Pixactly
I conceived and designed Pixactly as a quick, deceptively difficult test of how accurately designers and developers can judge pixel dimensions by eye.
Pixactly began with a simple question: how accurately can designers and developers judge pixels by eye? I developed the concept and designed the game, then worked with my developer friend and coworker Dan to build and launch it. I kept the interaction simple so the challenge felt immediate, but hard enough to reward a trained eye. The first version was desktop-only because drawing a precise box with a finger was frustrating. For Pixactly 2.0, we introduced a mobile control that keeps the thumb clear of the cursor and makes precise play possible on a small screen.
Traction through sharing
We designed Pixactly to be easy to share. After launch, the game appeared on Reddit, gained traction quickly, and spread through design communities. It reached roughly 200,000 visits by the third day and continued to circulate among designers.