Stylized 'SRS' Logo

Celeste Modding and Asset Making

Since mid-2021, I have been involved in several modded projects for the video game Celeste, ranging from creating assets for the largest-ever collaborative project to my own levels and experiences. I'm still working on collaborative projects to this day, and here I'll showcase almost all of the work I've done over the years.

An individually developed level getting its namesake from its song of inspiration, Fluoresce, by slphr.

This level was the first of its time integrating 3D-rendered models and animations smoothly into a stylized game such as Celeste. I compiled & created the 3D assets, textured and shaded, used physics sims, and rendered the animations and stillframes in Blender, all to a low resolution to fit the style of Celeste. While not perfectly synonymous with the game's original style, it fit the environment and aesthetic of the level.

Heart Heist Airship

I fine-tuned the 3D-2D pipeline for Celeste modding with this project, finding a style to match Celeste's assets and style better. I created the airship from the ground-up, concepting it through creating the final animated version you see in-game.

The front and side view of a heart-infested airship the same heart airship as a basic 3D model the same heart airship as a basic 3D model with a texture the same heart airship as a 3D model with a texture and shading

One-Off Art

a wide expanse of dunes in the morning starry sky
A starry night in a sweeping sea of dunes
A snowy mountain range with a clear sky A gameplay segment with a double dash crystal and lots of spinners 
                with Madeline on the right side with a purple snowy mountain range background visible
A stylized mountain range background and its application in-game.

Strawberry Jam

A slide showing six stickers and their associated maps, with an album cover visible on the right side of the slide
The traditional artwork I did for Strawberry Jam. This includes six stickers to pose as icons for their respective maps (seen in the screenshots beside them) and the album cover for the Advanced Lobby that I worked on.

Strawberry Jam is the largest collaborative mod to ever be published for Celeste. I worked as an artist on this project, covering bases like parallaxing backgrounds, decals, and logos and stickers for many levels! Strawberry Jam includes 111 custom maps for the game. I created several stickers for the maps in the project, as well as three “stylegrounds”, the parallaxing background assets for levels that help create depth in the environment and a feeling of progression through the levels. This project setting helped me learn how to work in an art role in a large-scale production project, receiving artistic prompts of varying specificity. While one request may be as simple as a “city”, another may have a specific theme or design philosophy attached to it, such as the tree stump with honey pouring out of it. This project helped me work in vastly different contexts when creating art, with the stickers being an example of user interface art, and the sylegrounds being designed around a central purpose of enhancing the user experience within a developed world.

A slide showing two backgrounds and the in-game screenshots with them. One is a city skyline showing
                lots of flashy buildings in a vaporware aesthetic, and one is a large cavern full of massive colorful crystals spanning the entire height of the cave.
The environmental work I did for Strawberry Jam. I ended up creating three backgrounds and the occasional art decal asset. These two backgrounds were the first ones I had ever made for celeste, and proved quite a challenge!

These backgrounds and decals really inspired me to continue creating art assets for Celeste mods, as they combine environment art with viewer / player interaction in such a unique way that I feel no other medium of art can let me do. Especially with a unique feature with parallaxing (having looping background elements that scroll at different speeds to give the illusion of movement through the environment in the background) creating complex design choices and workarounds.

Vanilla Contest - Dichautomata

Madeline is on the left side of the screen, there is a zip mover to her right blocked by spinners Madeline stands next to a crashed plane that is covered in snow. The crash destrpyed pillars of the structure around it Madeline stands on the left side of the image on a broken bridge support. Three supports to her right are broken beyond repair, and snow flies in the air Madeline stands by a watchtower. On the right side of the screen a golden light and book can be seen in an eroded room. There is a refill and a zip mover on the top left side of the screen Madeline stands in a hallway full of dimly colored pipes and locked doors. Signs of intense erosion are present on the top half of the image, peeking into the void area outside Madeline stands on a small piece of floating land in a dark and empty void. A washing machine covered and snow and overflowing with blood is seen next to her. On the right side of the screen a small floating block has a refill next to it
Various screenshots from a map I created named "Dichautomata".

This project was a departure from my previous work within the Celeste community, as I participated in the Vanilla Contest 2023. Vanilla Contest had one rule which was that every asset used in the map's creation can ONLY be in the original game. No custom / new assets were allowed. This forced me to be creative with what was already made to create a new and engaging environment and experience to traverse through. Starting with unassuming weathered industrial pillars, I made an aesthetic and environment never seen before in Celeste using assets only from the original game. I worked with Teo to help focus and refine the gameplay movement, so the map itself was a two-person team within a larger collaborative Contest involving over 65 contestants. We placed 24th overall and 14th in Decoration. Our map was regarded as one of the best atmospheres and environments.

The Loenn editor window for sira's map named Dichautomata
I used the Loenn map editor to create my project, here is what it looks like.