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I attempt to answer your most frequently asked questions in a sweeping overview of pixel art fundamentals. Lot's of info here. Take your time and enjoy the read.  

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Pixelblog - 5 - Back to Basics

INTRO Greetings pixel peeps. In an attempt to answer your most frequently asked questions I'm taking you back to the basics. What helps jumpstart a beginner can also sharpen up a pro. So strap in for a nice collection of tips, personal insight, and a quick lesson in the f

Comments

Anonymous

Thank you for all the info. I've been working in the game industry for years and am always creating at a large size, because scaling down art is always better than scaling it up. Being new to pixel art, I have been trying to figure out a good work pipeline for creating assets, all the while trying to become marginally competent at the pixel art. My usual MO would be mocking/sketching the layout of the game screen/UI at the typical 1920x1080 size (Photoshop) and evolving things from there. But I have realized that designing assets with pixel art needs a different approach, or at least a different way of thinking about the assets. All of your tutorials and information has been so helpful, as I struggle to get my head around the pixel way of thinking. It's also just fun to look at your beautiful art as I'm learning. Thanks again!

slynyrd

Glad to hear my content has been helping you. I know it can be odd to work at such a small size at first, especially when you're used to high res artwork. A good reference point when making pixel art for games is the tile size, which is most commonly 16x16 or 32x32. Even if your game isn't tiled in the traditional sense most games proportions and dimensions are based around these units.