17% moisture, golden label |
| Honey jar - economy | Items / Inventory | 16×16px | P2 | NEEDED | Economy grade >18.6% moisture |
| Smoker tool | Items / Inventory | 16×16px | P1 | NEEDED | Bellows-style bee smoker, essential tool |
| Hive tool | Items / Inventory | 16×16px | P1 | NEEDED | Flat metal pry bar for frame separation |
| Veil / protective gear | Items / Inventory | 16×16px | P2 | NEEDED | Beekeeper mesh veil and hat |
| Uncapping knife | Items / Inventory | 16×16px | P2 | NEEDED | Heated serrated blade for wax cap removal |
| Refractometer | Items / Inventory | 16×16px | P2 | NEEDED | Measures honey moisture %, Level 2 unlock |
| Sugar syrup jar | Items / Inventory | 16×16px | P2 | NEEDED | Supplemental feed for weak colonies |
| Beeswax block | Items / Inventory | 16×16px | P2 | NEEDED | Rendered wax from cappings, crafting ingredient |
| Bee suit icon | Items / Inventory | 16×16px | P1 | NEEDED | Protective gear, reduces sting chance 80% |
| Gloves icon | Items / Inventory | 16×16px | P2 | NEEDED | Beekeeping protective gloves |
| Package bees icon | Items / Inventory | 16×16px | P2 | NEEDED | Screened box with bee cluster |
| Marking pen icon | Items / Inventory | 16×16px | P3 | NEEDED | Queen marking tool, 5 colors |
| Hive stand icon | Items / Inventory | 16×16px | P2 | NEEDED | Wooden two-post stand |
| Deep body icon | Items / Inventory | 16×16px | P2 | NEEDED | White-painted wooden hive box |
| Honey super icon | Items / Inventory | 16×16px | P2 | NEEDED | Shallower box for honey storage |
| Frames (10-frame set) icon | Items / Inventory | 16×16px | P2 | NEEDED | Bundle of wooden frames |
| Queen excluder icon | Items / Inventory | 16×16px | P2 | NEEDED | Grid-patterned separator |
| Hive lid icon | Items / Inventory | 16×16px | P2 | NEEDED | Peaked roof hive cover |
| Foundation (wax) icon | Items / Inventory | 16×16px | P2 | NEEDED | Textured wax sheet for frames |
| Coneflower (purple) - Mature (blooming) | World / Forage Tile | 16×16px | P2 | NEEDED | Native meadow, 4 nectar / 3 pollen per tile |
| Coneflower (purple) - Seed/Sprout/Growing/Withered (4 sprites) | World / Forage Tile | 16×16px ea | P2 | NEEDED | 4 additional lifecycle phases |
| Wild bergamot - Mature (blooming) | World / Forage Tile | 16×16px | P2 | NEEDED | Cluster blooms, 3 nectar / 4 pollen per tile |
| Wild bergamot - Seed/Sprout/Growing/Withered (4 sprites) | World / Forage Tile | 16×16px ea | P2 | NEEDED | 4 additional lifecycle phases |
| Black-eyed Susan - Mature (blooming) | World / Forage Tile | 16×16px | P2 | NEEDED | Part of native wildflower meadow |
| Black-eyed Susan - Seed/Sprout/Growing/Withered (4 sprites) | World / Forage Tile | 16×16px ea | P2 | NEEDED | 4 additional lifecycle phases |
| Aster - Mature (blooming) | World / Forage Tile | 16×16px | P2 | NEEDED | Late-season fall bloomer, edge-biased spawn |
| Aster - Seed/Sprout/Growing/Withered (4 sprites) | World / Forage Tile | 16×16px ea | P2 | NEEDED | 4 additional lifecycle phases |
| Anise hyssop - Mature (blooming) | World / Forage Tile | 16×16px | P3 | NEEDED | Garden bed species, Year 1 unlock |
| Anise hyssop - Seed/Sprout/Growing/Withered (4 sprites) | World / Forage Tile | 16×16px ea | P3 | NEEDED | 4 additional lifecycle phases |
| Silver maple - 4 growth stages | World / Tree | varies | P2 | NEEDED | Medium crown, winged samaras in spring |
