Choosing the right rendering resolution is one of the most important decisions when creating a pixel art game. It has a direct impact on visual clarity, sprite readability, scaling behavior, and the overall appearance of the game.
Indy gamedev tutorials
This section gathers technical articles written alongside the development games. Unlike the devlogs, these tutorials aren’t published on a fixed schedule. They come directly from real production problems I encounter while building games, when a technical challenge turns out to be interesting, tricky, or poorly documented, it often becomes a tutorial.
The goal of these articles is to break down concrete game development issues : how and why a system works, what went wrong in earlier attempts, and what finally led to a stable or satisfying solution. They focus on practical implementation rather than theory, and are rooted in actual use cases from an indie production context.
If you’re interested in hands-on game development insights drawn from real production challenges, this is where those lessons live.
Implementing low-resolution pixel-perfect rendering with a smooth camera in Godot
Implementing pixel-perfect rendering with a smooth camera in Godot 4.6 proved to be much more complex than expected. This article details the actual problems I encountered during production (image ghosting, jittering, frame rate issues, etc.).