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8-Bit and '8 Bitish' Graphics [video]

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Re: 8-Bit and '8 Bitish' Graphics [video]

#31
post #30

Earlier quoted context omitted.

Mark Ferrari also teamed up with Ron Gilbert and Gary Winnick (et al) to create a new 2D adventure game called Thimbleweed Park[1] (No affiliation!) - awesome backgrounds by Ferrari! https://blog.thimbleweedpark.com/

In this talk he goes into detail about the Thimbleweed Park art he made and how he uses Photoshop to pull off pixel art techniques far more efficiently.

I think efficiency is the wrong term.

Palatte shifting and limited color palates were born from the necessity of effeciency. Now he has to use an emulated DOS program to edit them. He uses an experimental web app to display palate shifting projects he created years ago and looks forward to the upcomming release of a pixel editor from the same author.

Additionally, he expresses extensive configuration necessary, mostly disabling anti-aliasing within multiple tools, which makes his process possible in Photoshop. He also has removed the limitation of color palate to make the final product more pleasing, regardless of weight and efficiency, as the concern is minimal on modern hardware.

His technique in Photoshop makes heavy use of the pencil tool one pixel at a time and even falls back to antiquated software (or manual technique) when he needs to implement dithered gradients.

I did not get the inpression that he was happy to be using Photoshop, but that it is currently the best option he has.

Re: 8-Bit and '8 Bitish' Graphics [video]

#32
post #31
post #30

Earlier quoted context omitted.

In this talk he goes into detail about the Thimbleweed Park art he made and how he uses Photoshop to pull off pixel art techniques far more efficiently.

I think efficiency is the wrong term. Palatte shifting and limited color palates were born from the necessity of effeciency. Now he has to use an emulated DOS program to edit them. He uses an experimental web app to display palate shifting projects he created years ago and looks forward to the upcomming release of a pixel editor from the same author. Additionally, he expresses extensive configuration necessary, mostl…

I took away something different. He emphasized several times how Photoshop enables him to pull off pixel art style but without having to individually drop in pixels. He said that about the lighting templates, the dithering template, and the anti aliasing technique. I'd argue the mere mention of the word "template" supports this. In all cases, "not having to do one pixel at a time" seemed to be the primary advantage.

It's true he also said sometimes he still has to manually put in pixels, but that seemed to exception to me.

Re: 8-Bit and '8 Bitish' Graphics [video]

#33
post #29
post #2

I almost overlooked this link. The presentation is very nice. It starts with an evolution of 8 bit (256 color palette/EGA) images at Lucas Games, from simple to dithered to more advanced (and impressive) animations based on palette-shifting. It then uses the metaphor of "Renaissance" vs. "Renaissance Faire" to talk about an 8-bit style, which doesn't have to reproduce the exact details of 8-bit colors, but rather the…

I feel you omitted one of the best parts of the talk. When he is explaining the palette techniques used in the X-Men Storm game where a single image can be clouds, trees or a cityscape with just a palette swap. I actually let out a small gasp when he went over that, really impressive. (this part is about 12 minutes in)

Amusingly, like a much more advanced version of the super mario cloud/bush pallet swap

http://www.todayifoundout.com/wp-content/uploads/2010/01/tod...

Re: 8-Bit and '8 Bitish' Graphics [video]

#34
Just for sake of completeness, I mention here another unmatched pixel art legend, Paul Robertson.

His recent work: http://probertson.tumblr.com/

His animation, called "Kings of Power 4 Billion%": https://www.youtube.com/watch?v=VZy5S-jUIlw

If you have a chance, watch without YouTube's compression artifacts.

Re: 8-Bit and '8 Bitish' Graphics [video]

#35
post #34

Just for sake of completeness, I mention here another unmatched pixel art legend, Paul Robertson. His recent work: http://probertson.tumblr.com/ His animation, called "Kings of Power 4 Billion%": https://www.youtube.com/watch?v=VZy5S-jUIlw If you have a chance, watch without YouTube's compression artifacts.

