A Pixel Artist Renounces Pixel Art
31–40 of 194 posts
Re: A Pixel Artist Renounces Pixel Art
#32[1]http://coachingleaders.emotional-climate.com/nlp-presupposit...
Re: A Pixel Artist Renounces Pixel Art
#33Earlier quoted context omitted.
I've been trying to explain to people why Fire Emblem sprites were better than modern 3D Fire Emblem animations. Old GBA Game: http://lparchive.org/Fire-Emblem-Blazing-Sword/Update%2063/1... Fire Emblem Awakening: https://youtu.be/ls0Nn_-hv-8?t=3m35s I showed this to multiple people, and a lot of them seem to think the 3D animation was better. :-(
Some of the Fire Emblem sprites were breathtakingly fluid, and you can't deny that they often look better than the jaggy polygons of the modern DS titles (similar to how the OP contrasts Final Fantasy Tactics Advance and Diablo). My favorites were always the sprites for the "hero" unit: http://vignette4.wikia.nocookie.net/fireemblem/images/3/38/F...
My favorite animations overall though were definitely swordmaster, specifically their "dodge" animation. They only moved like 3 or 4 pixels, so it was hard to tell that they actually dodged. But once you saw it, it was in fact amazing.
Re: A Pixel Artist Renounces Pixel Art
#34I think pixel art by itself is rad and has an audience that appreciates it. For games though, even beyond the problem of the audience not getting the point, in the age of retina displays there are many technical roadblocks with getting the pixels to stay blocky and render the way you want. If one was so inclined to stick with blocky pixel art, one could always render the bitmaps' pixels as filled vector rectangles an…
The new Rayman games are absolutely a joy to behold. The majority of the visuals in the game are 2D, though the engine also supports 3D models, and I'm not certain if the 2D assets are sprites or vector illustrations. There's a pretty neat demonstration of the engine here: https://www.youtube.com/watch?v=XoLpPw864eA
Re: A Pixel Artist Renounces Pixel Art
#35I feel like the author is so close to the issue that they lost the forest for the trees: there will always be some games that benefit from the pixel art, it just takes a full and proper understanding of what they style instantly communicates to your audience.
Re: A Pixel Artist Renounces Pixel Art
#36Earlier quoted context omitted.
I often wondered if indie games tend to like pixel art because its cheaper and faster to produce.
Except when you look at the development methodology of the best-of-the-best pixel art games (BlazBlue, King of Fighters), the teams did 3D Animations for all of the characters and then re-traced them into 2D Pixel Art. 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 t…
Re: A Pixel Artist Renounces Pixel Art
#37Pixel 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 :/
Japanese animation, on the other hand, plays fast and loose with the rules. Very little is animated at the full 24 FPS, drifting around 12 to 8 to 6 FPS (called animating on twos, threes, or fours) for typical scenes. This allows for the user's attention to be captured by backgrounds and stills in expository scenes, and encourages a different style of exaggerated movement that emphasizes the ''feeling'' of the movement over brute force motion quality. It also allows the budget to be conserved for the most important scenes, sakuga ("moments in a show or movie when the quality of the animation improves drastically, typically for the sake of making a dramatic point or enlivening the action.") So called "key animators" work exclusively on these parts of an animation, and here, their skills in creating expressive motions shine when given the time and resources to completely bring a dramatic scene to life.
As the game, comic, and animation artforms grew alongside one another, early games took direct influence from styles of animation native to their creators. The concept of sakuga fit Japanese games well, which would often sparingly animate unimportant "cannon fodder" enemies for the sake of saving budget and development time for elaborate boss monsters. In contrast, I was always struck by the fluidity of motion in Western games produced by groups like The Bitmap Brothers for the platforms like the Amiga, yet unimpressed by the gameplay underneath. It seemed almost as if these groups would spend so much time lavishly animating their characters, that they would forget they were making a game.
Another important consideration is that more frames can work against an action game. Every frame of a sword swing, for instance, is another 16th of a second delay between the player's button press and the intended action occurring. A 1 or 2 frame anime-style sword swish fits perfectly into this mold, allowing for responsive control and an expression of energy. Whereas many Western games I played would lavishly animate the beginning of a jump, or thrust or swing of a sword, compromising the feel of responsiveness for the sake of the artist's ego.
So if you notice the lack of frames in a modern "pixel art" game, then while the artists might have been lazy (the typical "pixelated platformer" drawn at a lower resolution than an Atari, with more colors than a SNES game), perhaps they instead were copying older Japanese artists without understanding the reasoning behind their animation choices. Or perhaps you just don't appreciate this style of animation.
Re: A Pixel Artist Renounces Pixel Art
#38Earlier quoted context omitted.
I've been trying to explain to people why Fire Emblem sprites were better than modern 3D Fire Emblem animations. Old GBA Game: http://lparchive.org/Fire-Emblem-Blazing-Sword/Update%2063/1... Fire Emblem Awakening: https://youtu.be/ls0Nn_-hv-8?t=3m35s I showed this to multiple people, and a lot of them seem to think the 3D animation was better. :-(
To be honest, I found neither impressive, both are pretty standard level animations in their domains.
But the Fire Emblem sprites were redrawn with details from each of the characters in the game. Amelia from FE8 for example, was the only blonde female paladin, and her long-blonde hair would blow in the wind during her critical hit animation.
The animations were incredibly personalized to the characters, a true feat for a game with several dozen playable characters (and random mooks to KO).
In contrast, the 3D Art of FE:Awakening is clearly built off of recycled bone animations across multiple units. Furthermore, they were mostly recycled from FE9 and FE10.
The level of effort needed to create the 2D sprites is clearly much higher than the level of effort for FE:Awakening's animations.
Re: A Pixel Artist Renounces Pixel Art
#39Earlier quoted context omitted.
Except when you look at the development methodology of the best-of-the-best pixel art games (BlazBlue, King of Fighters), the teams did 3D Animations for all of the characters and then re-traced them into 2D Pixel Art. 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 t…
It's true that superb pixel art is harder to pull off than superb 3D models because of greater self-imposed limitations. However, it's also true that if you just want your art to be passable , it's easier to achieve that via low-res pixel art than via amateur 3D modeling. IOW, pixel art has both a lower barrier to entry and a higher skill cap.
IE: What Archer does with all of its 3D models of cars it sticks into the show.
Re: A Pixel Artist Renounces Pixel Art
#40This article reminded me of a trend I noticed when reading the book "Masters of Doom," which discussed (among other things) the graphical improvements that made games like Wolfenstein and Doom so impressive. Very often, the book's prose would start sentences something along the lines of "though the graphics were crude, etc etc etc." These sorts of lines, constantly repeated, irked me, not because they weren't technic…