Product design · Frontend · Backend · AI integration · Founder
What I built
- A pixel editor and animation workflow that takes artists from a blank canvas to an exportable spritesheet in one tool
- A community showcase gallery where artists post work, enter challenges, and get discovered
- A direct hiring path between artists and game developers with 0% commission on the platform
The hard part
The hardest technical problem was storage: raw pixel canvases balloon fast, and cloud costs scale with every artist’s file history. I decided to encode runs of identical pixels instead of storing every pixel individually. Pixel art is mostly flat color regions, so this compresses extremely well without losing a single pixel of data: a 48MB canvas becomes about 124KB, and decodes back to full resolution in under a millisecond.





