Kaski bestiary

The forest's animals, the village's stock and folk of other builds, all on one skeleton drawn four ways and proportioned three ways, to choose how creatures look before the engine's own creature drawing changes. Drag the stage to turn the creature.

Drawing
Proportions
View
Gait
Ground

Turnaround

Five ways to draw it

Three ways to proportion it

Genes

Every number is in metres or degrees. Copy puts the creature's genes on the clipboard as JSON, to paste back in chat.

Lineup at game scale

What this is testing

A moose reads as a moose at ten pixels from five things together: the shoulder hump standing higher than the rump, legs longer than the body is deep and paler than it, a long head hanging down with an overhanging muzzle, the bell under the throat, and palms on the antlers. Lose any two and it reads as a horse or a big deer. The proportions row asks how far to push those: natural keeps the animal's own measures, readable thickens legs and enlarges heads so they survive the pixel grid, toy goes further toward a chunky game look.

The drawing row asks how the pixels carry the form. Kaski draws three hard bands with a dark outline. Sel-out keeps four bands and colours each outline from the part it bounds. Chunky draws at half resolution in two tones with a rim of light. Flat drops the outline. Silhouette shows only the shape, which is the test every one of them has to pass first.