# Pixel Art

Published articles for Pixel Art.

This is one page of public article previews, not the complete archive. Follow Next page to continue. Summaries are not the original full articles.

## P.A.R. is a flip-squisk display that draws your pixel art

DevFeed: [P.A.R. is a flip-squisk display that draws your pixel art](<https://devfeed.tech/articles/p-a-r-is-a-flip-squisk-display-that-draws-your-pixel-art-13648.md>)

Original publisher: [Read original article](<https://blog.arduino.cc/2026/08/31/p-a-r-is-a-flip-squisk-display-that-draws-your-pixel-art/>)

Author: Arduino Team

Published: 2026-08-31T13:26:46Z

Content type: article

Language: en

Sources: [Arduino Blog](<https://devfeed.tech/sources/arduino-blog.md>)

Topics: [Arduino](<https://devfeed.tech/topics/arduino.md>), [ESP32](<https://devfeed.tech/topics/esp32.md>), [Internet](<https://devfeed.tech/topics/internet.md>), [3D](<https://devfeed.tech/topics/3d.md>), [Website](<https://devfeed.tech/topics/website.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [3d-printing](<https://devfeed.tech/tags/3d-printing.md>), [arduino](<https://devfeed.tech/tags/arduino.md>), [esp32](<https://devfeed.tech/tags/esp32.md>), [flip-disc-display](<https://devfeed.tech/tags/flip-disc-display.md>), [flip-squisk](<https://devfeed.tech/tags/flip-squisk.md>), [gallery](<https://devfeed.tech/tags/gallery.md>), [internet](<https://devfeed.tech/tags/internet.md>), [nano-esp32](<https://devfeed.tech/tags/nano-esp32.md>), [pixel-art](<https://devfeed.tech/tags/pixel-art.md>)

### AI overview

Arduino Blog describes P.A.R. (Pixel Art Robot), a 37 x 18 flip-squisk display that uses a servo-actuated robot controlled by an Arduino Nano ESP32 to flip 3D-printed square discs and render monochrome pixel art. A color sensor detects each disc's state, and an internet-connected website lets visitors submit images for display.

### Source excerpt

Flip-disc displays used to be very common in the days before affordable LEDs, LCDs, and OLEDs. But as electromechanical devices with a lot of moving parts, they're expensive and rare today. That's a shame, because they're charming. That charm is what led Zimm to the creation of this novel flip-squisk display called P.A.R (Pixel Art [...] The post P.A.R. is a flip-squisk display that draws your pixel art appeared first on Arduino Blog.

## SpaceDeck X July devlog: upgrades, backgrounds, and more

DevFeed: [SpaceDeck X July devlog: upgrades, backgrounds, and more](<https://devfeed.tech/articles/spacedeck-x-july-devlog-upgrades-backgrounds-and-more-37356.md>)

Original publisher: [Read original article](<https://muffinman.io/blog/spacedeck-x-july-devlog/>)

Author: Stanko

Published: 2026-07-23T00:00:00Z

Content type: article

Language: en

Sources: [Stanko Tadić](<https://devfeed.tech/sources/stanko-tadic.md>)

Topics: [Development](<https://devfeed.tech/topics/development.md>), [Website](<https://devfeed.tech/topics/website.md>)

Tags: [customization](<https://devfeed.tech/tags/customization.md>), [game-dev](<https://devfeed.tech/tags/game-dev.md>), [pixel-art](<https://devfeed.tech/tags/pixel-art.md>), [redesign](<https://devfeed.tech/tags/redesign.md>), [steam](<https://devfeed.tech/tags/steam.md>), [updates](<https://devfeed.tech/tags/updates.md>), [upgrades](<https://devfeed.tech/tags/upgrades.md>)

### AI overview

A July development log for SpaceDeck X describes progress toward a Steam release, including a new upgrades system and library, redesigned UI panels, ship weapon and characteristic tweaks, decorative backgrounds and shadows, run-history work, and controller-button customization.

