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Pixel Art: Common Mistakes (2020)

derekyu.com

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Re: Pixel Art: Common Mistakes (2020)

#51
post #27

For those unaware, Derek Yu is the creator of Spelunky. Here’s one of his best posts, it’s about how to actually finish making a game: https://makegames.tumblr.com/post/1136623767/finishing-a-gam...

That post is also full of pre-indieapocalypse charm. It assumes that a decent, finished game will get its author the recognition

That is still true today. This is going to sound a bit harsh but the market really is flooded with bad to mediocre games and people who think they’ve created a masterpiece. If you take a look at /r/gamedev it’s full of people sharing their games and asking why they weren’t successful. It’s easy to see by looking at any of those games exactly why. They don’t look good. Games that are actually good do get the recognition they deserve. I struggle to find evidence proving this wrong.

Re: Pixel Art: Common Mistakes (2020)

#53
post #4

Bad pixel art is a pet peeve of mine. This is really advanced advice compared the problem most games have: - pixels of different sizes - rotating (!) pixels - scaling pixels - smooth gradients with millions of colours - dynamic lighting overlayed on top ... I could go on :(

These are artistic choices, not proof of bad art. Take a look at „Hell is other Demons“ eg - it breaks a few of those rules and does a phenomenal job at pixel art.

Re: Pixel Art: Common Mistakes (2020)

#57
post #48

I like the version in step 1 the most. The contrast is a great improvement, then the 3D effect made it kinda weird and the restyling completely ruined the cuteness and simplicity of the characters.

The tutorial might be better called “pixel art for animation” or “pixel art for games.” There’s a practicality to the restyling: it vastly improves the ability of the character’s parts to be animated, without things looking strange. (E.g. without the thin little arms on the human suddenly being thicker when taken away from the body.)

You might call the initial work “impressionist” — it has proportions that might be emotionally evocative, but that impression only works in that static framing, and can’t really be pulled out into a coherent aesthetic model. (I.e. you can’t just take the scene, mentally rotate it about the Z axis 30 degrees, and know what it should look like.)

Re: Pixel Art: Common Mistakes (2020)

#58
post #27

For those unaware, Derek Yu is the creator of Spelunky. Here’s one of his best posts, it’s about how to actually finish making a game: https://makegames.tumblr.com/post/1136623767/finishing-a-gam...

Derek Yu is also the author of the fabulous Eternal Daughter, one of the few platformers I ever finished.

Re: Pixel Art: Common Mistakes (2020)

#59
post #23

Earlier quoted context omitted.

There are two main categories of pixel art in games. In one category it’s about retro authenticity and these games are defined by the fact that their final buffer is the same low resolution as their art. They also often feature limited palettes, especially ones that were actually used on retro consoles. There’s also a second category of pixel art, where the style is more modern. The art is still low res, but the fina…

Having pixel art and then each “pixel” being 4 or 16 pixels, obvious when scaled or rotated, I think is bad artistic form regardless of whether it’s a vintage styled or modern styled game. It breaks the flow and suspension of disbelief that comes with pixel art. The brain can’t interpolate anymore. Besides, it’s not hard to render to a buffer and scale it up nearest-neighbor, and it always looks better IMO

When I picture good uses of pixel art in modern (not retro-aesthetic) games, I picture it not as a pixel “camera” — a low-res CCD capturing a grid of samples of an originally-high-fidelity world; but rather as the world itself being made up of a bunch of vector squares — like the 2D equivalent of a Minecraft voxel world. The camera is a regular high-resolution camera, looking at a weird blocky world.

In such a world, rotating a pixel sprite by 45 degrees should just look like there being multiple invisible “grids” to the world, each rendered at infinite resolution and downsampled to your display, where the sprite isn’t rotating per se, but rather the pixel grid “layer” the sprite is on (i.e. the hi-res texture the sprite layer is being rendered onto for compositing) is itself rotating.

Of course, if you’re going to use things like rotation/scaling, sub-pixel particle effects, 3D, etc. then you then either have to embrace it in your game setting’s art design everywhere so particular uses of it don’t stick out; or you have to acknowledge that any uses of it are basically “non-Euclidean geometry” from the viewpoint of in-setting observers, and thus slide your game’s mood toward something approaching either science-fantasy (e.g. Fez) or horror (has anyone done a Flatland Cthulhu game yet?)

Also note that “multiple distinct pixel grids” isn’t even unprecedented in retro games, either; there were plenty of consoles where you got one resolution for your tile map and a different (usually higher) resolution for your sprites; where sprites could sit on top of tiles in non-aligned positions. A few consoles and arcade cabinets even combined pixels with vectors!

Re: Pixel Art: Common Mistakes (2020)

#60
I don't know if I would agree that the final scene is more readable - especially the treasure chest. I can't deny it looks much nicer though! I spent a lot of time tweaking the sprites in my game for readability. I touch on it here [1] but maybe I should do a full tutorial with intermediate steps.

https://smoldungeon.com/design

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