A 2D hero that is really a 3D asset. The concept sheet the piece was contracted against (left); the Blender build — a fused, voxel-remeshed magpie with an iridescent teal-violet wing plate, a white scapular oval and a single tapered tarsus per leg, rigged and animated through five procedural cycles because the platform's mocap library is human and no clip fits a bird (centre); and the live Godot build, where every one of her 56 frames ships with a matching camera-space normal pass, so a guard's lantern genuinely relights her back (right).
This asset ships inside its piece — see it live in the engine.
Every panel from this asset’s gallery card — click a panel to open it full size.
This asset was built for Featherfilch, a Godot Lab piece — light-as-mechanic stealth. It was modeled entirely in code (Blender’s Python API) by an AI agent, rendered by headless Blender, and audited against its concept before export — the pipeline every Blender Studio asset goes through.