Ir al contenido principal

Entradas

Sample #4 - Tile for Batman (NES)

Description An example of basic tile of a game with an excellent background design resulting in one of the best atmospheres seen in an 8 bit game. The tile can be used in plenty of situations. It is a sample of a standard tile with two parts: the upper part is solid an easily recognizable as a solid ground; the down part is lighter and looks better when is suspended in the air at any height. It is also very small in size an can be repeated many times without saturating the visuals. Features Game: Batman, by Sunsoft 1989 Platform: NES Use: Platform Tile Dimensions: 32 px (W) x 32 px (H) Color depth: 4 colors Drawing Process Step 1 The guide lines mark the different levels of the tile. The upper part is more dense, while the down part has more space making the tile lighter. The different sections are filled with their main colors.   Step 2 The main lighting and shadows are painted. The light source is above the platform so every section casts dark shado
Entradas recientes

Sample #3 - Sprite for Batman (NES)

Description Another realistic human figure, very strong and imposing, dressed in a hood and cape and high boots. The posture is menacing and ready to the fight, an effect that is acquired by flexing the arms lifting the fists at waist height; letting the right leg backward and the left leg forward; and advancing the head from the main vertical axis. It is a good sample of a charismatic main hero sprite with his posture and shadowy use of color. Features Game: Batman, by Sunsoft 1989 Platform: NES Use: Main Character Sprite Dimensions: 24 px (W) x 32 px (H) Color depth: 3 colors Drawing Process Step 1 Some guide lines are traced to mark: the main vertical axis of the body, the back of the two legs, the head, the waist line and the feet line. The shape of this sprite is very charismatic with the hood and the cape, so it is drawn first filling it with the darker color and paying attention to the guide lines and the areas they create.   Step 2 The inner shapes

Sample #2 - Sprite for Gradius (Arcade)

Description A space ship sprite for a side scrolling space shooter. A small, simple and effective sprite that represents a vehicle that moves and shoots with agility through the large space in the screen where the action of the game takes place. The color palette is simple and is composed mainly by shades of light grey to stand out on the black background that takes place in outer space. Features Game: Gradius, by Konami 1985 Platform: Arcade Use: Main Character Sprite Dimensions: 30 px (W) x 11 px (H) Color depth: 18 colors Drawing Process Step 1 To divide the horizontal space, vertical guide lines are traced to limit the peak, the cabin and the propulsion of the ship. Also the horizontal axis . The main shapes are drawn in plain colors. Note the contrast between the cold tones used in the propulsion energy and the warmer red tones used in the cabin. This effect makes the sprite color palette more rounded and complete. Step 2 The contours are drawn. Darker

Sample #1 - Sprite for Castlevania (NES)

Description An anthropomorphic and basic character sprite facing sideways in an active position: ready to run or act. It represents a strong and dynamic hero in a realistic way, inside the limits of its 8 bit medium. It is also a sample of good use of only 3 colors inside the same tone. Note the interesting detail in the posture: the torsion of the character's back in relation to his legs and head give it a dynamic feel that adapts very well to the perspective of the game. Features Game: Castlevania, by Konami 1986 Platform: NES Use: Main Character Sprite Dimensions: 16 px (W) x 30 px (H) Color depth: 3 colors Drawing Process Step 1 In order to have some references, the main axis of the sprite and the head-waist-feet line are placed as guide lines. This sprite doesn't have a border stroke so its main shape  can be drawn directly filling  with the darker color of its 3 tone earthy palette.    Step 2 The main shapes inside the filling are draw

INTRO

This blog collects samples of classic pixel art graphics such as sprites, backgrounds, tiles, etc. For each sample there is a short description of the origin and features of the artwork (creators, date, dimensions, style, use) followed by an explanation of its drawing process using a modern graphic tool. The blog aims to expose and spread the art of classic pixel drawing through some of the works made during the first era of the video game industry. The author.