Pixel Art: Common Mistakes (2020)
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Easy examples to point out are things like Tumbleseed: https://store.steampowered.com/app/457890/TumbleSeed/ or Mushroom 11: https://store.steampowered.com/app/243160/Mushroom_11/
And those are both 5 years old and things have only gotten harder since then!
I googled it but all the results are commentary pieces that assume you already know what it is.
Around 10 years ago the platforms started to open up and it got a lot easier to get a game into the marketplace. Seeing the success of the previous wave of Indie games and lower barriers to entry, people started to make a lot more indie games. Competition got more intense and finding financial success became less certain.
The worry of the "Indiepocalypse" is that as this trend continues, it will become harder and harder to make indie game development a viable, sustainable business. Which isn't suggesting that people will stop making indie games, it's suggesting that they will mostly be made at a loss and it won't be a viable business for the vast majority of developers.
The degree to which this worry has come to pass over the years is debatable.
- pixels of different sizes
- rotating (!) pixels
- scaling pixels
- smooth gradients with millions of colours
- dynamic lighting overlayed on top
... I could go on :(
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 final screen buffer is high res. This is where you’re more likely to see stuff like smooth rotating sprites and lighting effects.
You may have a preference for one style or the other, but neither style is bad or “wrong”. Most people who use the modern style are doing it on purpose. There are fantastic looking games in both categories.
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!
(Although I would consider a low-res limited-palette game which uses transparency, lighting, rotation, scaling and other transforms as retro since that was already possible decades ago.)
I (and many others) think mismatched pixel sizes look bad, but that there's nothing inherently wrong with those other things.
I surveyed the indie-game landscape a couple of years back, specifically looking for games in your first category, but struggled to find any recent examples. 2D transforms, alpha-blending and lighting effects seem to be the standard now.
Loop Hero is strict about its pixel art and uses a fixed 16-colour palette that is reminiscent of the Commodore 64.
Baba Is You has visuals that you could basically render on a ZX Spectrum.
And in addition to doing pixel art well, these are all pretty great games.
But the real answer is they aren't inherently bad. People don't actually need it to conform to the past limitations. More that they want it to feel authentic to the nostalgic memory they have in their head.
For example, games like Shovel Knight go for an 8bit style, but they're not limited to an 8 bit color space, NES sprite limitations, etc.
https://www.gamedeveloper.com/design/breaking-the-nes-for-sh...
A post from the author about the remade art: https://la-mulana.com/en/blog/graphic_full_remake.html
Compared to the art from the screenshots on Wikipedia: https://en.m.wikipedia.org/wiki/La-Mulana
There's something to limited color space that those people do not seem to understand, be it the ones saying such critique, or the ones getting mad at it. We see color quantization in any realistic painting after the renaissance. Limiting the color space actually makes the pixel art look more realistic, because then every shade or shadow fits the overall drawings. Once you go Stardew Valley, sure it's pixel art, but just like a Picasso is great, it's not a Caravaggio, it's not "realistic" when it comes to how lighting reflects off surfaces.
Then there's the use of tiles/repeating background parts or having a full canvas where every pixel is unique. Although it's nice to look at, there's just too much information for the brain to process. That kind of art is nice, but in a game it's distracting. I personally call that kind of art pixel paintings and separate it from classic pixel art with tiles and limited colors.
It might be all just rose tinted glasses of nostalgia, but I firmly believe there's some science to what I just described. Look at any Caravaggio painting but especially portraits to see how limited the color space really is, how sometimes he uses shades of a color to give the impression of a very distant (color-space-wise) second color. It's really about that.
Adding lights from a lighting engine over the top of sprites with baked shading, might make a pretty image but it is not pushing pixel art forwards. Scaling and rotating can produce poor quality sprites.
P.s. Ashford is the best.
'Enter the Gungeon' is one example of that. The lighting adds atmosphere, doesn't harm the pixel art, and it's not distractingly over-the-top.
I've worked on a game which aimed for authentically retro pixel art, but in hindsight I think it was a silly misallocation of resources. There's a reason it's so uncommon nowadays. If I were to try again, I'd at least include high-resolution 2D transforms in the engine, and possibly dynamic lighting too.
I briefly explored the possibility of developing a style-preserving realtime rotation algorithm for sprites, but it's a hard problem.
The problem is that most indie games render at 2x or 3x or more natively.
Artistic preferences are subjective, but I expect most players would find that rotated sprite unappealing. This is especially true when the rotation is animated - the aliasing causes a distracting, staticky, random-noise effect which gives the impression that the sprite's fine details are chaotically changing. It's almost the aesthetic opposite of what most pixel artists are aiming for.
That’s the reason why some games use versions of the rotated sprites that have been tweaked by hand. See also tools like RotSprite (http://info.sonicretro.org/RotSprite).
I dislike lighting though (unless it's implemented tastefully) and I think normal maps look absolutely disgusting in any situation.
E: Also, overuse of shaders is discouraged. Especially non-pixel effects like blurring.
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.)
I remember looking for tutorials for this style, but ended up copying sprites and trying to understand why they such and such decisions. Interestingly enough, I find it harder to recreate pokemon style sprites because they're so abstract and yet a single pixel can make or break it. I know this is a bit off topic, but would love to know if there are any resources for this.
After: mouse looks like a dog; boy looks like a monkey
I do like the style though, and if I made a sidescroller, that's one of the art styles I'd like to have.
I'd like to say the art is less noisy than the more common low-rez styles (narrower color palettes, less shading, easier to separate the background from the platforms / play area). But looking at screenshots now, I can't say it looks good. But it's charming and unique enough that I'd pick it over most other styles if I was making a game.
For comparison...
- Maplestory - https://mmos.com/wp-content/gallery/maplestory-3/MapleStory-...
- Dead Cells - https://www.mobygames.com/images/shots/l/916116-dead-cells-w...
- Hades - https://media.npr.org/assets/img/2020/11/13/hades_09-dec-201...
- Stardew Valley - https://gamefaqs.gamespot.com/a/screen/full/4/9/9/556499.jpg
- Mother 3 - https://lparchive.org/Mother-3/Update%2023/10-7.png
But I think the definition of pixel art is too constrained, e.g. there are great pixel art styles with a larger palette and thin limbs.
That to me, is more artistic because instead of making a statement yourself through careful colorization, depth representation, and characterization as this article does, the Superbrothers’ art style relied on your mind making interpretations based on what wasn’t there.
Also the form of the sprites changed significantly, it was a massive shift in artistic personality and aesthetic direction that the tutorial just called it “not using straight lines”. I think they could have made their point while not swapping in a different set of tastes entirely.
"part of what I enjoy about art is admiring craftsmanship - the skill and knowledge of the artist at work."
I'm a devrel person my art is writing tutorials and guides. And this one is a very naive approach at it.