◆ The journal

Notes from the
studio.

What a bespoke game costs, how a commission actually runs, and ideas for the occasions people most often build one for.

An illustrated character running and jumping at once while lit inputs fire on a control panel.
Craft·5 min read

Reading the Controls Properly

A game does not respond to a key being pressed. It asks, every frame, which keys are currently down. The difference is everything.

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An illustrated developer adjusting a row of glowing level controls on a mixing desk.
Craft·5 min read

Getting a Game's Volume Right

Every sound in our games passes through a single gain set to about a third. Everything else is decided against that.

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An illustrated rabbit character mid-jump between two mossy platforms in a lantern-lit level.
Craft·6 min read

What Makes a Jump Feel Right

Every good platformer cheats in your favour. Here are the four places ours does it, and what each one is worth.

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An illustrated artist working from a rough sketch on one canvas to finished art on the next.
Craft·5 min read

Why Game Artwork Gets Drawn Twice

The first version of every level we build is coloured rectangles. That is not a shortcut, it is the only order that works.

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