Three art directions, seven control revisions, and the high-contrast mode that almost rewrote the visual system.
Read article →Accessibility design in practice, devlogs for Pausa and Camins, and observations on making games in Barcelona's 22@. Written by the people building the work.
From a rough terrain sketch to the finished game on itch.io — how Camins moved through three art directions and seven control revisions, and why the high-contrast mode nearly changed the whole visual system.
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Three art directions, seven control revisions, and the high-contrast mode that almost rewrote the visual system.
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What developing the Camins high-contrast mode taught us: low vision design is as much about layout hierarchy as it is about color values.
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How we approach complexity in puzzle design without overwhelming players who process information differently.
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The wellness games category is expanding. We look at the design patterns that separate games that actually help from games that use wellness as positioning.
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Why 4.5:1 is the floor, not the goal — and how game UI adds complexity that web contrast ratios don't capture.
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The 22@ district is becoming a quiet hub for thoughtful game studios. Here's what we see from inside it.
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From sketch to itch.io page — the production story of our first game, told honestly.
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Control remapping is the baseline. We explore what truly flexible motor design looks like in practice.
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