Game developer’s guide to graphical projections
medium.com
medium.com
The author of the article also made this: https://pixelart.academy/
YouTube: https://www.youtube.com/user/Retronator48k/videos
Just impressive. I anticipate good things happening in the author's future.
There's definitely something cool going on there, but I couldn't really get anywhere without the UX going haywire. Either the text adventure part would lose keyboard focus and I'd be stuck, or I'd get to an article but zoomed-in too far to read it, etc.
It seems to be a front-end for a newsletter-type thing the author makes. Is there a way to get directly to the content hiding behind the UX?
It's not complete, but you can preorder it by finding your way to the store at https://pixelart.academy/. I was able to reach the preorder page in Chrome on Mac (http://d.pr/i/YdcRmZ), but you might like to report bugs to the author if the game's not working for you: https://www.retronator.com/ask
The author also maintains the Retronator pixel art technical blog at https://medium.com/retronator-magazine/, a personal blog with the same name at https://www.retronator.com/, and a Patreon at https://www.patreon.com/retro.
The "Retronator Magazine" banner at the top and the nag banner at the bottom take up too much of the vertical space and combine with the width of the text column to make my viewport essentially square. Add to this the ultra-wide 1920+ pixel images that run past the edges of my screen (and are three times as wide as the text), and it should be obvious why I felt I was reading an excellent article through a toilet paper tube.
Firefox and Chromium at 1920x1080, and sorry I couldn't do this article justice.
Half the stuff on the front page of HN these days are medium posts, they all look the same
Agreed, but also: Drawing is an art, but art is more a technical skill than people give it credit.
"What to draw, how a viewer should feel" is the job of a marketing department.
Artists work technically, putting world into medium, exactly as what this guide instructs one to do. By way of harboring the relationships, possibilities come to mind and creativity ensues. Never let them tell you otherwise.
I love everything about this post; I only think it owes more credit to itself.
I really don't say it to be obnoxious. And I don't necessarily disagree with you, but I think stating it as such overlooks some important details.
One one hand, your theory offers a fearful challenge for the mechanic and an awkward walk in the park for the puppet master, or vice versa. On another hand, I'm not sure it acknowledges how the two inform each other in art. It's that informing, whether between one mind or many, that is the creativity. And so, I mean to point out the connections between the mechanical, perceptions of the world, and the decision making, are something of a big weave. Becoming an artist can start with any one of them, and the creativity happens between.
Art history (save for some some deviation in the past 40 years) well supports this strange and crucial overlap. The more bureaucratic view becomes more common as commerce and creativity start cherrypicking from one another.
(Coming up with the picture in the first place is also art, even if you're then rendering it using linear algebra.)
"Coming up with the picture in the first place" doesn't happen on a physical plane in the mind. One's imagination is connections and concepts which triangulate world with perspective with medium. Making that into some thing that can last and be shared not only produces the thing but builds new connections and concepts to use in production of the next thing.
If you mean "linear algebra" as in code, or computers, these are merely mediums, and tools. And as for drawing 'by eye', maybe this helps: https://www.youtube.com/watch?v=X97bhjx4EaI