| Apple tree - bloom/leaf/fall/bare variants | World / Tree | varies | P2 | NEEDED | Harmon Orchard, white-pink bloom |
| Cherry tree - bloom/leaf/fall/bare variants | World / Tree | varies | P2 | NEEDED | Harmon Orchard, pink-white bloom |
| Willow - 4 growth stages | World / Tree | varies | P2 | NEEDED | Early spring catkins, River Bottom |
| Linden/Basswood - 4 growth stages | World / Tree | varies | P2 | NEEDED | Premium honey tree, wide crown |
| Cottonwood - 4 growth stages + seed release | World / Tree | varies | P3 | NEEDED | Tall narrow, cottony seeds in summer |
| Wild plum - 4 growth stages | World / Tree | varies | P3 | NEEDED | Shrub-scale, white spring blossoms |
| Pear tree - bloom/leaf/fall/bare variants | World / Tree | varies | P3 | NEEDED | Harmon Orchard |
| Diseased elm (dead) | World / Tree | varies | P3 | NEEDED | Dead gray tree, fungi, Timber Lot |
| Generic forest tree (3 variants) | World / Tree | varies | P2 | NEEDED | Background fill, rounded canopies |
| Darlene's fence (post-and-board) | World / Prop | varies | P2 | NEEDED | Property boundary, left edge of home scene |
| Orchard layout (12-15 trees in 3 rows) | World / Prop | scene-level | P3 | NEEDED | Harmon Orchard apiary location |
| Grain bins (2-3, full/empty states) | World / Prop | ~60×60px ea | P3 | NEEDED | Corrugated metal, Harmon Farm |
| Elevated hive stand (River Bottom) | World / Prop | 24×15px | P3 | NEEDED | Raised 50cm to prevent flood damage |
| Worktable - river stone variant | World / Prop | 40×30px | P3 | NEEDED | Alternative inspection surface, River Bottom |
| Asset | Category | Size | Priority | Status | Notes |
|---|---|---|---|---|---|
| Bee swarm particle - single bee | FX / Particle | 8×8px | P2 | NEEDED | 2-frame wing flap animation |
| Forager bee returning | FX / Particle | 6×6px | P3 | NEEDED | Tiny bee with pollen baskets visible |
| Smoke puff FX (4-frame animation) | FX / Particle | 16×16px | P2 | NEEDED | Wispy smoke from smoker tool during inspection |
| Firefly sprites | FX / Particle | 4×4px | P2 | NEEDED | Yellow dots, summer only, dusk ambient |
| Cottonwood seed drift | FX / Particle | 4×4px | P3 | NEEDED | Summer particle, floating cottony seeds |
| Pollen drift particles | FX / Particle | 4×4px | P3 | NEEDED | Ambient pollen in air near flowers |
| Chimney smoke (winter) | FX / Particle | varies | P2 | NEEDED | Rises from farmhouse in winter |
| Dust trail (vehicle arrival) | FX / Particle | varies | P3 | NEEDED | Ground-hugging particle when truck arrives |
| Queen marker - white (years 1/6) | Hive / Inspection UI | 8×8px | P2 | NEEDED | International queen marking color system |
| Queen marker - yellow (years 2/7) | Hive / Inspection UI | 8×8px | P2 | NEEDED | Tracks queen age and lineage |
| Queen marker - red (years 3/8) | Hive / Inspection UI | 8×8px | P2 | NEEDED | Real-world beekeeping convention |
| Queen marker - green (years 4/9) | Hive / Inspection UI | 8×8px | P2 | NEEDED | Queen genetics across generations |
| Queen marker - blue (years 5/0) | Hive / Inspection UI | 8×8px | P2 | NEEDED | Completes 5-year color rotation |
| Butterfly | FX / Ambient | 10×10px | P3 | NEEDED | Near garden in summer |
| Dragonfly sprites | FX / Ambient | 12×8px | P3 | NEEDED | Over meadow, River Bottom location |
