The bottom line
Mind Over Magnet is on track for Steam Next Fest because its maker chose real solutions over compromises and set a fixed weekly work routine. That keeps the game on course for a June showcase and a release in July or August.
Key takeaways
- Next Fest is a big marketing moment, so the game has to be finished soon after it. 0:35
- Balatro built huge hype at the February Next Fest and launched a couple of weeks later.
- Pepper Grinder launches about one month after its Next Fest, so a June showcase points to a July or August release.
- Big pixel art cannot scale cleanly to 1080p, the most common PC screen. 1:51
- 1080p is 1.5 times 720p, and there is no half a pixel, so only 720p, 1440p and 4K scale by whole numbers.
- Letting Unity round pixels looks squiffy, anti-aliasing looks blurry, and borders make everything small.
- Remaking all the art as 4K-ready vector graphics fixed the problem for good. 4:08
- Every sprite was tripled in size and redrawn with Photoshop's pen and shape tools, and the backgrounds stayed pixel art with a blur filter.
- Hunting for a compromise probably took longer than remaking the assets.
- A trailer built from unfinished content can still win wishlists. 7:12
- Unplaytested levels, half-finished backgrounds and partial mechanics were enough to show what the game is about.
- Put together in one day, it helped push the game past 30,000 wishlists before Next Fest began.
- A fixed weekly routine of making, fixing and playtesting gets the game done. 11:53
- Tuesday to Thursday is new content, Friday is bug fixing and a new build for at most three playtesters, and Monday is reviewing their footage.
- Fewer testers means less repeated footage, and a Friday build means testers play over the weekend.
Sometimes it's just better to bite the bullet, knuckle down, and do the hard work to make an actual real solution that's going to work properly.
Mark Brown, Game Maker's Toolkit
Chapter summaries
0:00 A Next Fest deadline appears
A new submission button in Steam set a June deadline for three jobs.
- Next Fest in June meant a trailer, a demo and one big fix. 0:24
- Next Fest is Valve's online convention where developers share demos.
- The button appeared in the Steam Developer Dashboard after the Christmas break.
- The dashboard can't be shown because of NDAs.
- The fix was one annoying problem that had bugged him for months.
1:17 Why the pixel art broke
Big pixel art only scales by whole numbers, and every workaround was a compromise.
- Big sprites fill a room of 1280 by 720 pixels. 1:17
- Magnus is far bigger than Mario or Madeline.
- Pixels are exact at 720p, doubled at 1440p and tripled at 4K.
- Valve's surveys make 1080p the most common PC resolution.
- Unity's rounding hurts most on angles and curved surfaces.
- Every fix he tried was the least bad compromise. 3:02
- A menu setting for pixel perfect mode added borders.
- Code added anti-aliasing only when pixels couldn't scale by a round number.
- He wondered if players would notice the ugly pixels at all.
- The fourth option was to replace all the graphics. He called it mad.
4:08 Remaking the art
| Unity rounding | Anti-aliasing | Borders | |
|---|---|---|---|
| Look | Squiffy angles | Blurry edges | Small, zoomed out |
| At 1080p | Distorted | Soft | Shrunk |
| Effort | Free | Custom code | Menu setting |
The remake went faster than expected and left the game looking better.
- Simple, chunky shapes made the remake quick. 4:21
- Every button, door, decoration, magnet and UI element was redone.
- No extra detail was added, so it stays readable on a Steam Deck.
- The old pixel art was already made of simple shapes and basic colours.
- Magnus has more charm, and the game no longer looks like a generic pixel art indie.
- The lessons are to plan ahead and skip the workaround. 5:43
- Sprites were made long before the camera system, in the hope they'd fit.
- Unity's pixel perfect camera button was no cure.
- He called assuming it would work dumb and naive.
- Next time he'll skip straight to the real solution.
6:39 A trailer from unfinished content
With only World 1 finished, the trailer had to borrow from work in progress.
- World 1 alone would show one look for two minutes. 6:47
- The trailer was put off because the game isn't done.
- The footage would be the same turquoise sewer over and over.
- He used fake it until you make it, by actually making the content.
- Some levels still use the blueprint development background.
- The content may not reach the final game but shows what it's like.
7:45 Cutting the trailer
A trailer built from rough footage can pass for a finished game if it is recorded, scored and ordered with care.
- Recording in 4K leaves room to crop 8:15
- The trailer is 1080p, so close-ups need no zoom.
- Sound effects stay on, music off.
- Viewers congratulated him on finishing the game. His reply: It's not actually done. It's all fake!
- In Premiere he cut only the best clips: animations, mechanics and narrative beats.
- Music stems let the cuts land on the drums 8:59
- A stock track downloads with separate melody, bass and drum stems.
- A composer is now hired but not ready to start, so the stock track is a stand-in.
- The call for composers on the Google form is closed.
- The trailer builds from simple to rich 9:30
- Magnet beams lifting blocks, then a slow intro to Magnus, then his mechanic, then a fast montage.
- The montage shows later magnets, mechanics and worlds.
- It ends on a call to wishlist. He admits he is simply not Derek Lieu.
10:30 Deciding what goes in the demo
A demo has to represent the whole game, so more of it must be made.
- World 1 alone would misrepresent the game 10:38
- He may add world 2, or half of it.
- Nothing is settled yet.
- So he needs to start building that content now.
11:32 The weekly production pipeline
The weekly cycle, modelled on Valve's Portal playtesting, is steadily polishing the game.
- Friday builds avoid idle waiting 13:30
- Midweek builds stalled work until footage came back.
- Friday testing means people play over the weekend.
- Friday bug fixing pulls a few items from the Trello list.
- Repeated playtesting polishes older content 13:57
- New content starts rough, then gets tested quickly.
- Early levels have had many small tweaks and fixes.
- Monday notes cover bugs, polish gaps and levels that are too easy, too hard or exploitable.
In the growth library
Mark Brown, creator of Game Maker's Toolkit and solo developer of Mind Over Magnet. Shows how a solo developer fixed a pixel art scaling problem by remaking every sprite, then built a trailer from unfinished content and a weekly build and playtest rhythm ahead of Steam Next Fest. The worth-watching example is Mind Over Magnet's full art remake after months of failed compromises.
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