OldSchoolPixels

@oldschoolpixels.com

(He/Him) Senior freelance #GameDev, lead programmer on Dustgrave: A Sandbox RPG (https://store.steampowered.com/app/2393370) and working on some personal projects. Portfolio and contacts: https://www.oldschoolpixels.com

putting a little AI generated stuff in your work is like putting a little sewage in a drink: now the whole thing is sewage

this is a public service announcement: you can use the C preprocessor for anything you want. other languages, html, css, text files. there's nothing they can do to stop you

This pisses me off so much about bad indie game reviews. Some of the bad reviews for indie games you see act like they expect your game to have the production value of a AAA game and make them literally orgasm non-stop for 35 years, and it better not cost more than $1.99.

Aerial_Knight@aerialknight.com · last wk.

Just a reminder: a game doesn’t have to be a 10/10 or even a 9/10 to be a good game. The “I only play masterpieces” shit is part of the reason the industry is where it is right now. Let games just be good.

Was walking past this building and through the window saw this backrooms-ass room, so I accidentally took the coolest picture ever due to the window's reflection

A backrooms-ass room with a twilight sky and trees seemingly imposed over it in a dream-like fashion (it's the reflection of the window)

I'm Christina I've been a professional illustrator since 2005 and a specialist game artist/ art director since 2009. I've worked for Mojang (on Minecraft), Netflix Games, WB Games I've been unemployed for 8+ months. I'm tired of rejection letters. Please help me find a paying project #gamedev

My cover illustration for the game Space Jam (on which I also did all the art and animation)

Bugs Bunny, Lebron James and Lola Bunny are posing in front of an enemy from the game, blending in as a star-filled sky.a portrait of Otto Rehagel for Esquire MagazineMy terraria illustration for Lost In Cult's Deluxe Edition book on Terraria.

Working hard on my game for #GirlyGameJam, it's been about a day and already got a visual style going, a bit of a concept, and interactivity! Really pleased with the results so far ✨

An early lesson I learned on PixelJunk Shooter at Q-Games was moving fast. A few days before shipping a 1st milestone, we made really bold changes to the game pace & rules, it instantly felt like a different game. Maturing as a gamedev includes learning to enable the team to make bold changes.