| Robin sprite | FX / Ambient | 12-16px | P3 | NEEDED | Occasional ambient on fence |
| Starling sprite | FX / Ambient | 12-16px | P3 | NEEDED | Occasional ambient on fence |
| Sparrow sprite | FX / Ambient | 12-16px | P3 | NEEDED | Occasional ambient on fence |
| Red-winged blackbird | FX / Ambient | 14×12px | P3 | NEEDED | On willow stems at River Bottom |
| Kingfisher | FX / Ambient | 16×14px | P3 | NEEDED | Over river water, motion animation |
| Heron | FX / Ambient | 60-80px | P3 | NEEDED | Standing in river shallows, rare atmospheric |
| Silas Crenshaw - overworld sprite | Character / NPC | 16×32px | P2 | NEEDED | Semi-retired carpenter, restores Honey House, 4 quests |
| Silas Crenshaw - dialogue portrait | Character / NPC Portrait | 64×64px | P3 | NEEDED | Weathered, thoughtful expression |
| Lloyd Petersen - overworld sprite | Character / NPC | 16×32px | P3 | NEEDED | Elderly timber lot NPC, unique idle animations |
| Terri Vogel - overworld sprite | Character / NPC | 16×32px | P3 | NEEDED | Experienced beekeeper, River Bottom |
| Ambient townspeople (4-6 unique sprites) | Character / Pedestrian | 16×32px ea | P3 | NEEDED | Generic walk animations for Cedar Bend town |
| Crossroads Diner - interior scene | World / Interior | scene-level | P2 | NEEDED | Counter, 8 stools, 4 booths, pie case, chalkboard menu |
| Tanner's Supply - interior (spring stock) | World / Interior | scene-level | P2 | NEEDED | Package bee flats, seed displays, seasonal shelving |
| Tanner's Supply - interior (winter stock) | World / Interior | scene-level | P3 | NEEDED | Reduced stock, winter prep supplies |
| Post Office - interior | World / Interior | scene-level | P3 | NEEDED | Pigeonholes, counter, package collection area |
| House interior | World / Interior | scene-level | P2 | NEEDED | Kitchen, bedroom, bed (sleep action), coffee station |
| Snow overlay (winter ground) | World / Overlay | CanvasLayer | P2 | NEEDED | Uniform snow covering, plowed road strips |
| Leaf litter overlay (fall) | World / Overlay | layer | P2 | NEEDED | Golden/brown debris scattered on ground |
| Frost overlay (winter morning) | World / Overlay | layer | P3 | NEEDED | Frost crystals visible before 10am |
| Dew sparkle (spring morning) | World / Overlay | particle | P3 | NEEDED | Sparkle on grass, fades as temperature rises |
| Flooded road overlay (spring) | World / Overlay | sprite | P3 | NEEDED | Standing water blocking Timber access weeks 1-2 |
| Creek/water - spring (turbid brown) | World / Tile | 16×16px | P2 | NEEDED | High water level, muddy |
| Creek/water - winter (partial ice) | World / Tile | 16×16px | P3 | NEEDED | Ice overlay on water surface |
| Lilac bloom (windbreak) | World / Prop | varies | P3 | NEEDED | Home property windbreak, Greening season |
| Town background facades (Library, Bank, Bar) | World / Building | ~60×50px ea | P3 | NEEDED | Non-interactive background buildings |
| Asset | Category | Size | Priority | Status | Notes |
|---|---|---|---|---|---|
| UI frame / panel texture | UI / Chrome | tileable | P2 | NEEDED | Warm wood-grain for dialogue boxes, menus, popups |
| Inventory slot background (empty/filled) | UI / Chrome | 18×18px | P2 | NEEDED | Honeycomb-cell-shaped slot |
| Knowledge Log page texture | UI / Chrome | tileable | P3 | NEEDED | Aged paper/journal with ruled lines |
