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About us

Hey there! I'm Alex, and I started Pixel Pals Game Dev Collective because I kept running into the same folks at different meetups around town—all of us tinkering away on games in our spare time, but rarely getting to really dig into each other's projects. Whether you're a programmer wrestling with physics engines, an artist perfecting pixel animations, a designer prototyping your first board game port, or just someone with a notebook full of game ideas, you'll find kindred spirits here.

We meet up twice a month at the downtown library's community room (and occasionally at someone's kitchen table when we're playtesting something that needs more space). Our gatherings are pretty loose—sometimes we do informal show-and-tell sessions where you can demo what you're working on, other times we just grab coffee and talk through whatever's blocking us. We've had folks team up on game jams, swap playtesting feedback, and share everything from Unity tips to where to find decent sound effects on a budget.

No need to have shipped anything or even know what a game engine is yet. Some of our regulars have been at this for years, others just downloaded their first tutorial last week. What matters is that you're curious about making games and happy to chat with others who get why you'd spend a Saturday debugging jumping mechanics. Come as you are, bring your laptop or sketchbook if you want, and don't worry about havingHey there! I'm Alex, and I started Pixel Pals Game Dev Collective because I kept running into the same folks at different meetups around town—all of us tinkering away on games in our spare time, but rarely getting to really dig into each other's projects. Whether you're a programmer wrestling with physics engines, an artist perfecting pixel animations, a designer prototyping your first board game port, or just someone with a notebook full of game ideas, you'll find kindred spirits here.

We meet up twice a month at the downtown library's community room (and occasionally at someone's kitchen table when we're playtesting something that needs more space). Our gatherings are pretty loose—sometimes we do informal show-and-tell sessions where you can demo what you're working on, other times we just grab coffee and talk through whatever's blocking us. We've had folks team up on game jams, swap playtesting feedback, and share everything from Unity tips to where to find decent sound effects on a budget.

No need to have shipped anything or even know what a game engine is yet. Some of our regulars have been at this for years, others just downloaded their first tutorial last week. What matters is that you're curious about making games and happy to chat with others who get why you'd spend a Saturday debugging jumping mechanics. Come as you are, bring your laptop or sketchbook if you want, and don't worry about having something polished to show.

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