"Heroine sword" is an 8x8 font.
Features
- very readable in both upper and lowercase
- strong distinction of glyphs for dyslexic folx
- full set of letters, numbers and symbols
- monospace and bold
"Stylish 6x...
2020-07-07 16:52:18 +0000 UTC
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This is a post-mortem/ behind the scenes of my game GHOSTVAC. Made in 3 days for the Ludum Dare 46 jam, in Construct 2, a 2D engine.
2020-05-02 20:59:29 +0000 UTC
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Here is the making of for my award-winning Alphonse Elric cosplay. It took me 6 months, and was very taxing and very fun.
2019-04-24 07:34:55 +0000 UTC
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Here's two timelapses of those thundercats mockups.


To begin with, I chose a resolution (a wide...
2018-12-10 18:16:18 +0000 UTC
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Have y'all seen the Thundercats Roar trailer? It's so amazing! The designs are cute, but also super grounded on the original!
I'm making a mockup of what Thundercats Roar might look like as a fighter game.
Here's a timelapse of how I pixeled the thundertank.
2018-06-06 10:43:32 +0000 UTC
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Free for any use. Drop me a tweet if you use them @castpixel
True type fonts. Use size 15
2018-02-09 11:13:55 +0000 UTC
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Hi all!
Here’s a post-mortem for Lands of TSR Lore , my tiny dungeon crawler made from scratch!
T...
2018-02-08 13:56:44 +0000 UTC
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This is a post-mortem and game design analysis of my Ludum Dare game “FuseCell” made in 3 days with a competition theme of “Running out of Power”
Getting Inspired
2017-08-12 16:23:16 +0000 UTC
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Proud of my LDJAM game “FuseCell” made in three days. A shmup with a unique absorb mechanic! You can play it here: https://castpixel.itch.io/fusecell
This is the kind of thing your patronage allows me to do, thank you so muc...
2017-08-07 04:59:44 +0000 UTC
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This is for a German Webseries called Girl Cave. It's about three geeky girls who are friends.
You can watch the first episode here (German/ English sub...
2017-05-30 12:48:36 +0000 UTC
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hi patrons, thank you so much for all the support! I've been going through a rough personal period the past few months, but I'm bouncing back.
Here's a personal project I wanted to share. It's a still from a gif animation I'm working on
2016-12-28 15:45:16 +0000 UTC
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The album is "picnic" by https://twitter.com/to6okegao
The theme was "bento", obviously ^-^
2016-03-21 11:27:11 +0000 UTC
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_.. TINY PIXEL RESCUE WORKSHOP : . __
with your friendly neighbourhood pixelartist @castpixel
We know a lot more about pixelart nowadays, than...
2016-02-01 22:15:48 +0000 UTC
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Pico 8 is a "fantasy console", a modern virtual machine, simulating some old-school restrictions, such as 16 colors, 128x128 resolution and limited space for music and code. For some reason, it really inspires me to make pi...
2015-11-16 19:22:22 +0000 UTC
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So this is Tyris Flame's highest level spell, the dragon. Golden Axe used to impress me as a child, so I decided to remake it (or demake it rather) using a 128x128 pixel canvas and the Pico-8 palette.
So far so good!
2015-10-21 18:58:51 +0000 UTC
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Small size sprites take me a lot longer than larger pixelart sprites or vectors, because I have to make sure pixel clusters are satisfactory and forms read well.
It's in the 6 hour range for just this sphinx. Check it out from start to finsh, in the gif below
Thanks for your ...
2015-10-06 18:35:47 +0000 UTC
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So this is my new project, a pirate jrpg in 64x64pixels. And here's some timelapse gifs of me working on the sprites. I feel the need to remind the importance of using tetris pieces, especially the S and T tetriminos, and to limit the usage of single, unconnected pixels, *and* single pixels that con...
2015-09-29 18:34:52 +0000 UTC
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So I made a fictional game mockup. I used the Pico-8 palette at half the Pico-8 screen size (i.e. 64x64 pixels)
Working on such a small scale is very challenging but very rewarding. Details are kept to a minimum, but...
2015-09-07 23:29:09 +0000 UTC
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with your amateur gamedev host, @castpixel
Ok, so I was feeling very low this past month. Some health stuff to come to terms with, couldn’t focus on work, was out of creative juice.
I entered gbjam in ...
2015-08-21 20:58:48 +0000 UTC
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Because of requests, here's a public post: this is my process when pixeling.
1. search for reference for about 30 minutes
2. work within limitations (60x60px and 4 grays, in this case)
3. don't forget to avoid banding. Avoiding is better than eliminating it. If you wish to know what "...
2015-06-23 21:09:09 +0000 UTC
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Hi lovely patrons! Here's some work for a card game. This is my workflow for an actual, professional deliverable asset.
Step one: The game is a card battle with dinosaurs in ancient egypt. So I scour google images for psittacosaurus and the pyramids until I'm satisfied I have enough ref...
2015-06-21 02:25:25 +0000 UTC
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Hi new patrons!
So, 64x64 pixels is the size of a windows icon.
When doing pixelart we tend to be afraid of too small a resolution. What if we can't fit everything? What if we need to add more detail?
There's a time and place for more detail. But for me it's very fun to see how much stuff I can cr...
2015-05-14 20:40:04 +0000 UTC
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Downscaling sprites is like totally a pixelart tradition. It forces me to think a ton about pixel placement and economy of space.
This 16x16 sprite for example. You'd think that Steve Purcell's Max character wouldn't be readable at 16x16. But he is. We instinctively think 16x16 is too small to say...
2015-05-07 21:29:31 +0000 UTC
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This is all the insight I can offer on the design of my 3-day game "Ice Story"
2015-04-24 08:38:01 +0000 UTC
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Portrait studies for a commissioned game. It's not pixelart, but it's still fun to make :D
Check the two attached .gifs
2015-04-17 10:43:52 +0000 UTC
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Hi new patrons! It's amazing that you're here.
Here's a making of another fantasy-ish character for a cardgame mockup.
Notice I'm using big forms and then refining them with tetris-piece shaped blotches of pixels. Each blotch of more than 1 pixel is called a pixel "cluster" in pixelart lingo. It's...
2015-04-08 19:22:58 +0000 UTC
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Happy April, Patrons.
Attached is a small workflow gif of me pixeling a Space Goblin for a card game mockup. As always, questions are welcome
2015-04-04 16:04:59 +0000 UTC
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I made a squarish pixelfont. I think it looks a little like the type from WALL.E, so I also added inverted letters, which are actually very Commodore-64. That machine was ahead of its time.
You're my patrons so you see this first.
Download it here: 2015-03-26 01:12:57 +0000 UTC
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Old school 2.5D dungeon like Eye of the Beholder and Dungeon Master, but at half the size.These few wall panels along with a few front-facing walls are remarkably flexible and with a bit of variation can be used to represent a whole dungeon.
Darkness doubles as atmospheric perspective and an illus...
2015-03-18 23:22:05 +0000 UTC
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Pretty straightforward.
This overhead projection style is well explored in games like the Chaos Engine by the Bitmap Brothers. The challenge is to make the wall tiles low enough so you'd still be able to see and select a unit underneath
My main inspiration for the door junction tiles was the stapl...
2015-03-13 23:49:18 +0000 UTC
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