Build - June 2026
A dozen pixels at a time
The Super Pixel Series started as a question: how small can a casino game be and still feel good in the hand? Not small in scope, small in weight. Pixi.js gave me a render loop fast enough to stop worrying about frames and start worrying about feel, which is where the real work is.
I designed and built the first three solo, and they are live. The plan was a dozen. Three is not a dozen, and I want to be straight about that, but three shipped beats twelve in a branch.
Feel is a budget
Every flourish costs something - a texture, a tween, a particle - and the budget is the half-second between a tap and a result. Spend it well and the game feels crisp. Spend it badly and it feels busy. Most of my time went on taking things out.
The render loop is the easy part now. The hard part is restraint: knowing which three of a planned dozen actually earn their place, and being willing to leave the other nine as notes until they do.
All writing - CV