| Map background texture | UI / Chrome | ~400×300px | P2 | NEEDED | Parchment interior, wood border, faint grid overlay |
| Dialogue box panel | UI / Chrome | ~320×100px | P2 | NEEDED | Wood borders, WAX_CREAM interior, portrait inset area |
| Speech bubble sprite | UI / Chrome | ~100×50px | P2 | NEEDED | Wooden frame with triangular tail, honeycomb overlay |
| Toast notification background | UI / Chrome | ~200×40px | P3 | NEEDED | Sticky note pinned to frame, torn left edge |
| Interact prompt tag | UI / Chrome | ~80×30px | P3 | NEEDED | Wooden tag with punch-hole, Press [E] prompts |
| HUD top bar | UI / HUD | viewport width | P2 | NEEDED | Horizontal thick rail, grain lines, amber resin spots |
| HUD bottom bar | UI / HUD | viewport width | P2 | NEEDED | Lighter face on top, shadow bottom |
| XP bar texture (fill + background) | UI / HUD | tileable | P2 | NEEDED | Honey-amber gradient fill, 5 mastery levels |
| Energy bar texture (fill + background) | UI / HUD | tileable | P1 | NEEDED | Green-to-red gradient, critical gameplay feedback |
| Level badge (hexagonal) | UI / HUD | 32×32px | P2 | NEEDED | Wood outer ring, amber interior, level number |
| Weather icons (6-8 states) | UI / HUD | 16×16px ea | P3 | NEEDED | Sunny, cloudy, rainy, snowy forecast |
| Button states - normal | UI / HUD | ~40×20px | P2 | NEEDED | Honeycomb cell metaphor, CELL_EMPTY color |
| Button states - hover/pressed | UI / HUD | ~40×20px | P2 | NEEDED | Hover=HONEY_PALE (filling), Pressed=CELL_HONEY (capped) |
| Season transition overlay - spring | UI / FX | 1920×1080px | P3 | NEEDED | Full-screen transition animation |
| Season transition overlay - summer | UI / FX | 1920×1080px | P3 | NEEDED | Full-screen transition animation |
| Season transition overlay - fall | UI / FX | 1920×1080px | P3 | NEEDED | Full-screen transition animation |
| Season transition overlay - winter | UI / FX | 1920×1080px | P3 | NEEDED | Full-screen transition animation |
| County Fairgrounds gate (locked/open) | World / Building | ~120×80px | P3 | NEEDED | Wooden arch, colored banners during fair season |
| Fairgrounds interior layout | World / Building | scene-level | P3 | NEEDED | Sub-scene accessed through gate, fair content |
| Player house interior | World / Interior | scene-level | P2 | NEEDED | Kitchen, bedroom, living areas |
| Cleared timber area (before/after quest) | World / Environment | large bg | P3 | NEEDED | Diseased elm section -> cleared with young plantings |
| Pollen substitute icon | Items / Inventory | 16×16px | P2 | NEEDED | Winter feed supplement patty |
| Sugar (treatment) icon | Items / Inventory | 16×16px | P3 | NEEDED | Powdered sugar for varroa treatment |
| Wax (processed) icon | Items / Inventory | 16×16px | P2 | NEEDED | Candle or block for crafting |
| Foundation (wax sheet) icon | Items / Inventory | 16×16px | P2 | NEEDED | Textured wax sheet for frames |
| Disease indicator sprites | Hive / Inspection | 16×16px | P2 | NEEDED | Visual warnings for AFB, EFB, DWV, etc |
| Queen indicator sprite | Hive / Inspection | 32×32px | P2 | NEEDED | Displayed 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?
Fill out the form below with your info and portfolio link, and we'll 🐝 in touch. We respond to every applicant personally.
We'll review your work and respond within a few days.
Include a portfolio link and a few words about your experience