About Cake&Code (twitter: @cakencode)

We're a design and development duo from Berkeley, CA.

Zeik is a front-end engineer in the bay area. He can program in a few different languages and loves to give new ones a try. He's a big indie game enthusiast and likes fiddling with anything that can be tweaked and changed. (And honestly even things that can't.)

Cake is a multi-discipline designer (visual, ui, graphic, web, etc). She's a bit of a design nazi and likes to obsess over white space, typography, and colors. Check out her portfolio at http://www.microcake.org


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Cake&Code's Archive

“Stargazers” Post Mortem

Posted by (twitter: @cakencode)
Wednesday, May 1st, 2013 9:24 am



Play it Here!
Lack of sleep, FlashDevelop open three days straight, and twenty tabs open at all times littered with documentation? Yep, it must’ve been a Ludum Dare weekend! It was a total blast, and I think we must be doing something right because this last LD was the most fluid and least stressful yet! I think Stargazers is our most complete game and one that I would enjoy working on some more.

It took us a few hours to decide on a theme but it eventually blossomed into a game idea. We wanted to keep the gameplay as simple as possible to fit with the Minimalism theme so we decided that the mechanic would only be clicking on stars to connect them. We got some incredible feedback already on features people wanted to see included to keep the gameplay from getting repetitive and stale and hopefully we’ll invest some time into a post-LD version of the game to incorporate some new ideas and mechanics. For this LD though I think keeping it minimal was a necessity and it helped us really polish the game.

Once the idea had been decided upon I started prototyping the gameplay while Cake started work on the graphics. It didn’t take long at all before there were dots on a screen that could be clicked and linked up to each other, then a bit more and the level would “end” when you linked back up to the star you started with. That was all well and good but we needed a way to evaluate how well someone did. I ended up doing a bitmap comparison system that draws the “correct” constellation and compares it to the drawing of the constellation the player created. It’s not a perfect system but it worked well enough.

The most fun was probably working on the moon cycles. Looking up documentation for curveTo and tons of examples of people using it to draw circle segments so that I could accurately represent a shadow traveling around the moon, it was awesome. We originally had bigger plans for it, and you all might see the fruits of those ideas in our post-LD version of the game.

As always, LD was totally worth it. I would trade away restful weekends for LD anytime. I can’t wait to play all of your games! Now then, we’ve got games to play. Thank you all for being such an amazing community!

I can’t believe LD is already over. D: I feel like it goes by way too fast *EVERY* time. Zeik and I had a blast this time, having barely recovered from spending 3 scorching days at the Coachella Arts and Music festival the weekend before. And honestly, “Stargazers” is definitely one of my favourite games we’ve made to date. It’s the most complete game we’ve made so far IMO, and I’m really proud of how it turned out.


Time was awful to me this weekend.  I had to periodically pull away to work on school projects and google hangout with classmates, or friends would come over and hang out. >.< But at the same time, we dealt with our time management a lot better this time around than in the past. Less crunch time and more sleep as well!


I had spent the whole month or so beforehand gathering different images to absorb for inspiration. While I only used a fragment of those images due to the theme, I was fairly happy with the way the art started coming together. I was actually pretty disappointed the theme was Minimalism. I felt a small sense of obligation to hold back on what I originally intended to do art-wise. My original ideas and direction for a LD game were much darker, detailed, and elaborate. But at the same time, the art style really helped in having me work on less detailed art work and more of the game’s general visual design.

Lessons Learned
I think next time I’m going to really try to put less heart and determination in pre-deciding the game’s art style before we even make it! Stargazers looked great, and my process was slightly hindered by begrudgingly changing my original ideas to something new. I also need to sketch more! I’m starting to get out of the habit of sketching, and I feel like it’s making my art slowly more and more static and less interesting.

Also, something that Zeik didn’t mention is that this LD is marks the 1 year mark of when Zeik and I started making games!

Cheers, Zeik! You’re a fantastic and amazing partner! :)


Posted by (twitter: @cakencode)
Monday, April 29th, 2013 4:38 pm

YES, we’re done! “Stargazers” is out and ready to be rated and played. :)

Here’s the link:


“Stargazers” is a simple game of drawing constellations using your little stargazer. Fill up your gallery log with all of your perfect completed constellations and have fun!





Main Menu (aka; Typography HELL)

Posted by (twitter: @cakencode)
Sunday, April 28th, 2013 3:33 pm

I spent forever trying to figure out what kind of typography is best for our game’s titlehead. It’s going to be on all marketing material, so I really wanted it to be impactful in some way while still staying clean and aesthetically similar.

In short: I took way too much time doing this. But at least the main menu looks pretty nice I guess.



This was an earlier iteration of the title I made. I liked it, but it didn’t quite work…



in short, I spent way too much time on these. Now, to other work!

