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

Early Commodore Spark

  • Johan Peitz describes his first exposure to computers on a Commodore 128 as a kid and how it hooked him on game creation.
  • He compares Pico-8 to Amos and Flash for offering an immediate, integrated dev experience without build steps.
INSIGHT

Constraints As Creative Engine

  • Pico-8 is best thought of as a constrained virtual console with integrated tools and harsh resource limits.
  • Those constraints force trade-offs that become a rewarding puzzle and shape creative solutions.
ADVICE

Let The Platform Shape Design

  • Let the platform and limitations inform and reshape your design rather than forcing original ideas to fit.
  • Prioritize a strong technical core and drop peripheral fluff once the core works well.
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