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Pixel Arts en vrac

Octobit_1 octobit_1_not Octobit_2_cute Octobit_3 Octobit_4 octobit_5 Octobit_7 octobit_10 octobit_11 octobit_13 Octobit_14 Octobit_15 Octobit_16 octobit_17 Octobit_18 Octobit_19 octobit_20 Octobit_21 Octobit_22 Octobit_23 Octobit_24 Octobit_25 Octobit_26 Octobit_27 Octobit_28 Octobit_29 Octobit_30 Octobit_31 Octobit_moment_banniere pixelArt_0211 pixelArt_2510 pixelArt0109 pixelArt0509 pixelArt0709 pixelArt0709-2 pixelArt0809 pixelArt0810 pixelArt0909 pixelArt1309 pixelArt1409 pixelArt1410 pixelArt1509 pixelArt1709 pixelArt1809 PixelArt1810 pixelArt1909 pixelArt2109 pixelArt2409 pixelArt2510 pixelArt2609 pixelArt3108 pixelArt060118 pixelArt100118 pixelArt11012018 pixself_portrait

Pixel GIFs

Some little animation i’ve done for #pixel_dailies on twitter














Pixel dailies

A bit of pixels.
One every day.




29.08.2017 (done for my mother’s classroom)



That’s all, for now.

Dovahkin Pixel Guy

Focusing on the transition. It was fun.


Hot fuzz Pixel guy


Did that while listening to a youtube video about Edgar Wright.

Night Scene


Gravity Mesa

Gravity Mesa is a project i’ve started a few months ago to learn everything there is to learn on 2D games on Unity, in the art and programming department.

The game is inspired by the Mesa Verde, a troglodyte village found in the south west of Colorado in the US. Its inhabitant, the pueblo are reported to have disappeared without leaving a trace.

From there i’ve exagerated the setting by making them having a whole moddern kingdom inside the caves.

As for the story and the gameplay, everything is related to distortion of the gravity.

You can try a first build of the game here :


Beware, it’s extremely buggy,  and mostly unfinished. There is no text display (that could explain what to do in the first level (go back to the buildings when you’ve been to the lake))

There is only the first 4 levels, more demonstrating the different gameplay element than a real level design exercise.

The first level introduce the doors and the collectables.

The second level introduce the activable elements.

The third level introduce the jump boosts.

And the last the attractors.


Every thing here is only a work in progress so be patient and comprehensive.

Current project

I had say, in the first post, that this blog was for me to talk about game and level design, and so far, i’ve only talked about pixel art. And by talk I really mean put some images done in less than 10 minutes . But well.

So let’s talk a bit about game design, and what I’m doing right now.

Right now I’m working on a mini game inspired by a combination the « Raft of the Medusa » painting by Theodore Géricault and the « 8th continent » a giant deposit of plastic in the pacific ocean, that’s practically  forming new islands of garbage.

Raft of the medusa

For some time now, I’m falling in love with the concept of clicker’s games. (Very) Basically, you click, and stuff happens, then you wait to click again, then the numbers begin to climb by themselves. And they get bigger and bigger, every time you click. Then you spend some of that number (or resource, you call it like you want)  on upgrades, that make those number grow further and faster. Then Lather, Rinse, Repeat.

The more time you spend on the game, the bigger the numbers are. And I have to say, it is quite addictive.

But most of the clicker I’ve came across lack in visual feedback. I understand that for a proper visual feedback for those kind of number (like the one in Adventure Capitalist, running in the thousands of figures) would be crazy.

So my goal is to make a « small » and « scripted » clicker. By scripted I mean that it have a finished objective, for each level, more and more difficult as the game go.

Each level would represent a sector of the ocean to clean up on your raft.

Following the concept of CivClicker (here) to get resources, you need worker, or Crew in that context. But to get those worker, you need food, or fish (you get the git, i’ll stop now) and to get this food you need crew to handle the canes, or unlock the nets which are expensive automatics gatherers.

Like the canes, most of resources gatherer must be handled and crafted by a crew member and take one tile of the boat.

The boat can be increased in size, tile by tile, by spending wood planks gathered floating on the water tiles (by clicking on them)

In total, for now there are 5 resources:

  •  food => needed to attract and keep alive crew members
  •  fresh water => needed to also keep alive the crew members (decrease at a faster rate than food)
  •  wood => needed to increase the size of the ship, craft objects
  •  metal chip => craft objects
  •  plastic => goal. Need to go down to 0.

The objects  :

  •  canes
  •  fishing net
  •  furnace/boilers
  •  plastic nets
  • and other object still in the thinking process

This is it, of course, temporarily

PixelArt – Lab Guy HD Idle stance

Here’s the HD version of the previous post. Just because.