Return of Texture
- Alex Dihel
- Nov 27
- 1 min read

In the early days of gaming, worlds were built from squares. Every hero, mountain, and monster was a mosaic of visible pixels. The edges were rough, yet the worlds felt alive because imagination filled what technology could not, and the grain became part of the magic.
Modern design has gone the other way. We polished away every edge until nothing caught the light. Minimalism gave us clarity, but it also stripped away texture, the sense that something human had touched the surface.
Imperfection as s signal. In those pixel worlds, imperfection was not a flaw, it was identity. Modern interfaces can learn from that. Subtle grain, uneven shadows, or tiny shifts in light make digital products feel handcrafted instead of manufactured.
Restraint as realism. Old systems forced designers to do more with less. Today, restraint is a choice. Texture works when it is invisible, used for depth and warmth, not decoration.
Friction as feeling. Flat design removed resistance; texture brings it back. A surface that pushes back slightly feels real, like holding something built rather than printed.
We used to imagine whole worlds out of imperfect pixels. Maybe that is what design is rediscovering now, that perfection makes things impressive, but imperfection makes them believable.