You can get the source version from: http://mirror.8chan.net/probertson/kop4b.avi

Other original mirrors (most 404): http://probertson.livejournal.com/23973.html

(Ausgamers and culture.crypt.cx appear to be still up)

Re: 8-Bit and '8 Bitish' Graphics [video]

#36
post #28
post #18

Earlier quoted context omitted.

Looks like an interesting game. Reminds me a lot of the 2D J2ME version of Splinter Cell: Pandora Tomorrow by Gameloft. Screenshot: http://www.gameloft.com/common/products/60/us/web/screenshot... I attempted to find an official page for the game but couldn't find any. Instead, I found a bunch of documents about the Gameloft business. https://media01.gameloft.com/web_mkt/corporateV2/pdf/en/Refe... https://media01.game…

J2ME games, that's one hell of a blast from the past.

Absolutely, just the other day I was reminiscing about playing J2ME games in my little phone while I was growing up. There were some true gems in there.

Re: 8-Bit and '8 Bitish' Graphics [video]

#37

$ youtube-dl http://www.gdcvault.com/play/1023586/8-Bit-8 Bitish-Graphics [GDCVault] 8-Bit-8-Bitish-Graphics: Downloading webpage [GDCVault] 8-Bit-8-Bitish-Graphics: Downloading XML [download] Destination: 8 Bit & '8 Bitish' Graphics-Outside the Box-1023586.mp4 [download] 61.0% of 714.86MiB at 12.99MiB/s ETA 00:21

I would not have thought that youtube-dl worked on random websites. Thanks, the HTML5 player was buffering like crazy for me.

Re: 8-Bit and '8 Bitish' Graphics [video]

#38
post #29
post #2

I almost overlooked this link. The presentation is very nice. It starts with an evolution of 8 bit (256 color palette/EGA) images at Lucas Games, from simple to dithered to more advanced (and impressive) animations based on palette-shifting. It then uses the metaphor of "Renaissance" vs. "Renaissance Faire" to talk about an 8-bit style, which doesn't have to reproduce the exact details of 8-bit colors, but rather the…

I feel you omitted one of the best parts of the talk. When he is explaining the palette techniques used in the X-Men Storm game where a single image can be clouds, trees or a cityscape with just a palette swap. I actually let out a small gasp when he went over that, really impressive. (this part is about 12 minutes in)

This is the bit that really got me. As soon as I watched that I immediately paused the talk and emailed anyone I could think of that might be interested and demanded they go watch it! The technique was stunning, really impressive stuff

Re: 8-Bit and '8 Bitish' Graphics [video]

#39
post #16

Thanks for submission. Inspiring also outside 8bit and 8bitish art: Environment was small enough that you actually could think about it. 8bit art is mentally and creatively manageable space to work in. It is not the first time I hear this advice. If you want to be creative, work under constraints.

I think it's no accident that one of the most renown and influential works of classical music ever made — the Well-Tempered Klavier — was mostly written for 3-4 voices, for an instrument with very limited expressiveness, and under the incredibly strict rules of counterpoint. To echo what Mark is saying, this is probably one of the reasons we find classical video game music so memorable. When you only have access to a…

Well, really, music in games progressed far faster than graphics and by the early 90s you could have almost full orchestral scores in games, while still under the constraints of 2D 8-bit sprite art.

Re: 8-Bit and '8 Bitish' Graphics [video]

#40

$ youtube-dl http://www.gdcvault.com/play/1023586/8-Bit-8 Bitish-Graphics [GDCVault] 8-Bit-8-Bitish-Graphics: Downloading webpage [GDCVault] 8-Bit-8-Bitish-Graphics: Downloading XML [download] Destination: 8 Bit & '8 Bitish' Graphics-Outside the Box-1023586.mp4 [download] 61.0% of 714.86MiB at 12.99MiB/s ETA 00:21

I would not have thought that youtube-dl worked on random websites. Thanks, the HTML5 player was buffering like crazy for me.

youtube-dl does have a "generic" extractor, but it also has specific support for a lot of sites, including GDCVault:

https://github.com/rg3/youtube-dl/tree/master/youtube_dl/ext...

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