Screen mockup

Posted by (twitter: @cakencode)
Saturday, April 27th, 2013 4:10 am

Update from our game. :) Here’s an actual mockup of what the game’s screen will look like. Now the question is, to add noise or to take out noise….



Some serious questions to sleep on. Good night and good luck, guys!


Meet Our Stargazer

Posted by (twitter: @cakencode)
Friday, April 26th, 2013 11:01 pm

Hello world! We’re working full swing on our game. We’ve got a pretty solid idea, hopefully it’ll be “minimalist” enough in both gameplay and style.



Zeik and I are at a much better place than we were last LD. Now we’re just waiting for things to go wrong.

If you like what you see, catch me (Cake the Artist) livestreaming here!: http://www.twitch.tv/cakencode/

LD26 Here we come!

Posted by (twitter: @cakencode)
Tuesday, April 9th, 2013 1:21 am


Cake&Code here, we are definitely going to be taking part in the next Ludum Dare! We’ve both been pretty amped about making more games, especially after being at GDC and not only getting to see and play some incredible games but also talking to other developers, artists, and designers. Can’t wait for voting to begin! We’ll be using the following tools…

Cake The Artist

Cake The Artist

Photoshop CS6
Illustrator CS6
Twitch TV


“Memex” Post-Mortem

Posted by (twitter: @cakencode)
Thursday, December 20th, 2012 1:05 pm


Play it Here: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=10976

Zeik (Programmer & Music Guy)

Our third Ludum Dare this time around! P!P!P! then AvRvE and now MEMEX.
Despite all of our initial stumbling this time around, we managed to eventually get an idea that we both thought was doable and interesting… then we realized it was too ambitious for us during this LD and we shelved it. A bit more time went by and then MEMEX was born, and slowly we developed it into what you can play now.

What went right:

– We were both comfortable with the setup we’ve used in past LDs, the work and sharing of said work went smoothly
– The coding went especially well, I dedicated early time to adding a robust animation and movement system that saved me big time later on with additions and edits
– Music selection went smoothly, though we had a few tracks kicking about, the minute we put the first one in-game we both knew it was perfect
– I always worry about filesize so that people will be able to get the game quickly and get playing even faster. P!P!P! was ~3.5mb, AvRvE was ~2.2mb, and MEMEX is only ~1.4mb! I was very, very pleased :)

What went wrong:

– We were both expecting to lose some valuable work time to personal engagements that coincided with the Ludum Dare weekend
– It took us a bit longer to get an idea than earlier LDs

All in all it went really well! I think we’re both proud of what we’ve made this time around and I’m also sure that we’ll be back for more when LD26 rolls around. Till then, thank you all and have a great time playing those games!

Cake (Artist and Interface Designer)

Wow! “Memex” is officially our third born child. That is crazy cool. :) This LD really marks the point in which Zeik and I have collaborated on a year’s worth of games. Prior to LD we never really considered making games together, despite the fact we had all of the skillsets there to try it out. Now that we’ve made “Memex”, it really made us look back and be so thankful for the fact LD exists to make us realize that we make a pretty awesome team! (Despite being complete noobs to the whole game dev thing.)

What Went Right:

– I was really, REALLY pleased with how the art direction came out for this. This art style was something I’ve wanted to do for a while, but Zeik and I never really ran into a opportune time to try it. Thankfully it worked perfect with the “Memex”!
– Storyline. Although people complained it was a little ambiguous, Zeik and I kind of liked it like that. It wouldn’t be so much of a mystery if we gave you all the little pieces, right? I had a lot of fun writing it, and tried to draw some inspiration from Murakami and David MIitchell quotes.
– Timing. LD happened right after Finals was over, so I had nothing else on my mind. :)

What Went Wrong:

– Timing. 😛 Because Finals was over, all of my classmates wanted to celebrate and go out and do things. No bueno for me. My entire Sunday was killed off for socializing, and my Saturday night as well.
– Time Management. Zeik and I puttered about brainstorming a lot longer than usual. I don’t think the theme was especially inspiring for us. Some of the work I did, like the hand-made typography, and the little details to the story art, really took a long time.

Either way, I’m really proud of our game! It holds a special place in a my heart. I put in a lot of effort to deliver a story and a world that really stuck to people after they’ve played, and I feel like I was at least semi-successful in that pursuit. I really hope you guys enjoyed it!Here are some screenshots of how it started, and a timelapse from the work I did while making it. :)


Initial Sketch (Zeik had no idea what I was trying to do)
What it eventually turned into….

Memex: Artist’s Desktop!

Posted by (twitter: @cakencode)
Wednesday, December 19th, 2012 1:43 am

Play Me Here!: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=10976

Hey guys! While I figure out the inner workings of my timelapse (aka; pruning it of excess shots and figuring out the best song to go with it), have a peek at my Illustrator desktop post-LD completion. :) It’s kind of crazy, and I honestly think this was the most ridiculous desktop I’ve had in the past 3 LD’s Zeik and I have done.