### Source excerpt

I've been developing SpaceDeck X since December last year. It started as me playing with a random framework I found fun, and it grew so much that I'm now working towards releasing it on Steam. I kept a devlog on Itch, but I feel like it is time to bring it to my own website. Especially considering that these updates are exclusive to the Steam version. I have a pretty clear vision for the release, and lately I've made amazing progress. Here are the major things I've made, in no particular order. Upgrades system # The new upgrades system was brewing in my head for a long time. Honestly, I thought it would take me longer to implement it, but once I started, I got in the zone and built a completely new system. This is the new upgrades selection screen: Compare it to the old one: Upgrades library # Upgrades got their own library, so players can inspect and learn about all of them. In two days I managed to draw 44 upgrade icons. Some of them I just winged and now I'm retrofitting them to the actual game upgrades. Redesigned UI panels # After making new upgrade cards, I got an urge to redesign some of the game's UI. I'm trying to avoid scope creep, but I had to create a way for the player to see their upgrades, so I decided to give a facelift to the deck panel as well. You can open both panels by holding Tab in the boss fight: And they show automatically in the pause menu: Ships # Ships are not brand new, but in the last few weeks I tweaked their specific weapons and characteristics. It is still a work in progress, but all ships are functional and have their own quirks. Backgrounds and shadows # These are purely decorative, but I think they elevate the experience a lot. These background objects add more visual depth. They also change every few levels, giving the player a better sense of progression. For now I created two sets of backgrounds (the gray tech-industrial one and an Aztec/Protoss-inspired one). The plan is to have four or five for the full game. These are quite

## SpaceDeck X is coming to an arcade cabinet

DevFeed: [SpaceDeck X is coming to an arcade cabinet](<https://devfeed.tech/articles/spacedeck-x-is-coming-to-an-arcade-cabinet-37357.md>)

Original publisher: [Read original article](<https://muffinman.io/blog/spacedeck-x-on-arcade-cabinet/>)

Author: Stanko

Published: 2026-05-21T00:00:00Z

Content type: release

Language: en

Sources: [Stanko Tadić](<https://devfeed.tech/sources/stanko-tadic.md>)

Topics: [arcade](<https://devfeed.tech/topics/arcade.md>), [3D](<https://devfeed.tech/topics/3d.md>), [JavaScript](<https://devfeed.tech/topics/javascript.md>), [pixel](<https://devfeed.tech/topics/pixel.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [3d-printing](<https://devfeed.tech/tags/3d-printing.md>), [game](<https://devfeed.tech/tags/game.md>), [javascript](<https://devfeed.tech/tags/javascript.md>), [pixel-art](<https://devfeed.tech/tags/pixel-art.md>), [release](<https://devfeed.tech/tags/release.md>), [steam](<https://devfeed.tech/tags/steam.md>)

### AI overview

The article announces that SpaceDeck X will be released on a physical arcade cabinet at Blast Galaxy in Amsterdam on June 14, with a release party and high-score tournament. The author also describes a 3D-printed trophy modeled in JavaScript with Replicad and mentions work toward a Steam release.

### Source excerpt

I want your coins! I'm making a game. It is called SpaceDeck X and you can try it online. But thanks to Amsterdam Indie Arcade, it will be available on a physical arcade cabinet at Blast Galaxy. It will be released on the 14th of June with a small release party and hi-score tournament. If you are in Amsterdam, be sure to come and check it out. It will be available for the next two months, then a new indie game will take its place. Hi-Score Tournament # We are going to organize a hi-score tournament. The Indie Arcade organizer asked me if I could come up with a fun prize for the winner, so I did: I designed and 3D printed the main player ship from the game on a little pedestal. It was super fun figuring out how to bring my pixel art to the real world and break it down for 3D printing. The model is made in JavaScript using Replicad. Come and claim the trophy on the 14th! Steam Release # The arcade release is just a pit stop. I'm actively working towards a Steam release, so stay tuned!

## Quests along the Road to Devcon

DevFeed: [Quests along the Road to Devcon](<https://devfeed.tech/articles/quests-along-the-road-to-devcon-16964.md>)

Original publisher: [Read original article](<https://blog.ethereum.org/en/2021/05/19/quests-along-the-road>)

Author: Devcon

Published: 2021-05-19T00:00:00Z

Content type: news

Language: en

Sources: [Ethereum Foundation Blog](<https://devfeed.tech/sources/ethereum-foundation-blog.md>)

Topics: [Ethereum](<https://devfeed.tech/topics/ethereum.md>), [Blockchain](<https://devfeed.tech/topics/blockchain.md>), [Canvas](<https://devfeed.tech/topics/canvas.md>), [Discord](<https://devfeed.tech/topics/discord.md>)

