Level design
The ruins were always a tutorial
Sunken temples, broken columns, a corridor that opens into water. Undersea stages teach you to read a space by taking away the one direction you trust. We walk through three of them and map what each one is quietly teaching.
Art & craft
Why a sixteen-colour sprite still reads at arm's length
Pixel artists solved legibility problems that modern engines still fight. A short study of silhouette, dithering, and the two-pixel rim light that separates a creature from its background.
On the road
Night driving, and games that understand it
Long-haul stages are usually filler. A handful are not. What separates a road you endure from a road you remember, and why the good ones almost never tell you how far is left.
History
Notes on the temple, the tower, and the seam between them
Two art directions that keep meeting in the same cabinet: gilded shrine architecture on one side, riveted brass and steam on the other. Where the pairing came from, and who kept it alive.