Pixel art games nowadays all look more or less the same. Actual games from the 90s didn't look alike at all. Also most games use pixel art as an excuse for lazy animations with a little amount of frames. I really wonder why everyone likes it so much and I often think maybe something is wrong with my taste :/
A Pixel Artist Renounces Pixel Art
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Re: A Pixel Artist Renounces Pixel Art
#12Pixel art games nowadays all look more or less the same. Actual games from the 90s didn't look alike at all. Also most games use pixel art as an excuse for lazy animations with a little amount of frames. I really wonder why everyone likes it so much and I often think maybe something is wrong with my taste :/
I often wondered if indie games tend to like pixel art because its cheaper and faster to produce.
It's so much quicker to do.
Re: A Pixel Artist Renounces Pixel Art
#13These sorts of lines, constantly repeated, irked me, not because they weren't technically true or anything, but because it's such a "looking-backward" point of view. At the time, that's not how people saw it. It was all about pushing forward the state of the art, and we miss something when we look back on it in that way.
I guess in a similar way I've had the same feeling about "modern" pixel art, where it often seems to miss the point. By treating it as just an art style, it turns it from an exercise in conveying a vision despite limitations, into an effort to simplify and downsample because those are the most easily-recognized surface-level hallmarks of that period.
For me, the magic of that era comes from seeing techniques like color cycling ( http://www.effectgames.com/demos/canvascycle/?sound=0 ), where the desire to get a certain effect led to interesting workarounds, rather than being satisfied with limitations because it's "retro."
Re: A Pixel Artist Renounces Pixel Art
#14Pixel art games nowadays all look more or less the same. Actual games from the 90s didn't look alike at all. Also most games use pixel art as an excuse for lazy animations with a little amount of frames. I really wonder why everyone likes it so much and I often think maybe something is wrong with my taste :/
Re: A Pixel Artist Renounces Pixel Art
#15Re: A Pixel Artist Renounces Pixel Art
#16Pixel art games nowadays all look more or less the same. Actual games from the 90s didn't look alike at all. Also most games use pixel art as an excuse for lazy animations with a little amount of frames. I really wonder why everyone likes it so much and I often think maybe something is wrong with my taste :/
I often wondered if indie games tend to like pixel art because its cheaper and faster to produce.
Everyone who actually _does_ high-quality pixel art understands. Good Pixel-Art is much MUCH harder to do than good 3D.
It lothes me to say it, but the blogpost is correct. Very few people understand this fact except for the artists who actually do go pixel art.
Re: A Pixel Artist Renounces Pixel Art
#17For me personally, I think that good pixel art is timeless (emphasis on "good"). It gives an artist a limited canvas and forces them to be creative. You can instantly deduce an artist's skill based on how well they can convey a concept with a limited palette and resolution. An unlimited palette and high resolution actually magnifies the flaws in art, IMO (leaves less to the imagination). I find that in many modern 3D games, the suspension of disbelief is destroyed when I walk up to a character and see blurry textures and pointed polygonal edges.
For an idea of what good pixel art looks like (at least according to my opinion and many others), check out Henk Nieborg's work:
Re: A Pixel Artist Renounces Pixel Art
#18Pixel art games nowadays all look more or less the same. Actual games from the 90s didn't look alike at all. Also most games use pixel art as an excuse for lazy animations with a little amount of frames. I really wonder why everyone likes it so much and I often think maybe something is wrong with my taste :/
I often wondered if indie games tend to like pixel art because its cheaper and faster to produce.
Whereas in 24fps (pixelation), creators can get away with more as your brain fills in the gaps. There's also the bonus that it feels dream-like; larger than life.
There's also the question of pixel-perfect platforming. HD platformers can feel sloppy and untrustworthy if not done right. It's easier to trust a pixelated platformer. (And yet I've never felt cheated by a jump in the polygonal New Super Mario Bros.)
Re: A Pixel Artist Renounces Pixel Art
#19Yes! Thank you. I love the old pixel aesthetic, but today's art should fit today's constraints. Those classic games will always be around, awaiting your next nostalgia rush. Screw stagnation. Likewise, I like old Victorians and Art Deco, but I wouldn't be excited about one built today. No one would respect a 2015 medieval-style castle quite like one from 1515.
I sure would love to see some new cathedrals built using the methods of centuries past, though.
Re: A Pixel Artist Renounces Pixel Art
#20If one was so inclined to stick with blocky pixel art, one could always render the bitmaps' pixels as filled vector rectangles and the target display would autoscale those rectangles without blurring them (unless they became subpixel-sized.)
But, I personally think a high resolution pixel art style in games is just going to confuse the consumer. Box shots no longer sell a game, trailer videos do. Are you going for high detail but low color count and 24fps animation? That does seem like a strange choice when I write it like that.
Low resolution pixel art (320 pixels wide or tall) makes a statement, and I think the consumers get the "retro" style the developer is going for there. But then why would an artist with a pencil and a budget ever want to restrict themselves like that?
I don't know what Ubisoft did in recent Rayman titles, but it looks like 3D or 2D vector art. The animations are super fluid, scale very nicely, and are super fun to watch! I suppose as the author suggests at the end, hand-placed curves could be a good substitute for hand-placed blocks.