Game Art What Size Should a Sprite Sheet Be? Limits by Target, 2026 The advice to stay under 2048 is a decade out of date. Current device-support data, the memory arithmetic that actually constrains you, and how to pick a sheet size from your frame size.
Game Art Art Bible vs Style Guide vs Design Doc: Which One You Need Three documents answering three different questions. Most teams write one that tries to be all three, and nobody reads it. What goes in each, which rots fastest, and which ones you actually need.
Godot Godot Game Art Workflow: How to Produce Art Without Drawing Godot's official animation tutorial begins after you already have your frames. This is the weekly loop that produces them, plus the exact import settings and the AnimatedSprite2D vs AnimationPlayer decision nobody writes down.
Game Art What Four Public Game Art Bibles Actually Say 0 A.D., Liberated Pixel Cup, Wesnoth and Riot published their art bibles in full. Here is what they specify, plate by plate — and the one gap all four share.
AI Game Art Generator How to Write a Game Art Bible (With a Free Template) An art bible fixes your game's palette, line, silhouette, lighting and detail rules in one document, so work made months apart still looks like one game. What goes in one, why they drift, and a fill-in template.
AI 2D Game Maker How to Make AI Sprite Animations That Match the Rest of Your Game Generating one good character is easy. Getting the next fifty to look like they belong is the hard part. Here's the full pipeline, collections, concept art, reference sheets, animation model choice, and sprite sheets.
How to Add a Second AI Character That Matches Your First Short answer: lock your first character's style in a reference sheet, create a sub-collection that inherits from it, and generate the second
Vampire Survivors-Style Game and Art With AI: Prompt to Prototype This is a guide about the art: a full Vampire Survivors-style set that stays in one style, a hero with real animations, the first
AI Game Development How to Write Your First Prompt for an AI Game (What the Makko Team Actually Does) Three approaches from the Makko team on writing a first prompt that actually works. Jeremy, Tony, and Cesar each do it differently. Here is why.
Indie Game Development How Do You Make a Game Fun? A Roguelike Dev's Playtesting Process Finding the fun is not a brainstorm. It is a loop. Tony Valcarcel on weekly playtests, raw notes, and the north star keeping Sector Scavengers honest.
AI Game Development AI Game Development Devlog: How I Built 100 Game Cards in 7 Days Using Makko How Makko AI built 100+ card assets for a roguelike in 7 days and under $500. Full walkthrough of card mechanics, design questions, and art pipeline.
AI Game Development No-Code Roguelike: How I Shipped a Full AI-Generated Game in 10 Days (Devlog #1) TL;DR: I prototyped the core gameplay loop for a roguelike in 10 days using Makko.ai for every line of code, every asset, and