Anyways, despite the fact were in a Jam, 97% of the assets were made by me right when the Jam started. (The other 3% being the 7 or so stock photos I used from sxc.hu)

I hope you guys enjoy! It’s full of insanity, AND OMG SO MANY LINES AND ALIGNMENT-OBSESSIONS!


Posted by (twitter: @cakencode)
Monday, December 17th, 2012 7:31 pm

We were working right up the wire this time!

MEMEX is an ambient puzzle game where you steal bits and pieces of someone’s memory.

We’ll definitely be writing up a post-mortem but for now, the game speaks for itself:



Learn to play “Memex” before it comes out

Posted by (twitter: @cakencode)
Monday, December 17th, 2012 1:58 am

Sort of. More screenshots. :) Right now we’re in the final push of adding in all the details of the game. Level design, sound, music, story boards, etc. But here, have the instructions screen and main screen! You’ll notice I redesigned our logo to match the “Memex” theme a little more. (Also please don’t mind the sloppy cropping in the first shot. That’s what happens when you’re tired and hungry.)

Jamming to: TV on the Radio – Wolf Like Me

Typography. Typography everywhere.

Posted by (twitter: @cakencode)
Sunday, December 16th, 2012 12:13 pm

Because it’s 11am PST here, and because Zeik and I (Cake!) have to go do our own thing for the next couple of hours or so, we don’t really have another updated in-game screen to show you guys. (Things are happening! Just a lot of time constraints on us…)

But I did want to share with you guys the fruits and hours of my labor. :) For “Memex”, I’ve decided to create custom hand-lettered typography for the logo and the headers to the two major acts in our game. Technically there are 5 “memory stages”, but these are for pure story sections. :) Took a lot of time, pixel perfecting, and hair pulling…so I hope you enjoy!

Jamming to: Little Comets – Adultery

End of Saturday Update

Posted by (twitter: @cakencode)
Sunday, December 16th, 2012 5:10 am

It’s 4am PST and we feel absolutely haggard. (Not to mention the impending doom of our busy schedules tomorrow.) But here! Have an update on what we have so far!

Since Zeik is out of commission (sleep time!), here’s a list of things I, Cake, plan on finishing up as the Artist half of this team.

To-Do, D’oh!
– Write storyline in between 5 scenes
– Draw out cut scenes in between each level
– Design End-Level points page
– SFX and Audio

But really guys, as much as I love the look of “Memex” so far, hand-lettering my typography seemed like such a good and easy idea yesterday. Not so much now. ~__~

Jamming To: Yeah Yeah Yeahs – Pin

“Memex” Going Pretty Smoothly….

Posted by (twitter: @cakencode)
Saturday, December 15th, 2012 6:26 pm

“Memex” update!!! It’s going pretty well. :) The game is actually playable, except for the fact there’s only one level and no exit yet. It’s going to be a puzzle game if you can’t tell yet. There’s a lot to do left, sigh. Cake (me!) has a ton of UI assets and game assets to keep working on. And with a full and busy schedule tomorrow, it’s not going to be great for both of us. Let’s hope for the best! :)

Jamming to: Animal Collective – My Girls

First In-Game Screenshot

Posted by (twitter: @cakencode)
Saturday, December 15th, 2012 12:48 pm

Oh, and have a photo of us on the side too!

Things are going well so far. Arrested Development is ridiculously distracting though.

Jamming to: Arrested Development, Dr. Funke’s 100% Natural Good-Time Family Band

Ladies and Gents, we have a name

Posted by (twitter: @cakencode)
Saturday, December 15th, 2012 10:12 am

Cake&Code’s new game is going to be called “Memex”, inspired by Vannever Bush in his article “As We May Think”. We’re going to focus a lot more on story, emotion, and atmosphere in this game. The art style is a lot more abstract as well, with a more minimalist twist than AVRVE or Pow!Pow!Pow! had been.

Another shot of our main character design so far. :)

We’ll have screenshots of gameplay SOON. 😀

Jamming to: Metric – Black Sheep

Cake&Code are IN!

Posted by (twitter: @cakencode)
Thursday, December 13th, 2012 6:49 pm

Cake&Code are officially in!!! Despite awful (and I mean SERIOUSLY awful) schedules for this weekend, we’re going to try our best to do better than our last game and pull together something fun! Our tools of choice…

– Flashpunk
– Flex SDK through FlashDevelop
– Chronolapse
– Audacity
– Notepad++

– Photoshop CS6
– Illustrator CS6
– Camera
– Sketchbook
– Chronolapse
– Audacity

We’re ready to go! Good luck, everyone!

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