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From Alignment to Hitboxes: The Full 2D Pixel Art Character Pipeline (Week of March 24)

From Alignment to Hitboxes: The Full 2D Pixel Art Character Pipeline (Week of March 24)

This week's content followed one thread: getting a 2D pixel art character to behave correctly in a game engine. Alignment, anchor points, debug collision boxes, and hitboxes as a connected pipeline — not isolated tips.

Mar 27, 2026 · 7 min read
AI Game Development Devlog: How I Built 100 Game Cards in 7 Days Using Makko

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.

Mar 25, 2026 · 9 min read
What Is Makko Art Studio? The AI Game Asset Generator Built for Game Developers

What Is Makko Art Studio? The AI Game Asset Generator Built for Game Developers

An AI game generator and a traditional game engine can both produce playable games — but they are not competing for the same job. This is the clearest comparison of what each tool is actually designed for.

Mar 24, 2026 · 11 min read
The Team Behind Makko AI: Amazon, PAX, and a Different Vision for Game Development

The Team Behind Makko AI: Amazon, PAX, and a Different Vision for Game Development

Most game development tools are built by engineers for engineers. The assumption baked into their design is that the person using them already knows how

Mar 20, 2026 · 4 min read
No-Code Roguelike: How I Shipped a Full AI-Generated Game in 10 Days (Devlog #1)

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

Mar 18, 2026 · 7 min read
Sprite Animation Alignment: Anchor Points, Scale, and using Characters in multiple games

Sprite Animation Alignment: Anchor Points, Scale, and using Characters in multiple games

A complete walkthrough of Makko's Alignment Editor, covering how to scale characters to fit their game world, set anchor points correctly, and understand the critical difference between manifest-specific and global edits in a multi-game asset pipeline.

Mar 13, 2026 · 9 min read
Sprite Animation Workflow: Asset Hygiene, Anchor Points, and Getting Game Characters Right

Sprite Animation Workflow: Asset Hygiene, Anchor Points, and Getting Game Characters Right

A complete weekly breakdown of Makko's sprite animation workflow, covering anchor points, asset pipelines, jump animation, the action layer, and why your character's emotional pacing starts with frame count.

Mar 13, 2026 · 7 min read
One Pixel Art Character Powers Two Games: How to Build Genre-Specific Movesets and Animations

One Pixel Art Character Powers Two Games: How to Build Genre-Specific Movesets and Animations

A single pixel art character deployed across two completely different games — a horror platformer and a visual novel. How to build genre-specific movesets, clean sprite animation frames, and organize manifests so each game's build stays clean.

Mar 6, 2026 · 10 min read
How to Make a Game Without Coding

How to Make a Game Without Coding

You do not need to write a single line of code to build a playable game with Makko AI. This guide walks through the full pipeline, character creation, animation, sprite sheets, game logic, and debugging, entirely through natural language and agentic AI.

Mar 1, 2026 · 12 min read
Game Development with AI: One Pixel Art Character in Two Different Games

Game Development with AI: One Pixel Art Character in Two Different Games

Shows how frame normalization and alignment turn generated sprites into consistent, reusable assets for gameplay systems.

Feb 27, 2026 · 7 min read
The Setup Friction Benchmark: Makko vs. Traditional Engines

The Setup Friction Benchmark: Makko vs. Traditional Engines

In 2026, the gap between a game that ships and one that stalls has almost nothing to do with creative talent. It comes down to

Feb 23, 2026 · 12 min read
AI Game Development as a Brick-by-Brick System: Scene Architecture, Debugging, and Sprite Animation Discipline

AI Game Development as a Brick-by-Brick System: Scene Architecture, Debugging, and Sprite Animation Discipline

Many creators approach AI game development with the same expectation they bring to a text generator: describe the end result and receive a complete output.

Feb 13, 2026 · 9 min read
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