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Today I’m starting to document the development of Torquestor, a tool born from a recurring need: batch-processing graphical assets without friction.

It’s not an editor, nor a generic converter. Torquestor is a batch image processor built specifically for game and software workflows. It resizes, compresses, converts formats, applies filters, and analyzes files—all in bulk, without manual steps.

It also includes more specialized features: generating ico files from PNGs, and templates that automatically produce the full set of images required for publishing to stores and engines like Steam, Play Store, Unity, Godot (including web export), and more.

I’m building it as a modular suite, where each function is a block that can evolve independently. The idea is to let devs pick what they need, without carrying what they don’t.

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