Up until now, I’ve been a little quiet about my love for FX and math, but they’ve definitely been a driving force behind MoteMancer—both in gameplay and aesthetics. Today, we’re going to take a deep dive into some of the clever tricks that make this game’s visual style uniquely its own.
The Challenge
A lot of factory-style games use 3D models or animated flipbooks for their visual effects. But, for MoteMancer, there’s a catch: the game is predominantly 2D, built on a hex grid, and filled with so many unique structures that the texture load would become overwhelming. So, what’s an FX nerd to do?
A Clever Solution: Custom UV Maps
One of the most fascinating tricks up an FX artist's sleeve is manipulating UVs. UVs are typically used to map textures onto 3D meshes, but with the right math, you can use them to simulate all sorts of effects — even things that look like 3D objects, like spheres, wheels, or flowing rivers. It’s all about precision and a little custom shader code.

Rather than rely on bulky 3D models or animated textures, I’ve used this technique to create the illusion of depth and motion, even in a 2D space. The Grindstone and Streamways featured in the images below were particular challenges, but custom UV maps saved the day. It’s one of those tricks that makes MoteMancer’s aesthetic stand out — clean, beautiful, and deceptively efficient.

🔮 Grindstone – The Grindstone spins with motion and texture, thanks to custom UV manipulation. It’s a neat little illusion that helps this otherwise flat 2D structure feel dynamic.

💧 Streamways – The flowing, river-like effect you see here is also achieved through UV manipulation. No need for complex meshes or flipbook textures — just a few math tricks and a dash of shader magic.
The most exciting part of all this is that it’s not just about looking good — they help maintain performance. With so many unique structures and environments in MoteMancer, efficiency is key, and the trick of faking 3D with UV manipulation means we can have depth and motion without the extra texture load.
And That’s Just a Taste
The possibilities with UV manipulation are endless. You can create anything from shifting slabs to swirling storms, all without the hefty resource cost of 3D meshes or massive sprite sheets. While you won’t always see the magic happening in the background, each illusion helps MoteMancer feel more alive and vibrant. It's the kind of thing I love about game development: painting with math.
Thanks for reading! We'll be back next Monday with another MoteMancer Musing.
Until then, may your Grindstones spin true and your Streamways flow forever. ✨
— The MoteMancer Team
