About Rasteri

Pixel art is normally drawn pixel by pixel, and is therefore destructive. Resize it, recolour it, or relight it and you redraw it. The work you did is in the pixels, and the decisions that produced them are gone.

Rasteri keeps a vector document — shapes, bezier paths, live boolean operations — and renders it through a fixed-resolution orthographic camera into a nearest-filtered target. One world unit is one artboard pixel. Zooming enlarges the pixels; it never enlarges the artboard. Every pixel you see is derived, so every decision stays editable.

The second idea is relief. Shapes can extrude, bevel, bulge and tilt, and they are lit by real lights, so flat art shades like a shallow sculpture. Because the lighting is never baked into the colours, an export carries its normal, height, specular and ambient-occlusion maps alongside the artwork — and a light moving through your game lights the sprite for real.

It is built on Godot 4, and it exports to Godot first: a bundle drops onto a Sprite2D as a CanvasTexture, and a sprite sheet arrives as a real SpriteFrames.