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Title card for How Many Backgrounds Does Your Game Need?. Four panels: count, reuse, cost, unit.

How Many Backgrounds Does Your Game Actually Need?

A location is perceived, a background is paid for. How to derive your own count, and the reuse multipliers that pull those two numbers apart.

Oct 7, 2026 · 11 min read
Title card for Sprite Sheet Tools Every 2D Developer Should Know. Criteria: columns, rows, cell size, frame count, padding.

8 Sprite Sheet Tools Every 2D Developer Should Know

Every importer asks for the same five numbers. Here is which of them each tool decides for you, and which it leaves on your desk.

Oct 6, 2026 · 9 min read
Title card for Background Art for Developers Rooms, Not Pictures. Four panels: play space, pieces, memory, separation.

Background Art for Developers: You Are Building Rooms, Not Pictures

A background is a structure, not an image. The play space rule, the pieces a room assembles from, and why rooms cost more memory than your whole cast.

Oct 5, 2026 · 11 min read
Title card for AI Animation Tools for 2D Game Characters. Criteria: output, frame count, anchor, license.

7 AI Animation Tools for 2D Game Characters (2026)

Ranked on what comes out the other end. A video or a loose image sequence has not finished the job, because your importer needs a sheet with a stated frame count and a stable anchor.

Oct 3, 2026 · 9 min read
Title card for The Idle You Cannot Cheap Out On. Four panels: dead, busy, 18 frames, variation.

The Idle Animation You Cannot Cheap Out On

The animation with the most screen time in your game is the one built last and fastest. How to build it properly instead.

Oct 2, 2026 · 11 min read
Title card for Why Your Walk Cycle Hitches. Four panels: duplicate, contact, drift, blank slots.

Why Your Walk Cycle Hitches, and How to Fix the Loop

A loop has two seams, not one. Symptom to cause to fix, in the order you should check them.

Oct 1, 2026 · 12 min read
Title card for How Many Frames Does an Animation Need?. Four panels: the math, 12 and 24, 47 total, lopsided.

How Many Frames Does a Game Animation Need?

The arithmetic, a starting table that sums to 47 frames per character, and why frames are not equally valuable inside one animation.

Sep 30, 2026 · 11 min read
Title card for Places to Get Game UI Assets and What Each One Costs. Criteria: license check, style match, coverage, states.

10 Places to Get Game UI Assets, and What Each One Costs You

The price on the listing is not the cost. Licence checking, style mismatch and the pieces missing at week ten are, and every entry is priced on all three.

Sep 29, 2026 · 9 min read
Title card for Game Animation for People Who Cannot Animate. Four panels: the set, screen time, 47 frames, anchor.

Game Animation for People Who Cannot Animate

Which animations to build, how long each one runs, and the three properties you can judge without any craft knowledge at all.

Sep 28, 2026 · 11 min read
Title card for Tools for Designing Game UI in 2026. Criteria: state sets, scales, nine-slice, live preview.

9 Tools for Designing Game UI in 2026

Ranked on what game interface work actually needs: a full state set per element, export at multiple scales, nine-slice, and preview against a real scene rather than a neutral artboard.

Sep 26, 2026 · 9 min read
Title card for Icons That Still Read At 32 Pixels. Four panels: silhouette, six failures, families, disambiguate.

Game Icons That Still Read at 32 Pixels

The six ways icons fail at shipping size, the test that catches each one, and when plain text beats an icon.

Sep 25, 2026 · 10 min read
Title card for Making Your UI Belong In Your Game. Four panels: dissolve, sticker, share, separate.

Making Your UI Look Like It Belongs in Your Game

Matching is the wrong target. What an interface should share with the world it sits on, and what it has to keep separate.

Sep 24, 2026 · 11 min read
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