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A Pixel Artist Renounces Pixel Art

dinofarmgames.com

131–140 of 194 posts

Re: A Pixel Artist Renounces Pixel Art

#131

Earlier quoted context omitted.

A fundamental difference between Japanese and Western animation is their approach to motion. Western animation emphasized fluid motion, attempting to stick to the maximum framerate (24 FPS) allowed by the film medium as much as possible. This could produce striking results, but tended to limit artists to more simpler, slower, more deliberate stretch and squash movements that would make sense when interpolated across…

No source for this, but I remember hearing an interesting anecdote some time ago, and I'd love to know whether there's any truth to it: Back in the 50's or so, when the major American animation studios had a couple decades of experience under their belt but anime was just getting off the ground, some Japanese animators took a trip to Hollywood to learn how the industry worked in the US. They were given a tour of a ma…

I have no idea, sorry. It would be very interesting if it were true, but it sounds like a bit of an urban legend. Working within the constraints of limited resources seemed to be a constant in all of Japan's pre-bubble successes, from comics, to calculators, so I wouldn't assume there would be any extraordinary reason for early Japanese animators to follow the same principles.

My interpretation was that anime's more limited, stylized animation was due to its direct influence from the prolific manga artist and animator Osamu Tezuka (sometimes called "the Walt Disney of Japan.") All comics, Western or Eastern, must heavily stylize motion in order to have any hope of expressing it in still frames. So having an accomplished dramatic comic artist lead most of the earliest, most influential Japanese animations, most of which were direct adaptations of his comics, working with the low framerate stylized motions that extended naturally from comic book stills, seems to have had a profound effect on the Japanese school.

In contrast, Disney's early animations were inspired by conventional cartooning in subject, and early film and Vaudeville in motion, so given Disney's influence, it should similarly not be surprising that the Western animation school tended towards comedy and fluid motion that attempted to emulate the impression of film.

Re: A Pixel Artist Renounces Pixel Art

#132
Limitations often breed art. Compare what George Lucas did when he was on a shoe-string budget to what he did when money was no object... frequently directly to what he made when he was on a budget. Pixel art is appreciated by people because they can see the limitation and appreciate how the artist worked around it. However, restricting yourself to pixel art does mean adopting a limitation voluntarily when you probably also have a lot of other ones to deal with too. Sometimes one more limitation is one limitation too many.

Pixel art is very trendy right now, but it probably won't remain so forever. Shooting film in black and white used to be all that was possible. Then it became what was cheap. Today, we still see some B&W films for aesthetic reasons, but it's very uncommon. Pixel art will probably become very similar to B&W film eventually. Seldom used, but used for a specific effect when it is used.

There's room for plenty of aesthetics besides pixel art and "HD" though. With modern displays, there's no reason that games can't borrow aesthetics from other mediums. Watercolors, comic book print, you name it. Heck, even though it's similar to pixels, I'd kill to see a good game created to look like a Byzantine mosaic! Adopting these limitations when appropriate offers artists a chance to take on problems nobody has seen handled before, and it's therefore more interesting than just working with the same artificial limitation everyone else is currently working with.

I'd just like to expand on the idea of a mosaic aesthetic a little bit more. It may seem like mosaics are just irregularly shaped pixels, but it's actually much more than that. Mosaics were made out of a variety of materials that scattered and reflected light in very different ways. Some tiles were matte, some colored glass, and others backed in gold leaf to amp up their reflectivity. Mosaic tiles were also angled to reflect light very strategically, allowing the artist to make some features grab your eye. A mosaic-based game would require a virtual mosaic toolset that would give artists the ability to simulate different tile materials and angles and a lighting engine to render the results. The resulting image would have complexity on a much smaller scale than a single tile.

Re: A Pixel Artist Renounces Pixel Art

#133
post #80

Earlier quoted context omitted.

> For me personally, I think that good pixel art is timeless (emphasis on "good") Agreed about the timelessness. I find good pixel art more timeless than other forms of good videogame art. I thought about it and I think it's actually a case of abstractness, not pixelation. Pixel art is often more abstract. Another example of good non-pixelated game art that has this same quality is Another World 's, which I find awes…

Another World's style is making a comeback in a way, with the low-poly movement (not identical, but along the same lines). See below if you don't know what style I am referring too: https://www.google.com/search?q=low+poly&safe=off&rlz=1C1CHF...

Thanks god there's no Gouraud shading.

Re: A Pixel Artist Renounces Pixel Art

#134
post #43

I found it interesting that the author denigrated a fighter from Street Fighter IV with 'arms don't work that way', then immediately turns around and says that the pixel art for the next fighter is far better because 'she looks like a whip cracking', despite spines not working that way. It feels like the author is applying different standards at times.

Artist/author here! To be clear, when I said her body is like a whip cracking, it's because a kung fu artist doing that kind of movement in real life would look like a whip cracking. When I said arms don't work that way, I mean that his anatomy is literally deformed to the point of not even looking human.

I am not using a double standard. Though, even if both figures were deformed beyond what is absolutely realistic, there could still be well-executed and poorly-executed iterations.

Re: A Pixel Artist Renounces Pixel Art

#135

Earlier quoted context omitted.