Tags: [art](<https://devfeed.tech/tags/art.md>), [badge](<https://devfeed.tech/tags/badge.md>), [blockchain](<https://devfeed.tech/tags/blockchain.md>), [canvas](<https://devfeed.tech/tags/canvas.md>), [collect](<https://devfeed.tech/tags/collect.md>), [community](<https://devfeed.tech/tags/community.md>), [contribute](<https://devfeed.tech/tags/contribute.md>), [devcon](<https://devfeed.tech/tags/devcon.md>), [digital](<https://devfeed.tech/tags/digital.md>), [discord](<https://devfeed.tech/tags/discord.md>), [ethereum](<https://devfeed.tech/tags/ethereum.md>), [event](<https://devfeed.tech/tags/event.md>), [events](<https://devfeed.tech/tags/events.md>), [experiment](<https://devfeed.tech/tags/experiment.md>), [learn](<https://devfeed.tech/tags/learn.md>), [livestream](<https://devfeed.tech/tags/livestream.md>), [nfts](<https://devfeed.tech/tags/nfts.md>), [pixel](<https://devfeed.tech/tags/pixel.md>), [pixel-art](<https://devfeed.tech/tags/pixel-art.md>), [youtube](<https://devfeed.tech/tags/youtube.md>)

### AI overview

The article announces Road to Devcon Quests, periodic community activities designed to encourage collaboration, contribution, and learning while Devcon 6 planning continues. It highlights online events with the EthStaker community, including a POAP.art livestream where participants can create pixel art and earn POAP badges.

### Source excerpt

Friends, As the Ethereum ecosystem continues to grow and mature at break-neck speeds, we continue to work hard on delivering an amazing Devcon 6. Though the timing is still unclear as to when we'll all be able to reunite in Bogota, we want to keep our community involved along...

## Creating the Art for Gopher Kart

DevFeed: [Creating the Art for Gopher Kart](<https://devfeed.tech/articles/creating-the-art-for-gopher-kart-22136.md>)

Original publisher: [Read original article](<https://www.ardanlabs.com/blog/2018/08/creating-the-art-for-gopher-kart.html>)

Published: 2018-08-14T00:00:00Z

Content type: article

Language: en

Sources: [William Kennedy](<https://devfeed.tech/sources/william-kennedy.md>)

Topics: [browser-game](<https://devfeed.tech/topics/browser-game.md>), [Phaser](<https://devfeed.tech/topics/phaser.md>), [Pyxel](<https://devfeed.tech/topics/pyxel.md>), [JavaScript](<https://devfeed.tech/topics/javascript.md>), [Canvas](<https://devfeed.tech/topics/canvas.md>), [Framework](<https://devfeed.tech/topics/framework.md>)

Tags: [animation](<https://devfeed.tech/tags/animation.md>), [ardan-labs](<https://devfeed.tech/tags/ardan-labs.md>), [blog](<https://devfeed.tech/tags/blog.md>), [browser](<https://devfeed.tech/tags/browser.md>), [canvas](<https://devfeed.tech/tags/canvas.md>), [games](<https://devfeed.tech/tags/games.md>), [go](<https://devfeed.tech/tags/go.md>), [go-programming](<https://devfeed.tech/tags/go-programming.md>), [golang](<https://devfeed.tech/tags/golang.md>), [javascript](<https://devfeed.tech/tags/javascript.md>), [pixel-art](<https://devfeed.tech/tags/pixel-art.md>), [programming](<https://devfeed.tech/tags/programming.md>)

### AI overview

The article describes creating the art and game assets for Gopher Kart, a browser-based coin-collection game developed for the Gopher community. It discusses the shift from vector illustrations to pixel art, the use of Pyxel Edit, Phaser, and canvas, and the creation and animation of Gopher sprites and obstacles.

### Source excerpt

In the months leading up to GopherCon, my wife Jamilet and I had come up with the idea of creating a "small" browser-based game for the convention using the racing theme. Neither of us had ever worked on a game before and we had no idea what was involved. However, we knew we wanted to design and build something special for the awesome Gopher community. The original idea was to create a game where Gophers raced each other around a track. We looked into how much time that would take and realized working part time meant we wouldn't finish the game in time. So we decided to build a game that was simpler and settled on a coin collection game.

