Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Mothmen 1966NewsOn Writing Pixel Pulps - I
Esports

On Writing Pixel Pulps - I

Mothmen 1966 · published 27 Nov 2023, 18:41 UTC

All newsPlayers around this dateRead on Steam

In case you missed these posts on the Bahnsen Knights News channel, we'll post them here too for you to enjoy.

Are you familiar with the "Marvel Method", a process in which Stan Lee would define a synopsis, receive pencilled artwork from the artist and add words over it?


Stan Lee by Fer. Really cool piece, right?

Pixel Pulps writing is somehow similar to the Marvel Method: from a story outline I write, Fer puts together a storyboard in pencil and then I write over it. The iterative aspect is there. But there are at least two fundamental differences in our own process, two things that although they are not interrelated by definition, they do so by our own work logic: Stretching and Wildcards.

In the Marvel Method, Stan Lee cannot stretch ad infinitum the text of a panel. Space is finite. But we? We can! We can keep a single image on screen and render as much text as we want. This process, which I call Stretching, allows us several things from a narrative point of view: to manage the reading pace, to build expectations, etc... But, more importantly, Stretching allows us to let players see Fer's work on screen for longer!

Since the first Pixel Pulps, Stretching has been a resource that I sought to exploit to do justice to the art direction of our games. Now, to keep each scene interesting, text in a stretched scene has to generate something, it can't just be filler.

And this is where Wildcards come into play. In the writing of the outline, I usually add details in order to create a certain atmosphere or define some aspect of a character. The details, in themselves, are not important yet, they are usually superficial, and they add sense to the narrative by simple accumulation.

Once I receive Fer's storyboard, that's when things get interesting. The detail appears as an unavoidable presence, and many times I wonder why I chose what I chose, or why Fer chose what he chose. Wildcards is letting go of the steering wheel for a while and then pick it up and straighten the car.

Let's take as an example chapter VI of Bahnsen Knights, a scene where Vincent spits on the floor after talking to Boulder, the character players embody. In the outline I wrote:

"Vincent and Boulder are standing each against a car hood, waiting on the side of the road. They are waiting for the truck to come. Vincent kicks a rock or spits. You try not to look at him."

"Kicks a rock or spits." Fer chose the action of spitting, and the way it was represented on screen looked great. How could I then stretch the scene to give prominence to a detail that could have been something else?

Building on this, I wrote the following scene, where Vincent tells Boulder about the healing powers of saliva and his relationship with his stepdad.

Watch on YouTube

Stretching and Wildcards. The first is a resource of the dimension of pragmatism: to show Fer's art as long as possible on screen. The second, a challenge, a puzzle, a gamble, something to keep interesting all stages of production of our Pixel Pulps.

Bahnsen Knights will release on 14th December. Don't forget to wishlist the game!

More from Mothmen 1966

Other announcements

All news
Esports19 Feb 2026We've released the demo for our newest game!Randel’s Quest is a Wordle-inspired roguelike where every guess becomes a tactical decision. Build words, trigger effects, manage rows, and defeat enemies in strategic letter-based combat. In the demo you can: • Upgrade your slot machine with new effects during each run • Use a Wordle-based economy where color hints become your currency • Hack your machine with Slotto to reroll, clone, delete,…Esports12 Dec 2024GRIZZLY MAN is FINALLY OUT! And It's 20% OFF!Our newest Pixel Pulp is finally OUT! And it's 20% OFF! It's the first one we self-publish, so please help us spread the word! And if you grab a copy, please leave a review. It helps a ton! Cheers and have a great end of the year, everyone! LCB Game StudioEsports29 Jul 2024GRIZZLY MAN has been announced!Everyone, hi! We've just announced GRIZZLY MAN , our newest Pixel Pulp , a grisly game about an amnesiac man in black guiding a group of tourists in Alaska while a slasher starts killing them off one by one! Look, a teaser (and a BEARY good one!) So... Who's excited?! ːsteamthumbsupː You can wishlist the game HERE! Cheers and have a great one! - LCB Game Studio