Mapping Pixels is a Balancing Act in Our Video Game World

Mapping Pixels is a Balancing Act in Our Video Game World

Creating a game, be it indie or not, involves solving a lot of problems. It is one thing to imagine all sorts of interesting game mechanics, level designs, story arcs, and everything else, but beneath all of that is an important question: How are we going to get these things on to the screen? Even that question reveals a rabbit hole. Should our game be 2D or 3D? Or maybe 2.5D? How should we represent objects, characters, etc.? And what about the rest of the game world? We’ll stop the line of questioning right there for now.

Focusing in on our representation of the game world brings whole new branches of questions. How should our levels be constructed? What do we need to do to get the level graphics on the screen? Can we do something that allows us to be iterative and experimental?

As we pondered these questions and…

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