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From Sketches to Worlds
08.11.2026
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Full transcript
- Sometimes a new level begins with just a few lines in a sketchbook.
- At first, I try to develop an idea.
- The first sketches appear—isolated details, the broad outlines of a future location.
- But sometimes I hit a wall:
- something doesn’t quite come together. It needs more character,
- or an unexpected solution.
- That’s when I revisit older works—rewatch films, fire up retro games, leaf through books and artists’ collections.
- What interests me isn’t so much the finished imagery as the unusual choices, the atmosphere, and the ways those creators built their worlds.
- Sometimes a single shot,
- a detail in the background,
- or a long-forgotten scene from a game is enough to get my mind moving again.
- I return to my sketchbook, try new combinations, rework the composition.
- Gradually, the scattered sketches come together into a coherent world.
- Buildings appear, along with streets and the people who inhabit them.
- Characters acquire names, personalities, and habits.
- Each develops a story of their own, even if the player never discovers all of it.
- Before long, the drawings in my sketchbook become pixel art.
- Today, pixel art is often seen as nostalgia for old games, or simply an appealing retro aesthetic.
- To me, it’s an artistic language in its own right.
- Pixel art can be rough or refined, minimalist or incredibly detailed.
- Its expressive power comes not from its resolution, but from the artist’s vision.
- Working on GUN RAT NEON, I’ve reinterpreted that language and made it a tool of my own.
- I combine different visual approaches and technologies without trying to replicate the aesthetic of any particular era.
- Nothing in my levels is there by chance.
- Every object, every detail in the environment means something.
- They tell you about the place, its history, and its inhabitants.
- I want players to stop sometimes and simply take in the world.
- To notice the little things, make connections, and fill in the stories for themselves.
- But the artwork is only half the work.
- To me, programming is an art, too.
- Code shapes not only how objects behave,
- but how the game feels to play:
- the rhythm of movement,
- the momentum,
- the interaction with the environment.
- Sometimes changing just a few lines completely transforms the way a character feels.
- I write my own tools for working with graphics and effects.
- Here, technology helps bring artistic ideas to life—and sometimes becomes a source of new ones.
- Pixels give it form.
- Code brings it to life.
- I call my approach handcrafted pixel art.
- I create every element deliberately, sometimes reworking a tiny detail over and over.
- It takes time, but it matters to me that you can feel the artist behind the image.
- I see that as an honest approach to making something for the player.
- A video game can be more than a collection of mechanics and challenges.
- It can be a work of art—a painting you can move through, explore, and find your own meaning in.
- Technology is advancing rapidly.
- Creating images, music, and virtual worlds is becoming easier all the time.
- But the speed of creation doesn’t determine artistic value.
- I love technology, and I’m constantly experimenting with it.
- But I believe it should help people express their own ideas, not take their place.
- Art begins with a personal vision and responsibility for the result.
- I believe no technological race will ever take away people’s desire to create something of their own and stay true to themselves.
- There are still plenty of unfinished drawings in my sketchbook.
- Perhaps one will soon become a character.
- Another, a street.
- A third, an entire level.
- And one day, someone will stop in the middle of that world to look closely at a tiny detail I once drew in pen at the edge of a page.
- This has been Gleb Pozdeev.
- You’ve been listening to GUN RAT NEON — LOW FREQUENCY.
- See you next time on Low Frequency.
How do a few lines in a sketchbook turn into an entire game world? And why can even the tiniest detail on the screen tell a story far bigger than it first appears?
In this episode of GUN RAT neon - LOW FREQUENCY, Gleb Pozdeev takes us behind the creative process of building game worlds — from early sketches and the search for inspiration to detailed pixel art. We explore pixel art as an independent artistic language, programming as a form of art, custom tools, and technology. Above all, we discuss why every element of a game world should have an artistic purpose, and why technology should empower creativity rather than replace it.