NokiMo
castpixel
castpixel

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Pixel Pirate Ship process

Hi new patrons! So, 64x64 pixels is the size of a windows icon. When doing pixelart we tend to be afraid of too small a resolution. What if we can't fit everything? What if we need to add more detail? There's a time and place for more detail. But for me it's very fun to see how much stuff I can cram into a 64x64px canvas. Pixel clusters (i.e. collections of more than 2 adjacent pixels of the same color) need to be very well thought-out at this size. One can't get away with sloppy pixeling, single pixel "noise" and banding. It will look dreadful. So I set out to make a few mockup screens for a jRPG at this resolution. Just for reference, the gameboy canvas is 164x140. That's too big for the purposes of this experiment. I need to have tight control of pixel clusters, and work increases exponentially, the larger the piece. Here's my attempt at a pirate ship. More to come. I encourage you to check the .gif out, get the GB palette attached, and have a go at no more than 64x64. I'll gladly do a paintover if you want to show me. For inspiration on gameboy-like pixelart check out this pixeljoint.com challenge: http://www.pixeljoint.com/forum/forum_posts.asp?TID=8275 Thanks for the continued support.

Pixel Pirate Ship process Pixel Pirate Ship process

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