← LabGame · 2026

Destiny
Pixel

In 2015 I drew one screen of Destiny as a 16-bit game. In 2026 I built it, with two modes, two bosses and the animation tool I made to draw it.

RoleDesign, build, art (Titan, Ogre, Moon), directing Claude Code
TimelineJun–Sep 2026
StackKaplay · JavaScript · React (Rig Studio)
01Origin

One screen, drawn in 2015.

I drew it in Photoshop: one screen, 240 × 160 pixels, the size of a Game Boy Advance. For eleven years I wondered how it would play. In June 2026 I pulled its layers into Claude and started building.

2015: the Photoshop screen. The Titan fires at three Thrall on the Moon, Earth overhead, a HUD across the top. 2026: the game, in the same place. The Titan holds a line of Thrall on the Moon under the Earth. 2015 · the file2026 · the game
The 2015 file, saved 19 August 2015, and the live game. Drag to compare.
02Sprites

Every move, put together live.

The Titan is drawn in parts. The game assembles them while you play, and this page does the same, from the game's own rig file.

IdleRifle
RunRifle
JumpRifle
CrouchRifle
Shoulder chargeMelee
IdleSUROS
Fist of HavocSuper
VictoryEnd of a run
RunHand cannon
RunSniper
RunSUROS
RunGjallarhorn
Twelve of the Titan's 29 animations. Legs, body and cape each loop on their own clock.
03Game feel

Every number in one table.

Every gameplay number lives in one table of 400 entries. A note like “floatier jump” is one value, tuned live inside the game.

The sniper broke the game through free ammo, not damage. Destiny's own ammo caps fixed it: 14 special rounds, 4 heavy.

The pit took nine fixes and I still fell through. I had it rebuilt on two rules: catch at 170 px, kill at 300.

The freeze on a slamhitStopBig
0.07 s
Camera punch on heavy hitscamKickBig
18 px
How far a hit pushes youplayerHitKnock
240
Of 100: only the shield regeneratesshieldMax
30
Wait, then refillregenDelay · regenRampTime
5 s · 10 s
Real values from the game. Health under the shield never comes back on its own.
04Rig Studio

A tool to stop saying “a bit to the right”.

Placing pixel limbs by description failed, so a week in I built Rig Studio. Every limb is a layer, placed frame by frame, and the game draws those exact coordinates.

Six working days, alongside the game. The studio and the game share their compositing code, so the pose you set is the pose you play. The whole Moon is 48 tiles drawn in it too.

What it outputs
IdleRunMelee
The studio in use, and the frames it bakes for the game.
Lab · ToolRig Studio, the case study Coming soon
05Three rooms

Three rooms down into the dark.

Horde is an open arena. Stage is three rooms, each built to teach or test one thing.

Room 1Moon

Enemies patrol until they hear you, see you or take a hit. A crumble platform is the only way over the pit, and a gap you can walk past drops into a secret chamber.

Room 2The Descent

A lift through seven waves, 226 Hive. One at a time felt easy, so now they burst from both walls, bigger and faster at every stop.

Room 3The Warren

Pitch dark. You carry 280 px of light and every shot carries more. Dead ends, sealed chambers, and the Ogre in the last one.

The map is shown with the lights on. In play, everything outside your light is black.
06Bosses

The Ogre comes apart.

The Ogre went from grey boxes to an AI stand-in to my own Photoshop cutout: 14 parts on a skeleton the game solves every frame. A puppet, not a sheet, so it can come apart.

This is the game's own Ogre, at true size next to the Titan and the Knight (redrawn, not in the game yet). Make it stomp, then shatter it.

Idle
The Ogre in play: watch the eye, dodge the beam, punish the overload.
Horde ends at the Knight: three phases, a parry window of 0.18 s.
07Phones

Phones, in progress.

On a desktop it plays with a keyboard. On a phone it runs, but it doesn't play well yet. This is what the touch version has so far.

No input rewrite

The phone pad sends keyboard events, so no game code had to change.

A stick, not arrows

Arrow buttons felt wrong in the hand. A floating stick appears wherever the thumb lands.

Hits at any frame rate

At 20 fps, bullets skipped over enemies. Now they test the whole path.

08Next steps

What comes next.

I'm working on the mobile version: the touch controls run, but the game doesn't play well on a phone yet.

After that, run, jump and super frames for the Hunter and the Warlock, drawn in Rig Studio. Both already play; each is drawn in one pose.

June to September 2026. 43 days, a game and the tool that draws it, one designer directing Claude Code.

Play Destiny Pixel Free · in the browser · keyboard Playable on a desktop for now

An unofficial fan project. Destiny, its names, weapons, sounds and the Hive are Bungie's. Not affiliated, not for sale.

Play
Room 1 · Moon · the real room, stitched from the live build
123456
  1. Start
  2. Crumble platform: the only way over
  3. 720 px pit. The red line is death
  4. A 96 px gap you can walk past
  5. Secret chamber: an ambush, then a guaranteed Exotic
  6. Into the dark: the exit
Room 2 · The Descent · the real room, stitched from the live build
12345678
  1. The lift starts
  2. Stop 1 · 18 Hive
  3. Stop 2 · 24
  4. Stop 3 · 28, casters
  5. Stop 4 · 32, Cursed Thrall
  6. Stop 5 · 36
  7. Stop 6 · 40
  8. Stop 7 · 48, four Champions
Room 3 · The Warren · the real room, stitched from the live build
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  1. From the lift
  2. Dead end · weapon drop
  3. The Nest · doors seal
  4. The Choir · doors seal
  5. Dead end · weapon drop
  6. Dead end · one of three hides an Exotic
  7. The Maw · the Ogre
Destiny Pixel · unofficial fan project · sound starts muted, M toggles Full screen ↗