Said differently, the limitations of a medium can lead to better decisions. What can be done with a limited toolset is often better than what can be done with an unlimited toolset.

In this specific case, it's not a result of the toolset, but a result of the consumer. The vinyl enthusiast is buying something they are a fan of at a higher price and expecting a quality product. The typical MP3 customer is buying it based on a 15 second sample. So, the 'loudness wars' still apply to many digital products, sadly.

The loudness wars aren't physically possible on vinyl, they aren't prevented by customer preference but instead by physics.

Photographing in black and white forces the photographer to concentrate on light, shadow, and texture.

There are several art forms where the artist picks a set of restrictions to work in and that exploration can create great things.

The demoscene creates mind-blowing works because they have to work in such a small data space.

If every organism survived and reproduced without any restriction, the sum of life would be pond scum.

The punishing negative feedback of restrictions drives creation – just as much as breaking those boundaries.

Less is more.

Worse is better.

Everything in moderation.

Re: A Pixel Artist Renounces Pixel Art

#136
post #58
post #43

I found it interesting that the author denigrated a fighter from Street Fighter IV with 'arms don't work that way', then immediately turns around and says that the pixel art for the next fighter is far better because 'she looks like a whip cracking', despite spines not working that way. It feels like the author is applying different standards at times.

I'd say he stuck to two standards: Old good. Japanese good.

I couldn't name 10 Animes. I'm not weeaboo by any metric. I will say that I think Japanese art tends to be finer, but not always. I think our culture grapples with being macho, or gritty or realistic. I think it rubs against "the rule of good."

Anyway, whether or not something is old is immaterial. Pixar is making some of my favorite animation period, and they keep getting better. AND they're American.

By all means, dismantle my argument. I would be happy to discuss. I don't think ad hominem is the best place to start.

Thanks a lot for reading, either way!

Re: A Pixel Artist Renounces Pixel Art

#137

This is a great article and I feel one of the most important points are being drowned in discussing the merits of pixel art or what art is here in the comment section. The most important thing is the part about speaking the language of the users. And especially "the users don't owe you their time" These are principles that are extremely important if you want to build a product that reaches people and change their liv…

Author/artist here! Thank you so much for bringing it back around. And it's important to point out that I am in no way proposing that we "dumb down" or "pander." I think we should always be pushing as hard as we can and producing ambitious, excellent work as much as we can. We should sacrifice money and time to see it through and really add something of value and enrichment to the world! I just think we should do that in a language people already speak. That's a lower level than all these finer points, fun as they are to discuss ;). Thanks for reading!

Re: A Pixel Artist Renounces Pixel Art

#138
post #61

It's a little weird that he spends so much time criticizing others and doesn't even once acknowledge that his art style (proportions, anatomy) look definitely weird. (Downright ugly and off-putting to me.) Part of the reason his art gets put down by others might be that they also feel it's ugly, but don't quite know how to express it and pin it on the pixels. Further, as someone who works on games, the decision as to…

I agree, that he fails to acknowledge the issues with his own art. I agreed with him through most of the article, but when it came time for him to get to his stuff, the forced dithering was immediately off-putting, and is actually something that causes older games to feel dated to me. Pixel-art is great, when it is crisp. Most of his examples are crisp and well animated, until you get to his. The characters are oddly…

Author/artist here!

I'm sorry you're not into Auro's art, but I just popped in to clear something up.

At no point do I laud my own work as all that great. I can't speak to how good I am. I do my best, and that's all I can do. Full disclosure, the only reason I included it at all was to plug it. We're a small, new company and need all the help we can get.

I also think it's a little strange to hear that I spend no time on my art's issues when the whole article is basically saying the entire art direction was a big mistake.

I'm not a graphic designer, yet I had to make every art asset in the game. I have to wear many hats, and I wear some better than others. I'm always learning, always pushing, always questioning, always trying to improve. Pretty much every example I gave of pixel art is insanely better than I am. That doesn't bother me. There will always be someone better, and there will always be someone worse. Besides, even if my work was the most ghastly thing you've ever seen, it wouldn't make my arguments any more or less valid. If you think my positions are incorrect, I don't see how that has to do with how much or how little I discuss my own work. That said, I'll be the first to fuss and fuss and fuss over the flaws and shortcomings in my work. I'm my own worst enemy. Does it make you feel better to hear that?

Re: A Pixel Artist Renounces Pixel Art

#140
post #50
post #40

Earlier quoted context omitted.

When Half Life came out, it was amazing. I went back to retry it half a year ago, and it looked awful. And what was a wonderful intro sequence was now unskippable minutes of a slow ride past crude polygons and very low detail environments. It was interesting seeing how my opinions had changed.

Funny, as I was reading the parent post my mind jumped to Half Life too. What an amazing game! Part of me wishes I could un-see all the stuff that came after it, so that I could go back and play it with my original excitement intact. Instead, it seems my mind is happy to find flaws at every turn and compare how it actually looks to how good I remember it to be. It's even worse with older games. I tried to play the or…

I've had this experience with Dune 2: it was amazing when I first played it but now it seems incredibly bad.
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