8-bit GIFs of Japanese life
designmadeinjapan.com
designmadeinjapan.com
Was a little difficult to find the "next page" button though.
http://en.rocketnews24.com/2014/12/03/all-your-ordinary-mome...
I submitted this guy's artwork some months ago but it didn't get to the frontpage. Finally getting the attention he deserves.
Pixel art (and other art as well) is often stylized, which means it's trying to present a more appealing version of reality. The viewing angles are carefully chosen, the colors and lights are more vibrant, the shapes of everyday objects are more varied and graceful, the people are better looking, etc. The end result is that you're looking at a rough description of something that you want but don't have.
You could achieve the same effect with a high resolution image, but then you need to make all the little details beautiful as well, which takes much more work. There are certainly high resolution paintings that manage to be as haunting and evocative as the best pixel art, for example Shan Qiao's "Story of the city" (https://www.artstation.com/artwork/story-of-the-city), Nivanh Chantara's "Babiru 02" (https://www.artstation.com/artwork/babiru-02), or pretty much anything on http://reddit.com/r/backgroundart.
The first animated GIF from the article is based off of this higher resolution image:
http://kusakabeworks.net/gallery/the-house-with-signs-of-mar...
...so it would be interesting to see which people find more appealing.
[1] http://designmadeinjapan.com/site/wp-content/uploads/2015/07...
- Brian Eno
This is my favorite quote to bring out when people are discussing the merits (or demerits) of pixel art. It's really spot on.
The best real-world example I know is the resurgence of cassette tapes. Whenever I go to see a not-very-popular (indie, for want of a better term) band, the merch stand, without fail, has cassettes and vinyls and sometimes no CDs or optional Internet downloads. Is there a practical reason? No, not really, it's all marketing. Making tapes and vinyls is hard, burning CDs is easy, but people want the nostalgia of the more interactive process of flipping tapes and vinyls.
I guess they could be moving to those mediums for the "grit" of the sound produced. But that sound can easily and effectively be reproduced with an equalizer, sound filters and effects.
Yes - I am an out of touch old fogey.
This is why it is dark in a night club. People look better.
It's not a limitation of the medium, but a function of how we construct images from visual inputs.
It's easier to draw a cartoon then to paint the mona lisa. I respect detail and high resolution artistry more than sketching cartoons due to the higher amount of skill required to pull it off. One screw up in a super high detailed painting and you could end up in the uncanny valley.
Either way, lots of respect for both forms of art.
Also reminds me of some of the points made in Understanding Comics[0]
"...Another is the universality of cartoon imagery. The more cartoony a face is, for instance, the more people it could be said to describe."[1]
[0] https://en.wikipedia.org/wiki/Understanding_Comics [1] http://www.proprofs.com/quiz-school/user_upload/ckeditor/und...
http://www.animationsensations.com/media/catalog/product/cac...
That doesn't look too detailed, but imagine drawing four of those every day for a year without weekends. 365 x 4 is about equal to 24 x 60. Congratulations, you've created a minute of footage. To make a feature film, you'll spend a life.
I guess Disney-style animated characters occupy a kind of sweet spot. They are carefully stylized to look good enough that adding more detail won't really make them much better, and simple enough that a large team of animators with top-down planning can make a complete movie in a few years. Japanese anime has slightly more detailed characters, at the cost of having fewer frames per second. If you want a lot more detail with good enough framerate, you need more money than your audience is willing to pay.
Like Hopper paintings[1][2], it captures a daily life where lonely people are just part of a landscape, nothing more.
Also (anecdote incoming), I could show these to my wife and she'd just say they're "cute." They won't evoke the same feeling in her that they do in me, and I'm pretty sure there's exactly one reason - I grew up through the 80s and 90s playing video games, and she didn't. Ask anyone who did they same I'd bet that they'd all immediately say that these look like locations in a JRPG, all of which are generally designed to evoke the feeling that there is real, recognizable life happening in the locations that mostly serve as bus stops for your character's momentous story. That life is generally calm, to offset the stress and momentum of your quest, and the contentment and happiness of it is what makes the world worth saving. It's also got a comfortable routine: the old lady feeding the birds in her yard is always there; the train always comes every 45 seconds; the dog is always chasing the cat; the pretty waitress is always serving coffee. The environment doesn't heave, it gently breathes, and the animation loops forever and ever - the simple machinery of the background never breaks down, unless of course it's always broken, in which case the brokenness is a fixture of the local environment that one really minds.
Also, most of these particular scenes are desaturated and "cold", even rainy or snowy. The feeling of sitting in your warm house looking out the window at the snow or the pouring rain is easy to connect to.
I second the notion that keeping it in pixel art form invokes a childhood-like nostalgia.
If someone made a series showing children's progression through the various computer + gaming consoles over the last 30 years I'd probably lose it.
http://www.theverge.com/2014/11/19/7244859/rbma-diggin-in-th...
Stuff like Pac-Man, Sonic, Street Fighter, & Streets of Rage really is a nostalgia bomb.
Those concepts are loosely carried over to modern pixel art. In most cases 256 colors is enough for static pixel art, especially if you avoid gradients (as most artists do).
Or take the Sega Genesis/Mega Drive, a 16-bit console; its colour capabilities didn't give anything close to 2^16 = 65536 on-screen colours. Instead you got a 9-bit palette with only around 64 on-screen colours [2].
[1] https://en.wikipedia.org/wiki/List_of_video_game_console_pal...
[2] https://en.wikipedia.org/wiki/List_of_video_game_console_pal...
There's no such thing as an 8-bit pixel resolution. In fact even amongst the 8-bit consoles, their output resolutions differed: NES: 256x240; Master System: 256x192; Game Gear & Gameboy: 160x144; and the Atari 7800 supported a few different resolutions.
https://www.kickstarter.com/projects/1661802484/hyper-light-...
What would be an easy way to hook these up to a simple display and make 'movable' wall art?
Some of the pictures show people on their digital devices, at work or otherwise. Has the quality of customer service dropped with the ubiquity of smart phones?
I believe it has here in the US, but I think that there is a general culture shift driving the drop in quality as well and that the phones are just enabling the problem.
If you don't mind the resulting image file being bigger than a BMP.
I used to run a small host many years ago. I quickly got out of the business.
There are three classes of people still using shared hosting:
1. Those who know the game but to whom it really doesn't matter: they have little content and/or it is of such niche interest that they are not going to be anywhere near the limits associated with "unlimited". They are aware of the game and using a shared host is either habit or just the quickest way to put the files.scripts out there. They have little or no budget - as soon as they need to pay anything they'll switch to a VPS (but can't be bothered running one right now as they don't need to immediately).
2. Those who don't know any better and who have bought into the marketing of the other hosts. They will expect you to provide the same (or more) for the same (or less) that the other hosts are promising and when you tell them that you can't they will be disappointed, sometimes incredulous, even occasionally offended (as if you telling them it is not possible to make money that way is insulting, i.e. telling them their expectations are wrong is tantamount to telling them they are stupid).
3. Those who know the game full well are and playing it to the max. They've already been pushed off several hosts for using too much of their "unlimited" resources and fully expect to get pushed off yours at some point too (though they'll still kick up an almighty fuss when it does actually happen).
Class 1 won't spend any money, class 2 and 3 will want to pay very little and will eventually try to kill your business via bad reviews when you let them go or otherwise don't give them what they demand.
You mean, not being a site that can tolerate the load when linked from a popular link sharing site.