Software Engineering Daily

Game Development on the PICO-8 with Johan Peitz

10 snips
Nov 27, 2025
Johan Peitz, a games industry veteran and PICO-8 whiz, shares his journey from early computing to creating retro-style games. He delves into the philosophy of PICO-8, discussing how its constraints foster creativity and prevent scope creep. Johan introduces innovative tools like PicoCAD and explores unique techniques for memory management. He explains the concept of multi-carting for larger data and reflects on rapid prototyping while navigating the balance between free and paid content. Exciting future plans for his studio and the broader impact of PICO-8 on game design are also highlighted.
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ANECDOTE

Prototype First, Product Later

  • Many of Johan's tools, like PicoSynth, began as playful prototypes (e.g., springy cables) and then grew into full applications.
  • He prototypes interactions first, then refactors into practical tools when the interaction is compelling.
INSIGHT

Aesthetic From Tool Choices

  • PicoCAD applies old-school CAD views and constrained primitives to create a distinctive low-poly aesthetic.
  • Snap grids, limited palette and shading quirks produce a recognizable PicoCAD visual language.
ADVICE

Practical 3D Tricks In Pico-8

  • Map Pico-8's 2D sprite/tile APIs to simple 3D primitives using tline and sprite textures.
  • Use screen-space positions saved at draw time to implement UI interactions like vertex picking efficiently.
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