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perpetual side quest

Pixel art, tiny games, and cultural mischief

Using severe visual constraints to build worlds, jokes, and playable points of view.

Pushing pixels, literally

Pixel art is part meditation and part systems problem. A tiny grid leaves nowhere for an idea to hide; silhouette, palette, timing, and contrast must do all the work.

I use it to make assets for game prototypes and to explore visual ideas quickly. It also fed directly into Darshan Diversion, a Global Game Jam project I designed and wrote with a team of three. The game’s satire of temple restrictions was later covered by NPR, Quartz, Scroll, and Homegrown.

Constraints make style. They also make finishing possible.

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