


Jun 10, 2026
Why making tools
There is a quiet tax on every piece of work an artist makes: the work of showing it. You spend months on a shader, a character, a level, and then comes the part nobody warns you about, the screenshots and turntables, the transparent captures for a press kit, the GIFs for a store page. For years I did this by hand, repositioning the camera, tweaking the post, exporting, cropping, repeating. It is tedious in a way that erodes you, because it sits between you and the next real thing you want to build.
ScreenshotKit began there. Not as a product, but as the tool I wished I had: a Unity capture tool that handles transparency through post-process, batches from every camera in a scene, pulls matte passes, records sequences, and exports the formats a pipeline needs. I am a technical artist by trade, and I was tired of losing the same hours to the same chore. Then I realised the friction was not mine alone. Every indie developer I know carries it. So I put the tool on the Unity Asset Store under daCruz.dev, the name I use for the things I build for other artists.
There is also a free version, ScreenshotKit Lite, and the reason is simple. Not everyone can pay, and the people who most need good tools are often the ones least able to afford them: the student, the first-timer, the solo developer working evenings around a day job. Lite does the core job well, and if it is all you ever need, that is fine by me. The point was never to gate the essentials behind a price. It was to put a sharper tool in more hands.
I believe the health of this medium lives at its edges, not its centre. The big studios will be fine. What games need is more small games made well, strange and specific and personal things that a handful of people cared about enough to finish. Going indie is hard, the odds are unkind and the work is lonely, so the most useful thing I can do, beyond making my own small games, is to clear friction for the people making theirs. Better tools. Smarter defaults. Fewer hours lost to the parts that are not the craft. That is what daCruz.dev is for.
And there is a line I will not cross. ScreenshotKit does not make your art for you. It helps you show the art you already made, and the difference matters. I have no interest in building tools that hollow out the work of the people I am trying to serve. A good tool hands you your time back, so you can spend it on the part only you can do. That is the kind of tool I want to make, and the kind of industry I want to help build, one where the craft stays human and the machine simply clears the path.
So if you are an indie developer, or a technical artist who would rather be making than wrestling with exports, ScreenshotKit and ScreenshotKit Lite are on the Unity Asset Store. If the tool saves you an afternoon, spend it making something only you could make. That is the whole idea behind daCruz.dev, and it always will be.