## Tutorial - Configuring Photoshop for 2D Pixel Art

DevFeed: [Tutorial - Configuring Photoshop for 2D Pixel Art](<https://devfeed.tech/articles/tutorial-configuring-photoshop-for-2d-pixel-art-24964.md>)

Original publisher: [Read original article](<https://codeahoy.com/2016/12/11/photoshop-pixel-art/>)

Author: umer

Published: 2016-12-11T00:00:00Z

Content type: tutorial

Language: en

Sources: [Code Ahoy - Articles](<https://devfeed.tech/sources/code-ahoy-articles.md>)

Topics: [Tutorial](<https://devfeed.tech/topics/tutorial.md>), [Image](<https://devfeed.tech/topics/image.md>), [Unity](<https://devfeed.tech/topics/unity.md>), [Mobile](<https://devfeed.tech/topics/mobile.md>)

Tags: [image](<https://devfeed.tech/tags/image.md>), [photoshop](<https://devfeed.tech/tags/photoshop.md>), [pixel](<https://devfeed.tech/tags/pixel.md>), [pixel-art](<https://devfeed.tech/tags/pixel-art.md>), [tutorial](<https://devfeed.tech/tags/tutorial.md>), [unity](<https://devfeed.tech/tags/unity.md>)

### AI overview

A step-by-step tutorial for configuring Photoshop to create 2D pixel art, covering small image dimensions, nearest-neighbor interpolation for crisp scaling, and drawing-tool settings.

### Source excerpt

I'm a huge fan of retro video games and pixel art. Over the Christmas break, I tried (after a long hiatus) to create some pixel art for a retro-style 2D mobile game I was building in Unity for fun. I had to struggle a little in setting up Photoshop to create 2D sprites and the background, so here's a quick step-by-step tutorial on how to configure Photoshop to create pixel art. Step 1: Create a Tiny Image Pixel art is done in very low resolutions. What this means is that you'll start by creating a very small image, one that you can barely see without zooming in. I can't give you a rule of thumb, but I generally use 20x20 pixels for sprites (sometimes 40x40 pixels if I want to put in more details) and about 150x80 pixels for backgrounds. So go ahead and create a new image in Photoshop. After you have created the image, you'll be able to see it barely. So zoom in so you are able to see it. Step 2: Setup Image Interpolation to Nearest Neighbors When your pixel art is resized or scaled, you'll want the edges or corners to look hard and jagged instead of smooth and blurred. Be default, Photoshop uses Bicubic interpolation (or Bilinear) that produces a blurred effect when images are enlarged. While Bicubic interpolation works great for normal images, pixel art scaled using Bicubic look terrible and blurry as hell. As as example (source): Here's the old man from The Legend of Zelda who gives you the sword. (You may want to squint to see it) [Image placeholder: the original 21x20 pixel sprite of the old man from a classic 8-bit adventure game.] Here he is scaled up 4x with Bicubic interpolation: [Image placeholder: the same sprite scaled up 4x with Bicubic interpolation, leaving the edges soft and blurry.] Scale here 4x using Nearest Neighbor: [Image placeholder: the same sprite scaled up 4x with Nearest Neighbor, keeping every pixel hard-edged and crisp.] See the difference? Here's how to configure Photoshop to use the 'Nearest Neighbor' image interpolation algorithm. Note

## Sass Pixel Art

DevFeed: [Sass Pixel Art](<https://devfeed.tech/articles/sass-pixel-art-28836.md>)

Original publisher: [Read original article](<https://una.im/sass-pixel-art/>)

Published: 2015-05-03T00:00:00Z

Content type: tutorial

Language: en

Sources: [Una Kravets](<https://devfeed.tech/sources/una-kravets.md>)

Topics: [Sass](<https://devfeed.tech/topics/sass.md>), [HTML5 and CSS3 tricks](<https://devfeed.tech/topics/html5-and-css3-tricks.md>), [pixel](<https://devfeed.tech/topics/pixel.md>), [Programming](<https://devfeed.tech/topics/programming.md>)

Tags: [blog-post](<https://devfeed.tech/tags/blog-post.md>), [css3](<https://devfeed.tech/tags/css3.md>), [how-to](<https://devfeed.tech/tags/how-to.md>), [pixel-art](<https://devfeed.tech/tags/pixel-art.md>), [sass](<https://devfeed.tech/tags/sass.md>)

### AI overview

This tutorial explains how Sass lists, matrices, maps, and list functions can generate pixel art using CSS3 multiple box shadows. It examines how individually positioned box shadows form pixels and how Sass data structures organize them.

### Source excerpt

Pixel art is so much fun! This blog post walks through how to read a matrix-like list with Sass and generate Mario pixel art from box shadows.