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The future of pixel art in games is looking crisp! Not too long ago, pixel art was considered an outdated art style. A relic of old hardware that we discarded. A wave of brilliant looking indie games has made one thing clear though - the details of pixel art are reaching levels the earliest developers could only dream of.

What are the tricks behind pixel art, and why do so many artists choose to dive into its intricacies?

If you’ve ever built a house in Minecraft, you’ve already taken the first step towards becoming a pixel artist. It’s a simple matter of placing blocks next to each other until they make a cohesive picture. Like with any art form, it takes time to master. Our team’s artist Simon S. Andersen spent the better part of a decade pixeling the world of Owlboy, and didn’t even scratch the surface of the medium.



What can/can’t be defined as pixel art is often a topic of confusion. The easiest way to describe it is “Getting as much out of as little as possible". The challenge is to use the limitations posed by tiny squares to imply more than they seem to allow.

Pixel art becomes very interpretive in that sense. Colors at different placements can make a pixel appear half its size, or make an entire square block look spherical. When animating, we can trick the mind with sub-pixeling and subtle in-between colors, implying movement between two perfect squares. An arrangement of pixels can appear smooth and full of emotion, even though the artist is restricted to a square grid.



For some developers, pixel art is an easy starting point. To others, pixel art is a medium of many facets that can be improved upon.

In the early days, these tools weren’t a matter of choice. Developers were working on a limited pixel budget. A great example of this are the old Sierra adventure games - riddled with shapes so abstract, players had to fill in the gaps with their own imagination.



Titles like Wolfenstein 3D were pushing boundaries in different ways, merging the new horizon of 3D space with pixel sprites, giving them unique directions depending on where you viewed the flat images from to give the impression they had 3 dimensions.



Monkey Island, , [url=https://www.gog.com/game/heroes_of_might_and_magic]Heroes Of Might & Magic - pixel art was everywhere as it was a key ingredient to the hardware.



With time, the restrictions were lifted. With millions of colors to choose from, higher resolutions and the option to use hand-illustrated art or 3D models, there was less of a need to trick the eye. To let the player imagine more than they could see.

However, technology paved the way for new generations of graphics, built on the craft that came before. When limitations are removed, an artist can get really creative and find clever new ways to make their artwork shine.

Still, there are newer titles that harken back to the limitations of older hardware, keeping in line with specific color palettes or low resolutions. In a sense, these titles are trying to capture the graphical feel of the era they’re echoing, to create a game that never was.



Looking to new skies, there are titles that break with the restrictions of old, to try and discover new directions for pixel art. Be it higher resolutions, unrestricted color-palettes or taking advantage of new technology merged with old techniques. We’re in an exciting time where artists are starting to use the horsepower of their generation, finding unique ways to depict their worlds.



While working on our games, we wrote about how pixel art has entered a new era thanks to the improved understanding of the medium. A new generation of artists is joining the field with some incredibly powerful tools at their disposal, bending the rules in entirely new ways.

What will the pixel art of tomorrow look like? That’s up to the artists' imagination at this point. To keep the medium moving forward, we need to keep experimenting and improving. As we venture into new territory, we’ll be exploring the modern relevance of pixel art, both to ourselves and our audience.

This week, GOG is hosting a slew of pixel art titles on discount, including our own game Owlboy - be sure to check them out.
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Digital_CHE: While I like good tributes like "You have to win the games", I find pointless to make fake pixelated games for the sake of to look "retro".
I guess the point is that in a lot of cases, it's not done for the purpose of looking "retro", but as a general style decision. The style may have originally emerged because of technological limitations, but it can survive apart from that now. It has a specific aesthetics and comes with specific tools, features and possibilities that can make it just as viable a choice of style for an artist as any other.

To make a comparison similar to one somebody made above: painting portraits initially emerged because people couldn't do photography. But today, some people still want their portrait painted, and not to make it look like it was made centuries ago, but because they want a painted portrait of themselves rather than a portrait photograph. Different style, different features, different aesthetics.

I see it the same way as the more extreme stance of those people who think it's pointless to make 2D games in this day and age, because 3D = new and modern, and 2D = outdated and only used to make things feel retro. Those arguments were more common when real-time 3D graphics were a more recent thing, but a lot of those opinions are still around if you listen around in mainstream "gamer" circles. The argument there also goes that nobody would make a 2D game if they had the skills and budget to do a 3D game instead. Which, even more obviously, is not true. The decision 2D/3D is not just a budget or effort decision but obviously mainly a game design choice that has a huge impact on gameplay. Games used to be mostly 2D because of hardware restrictions, but that doesn't imply any modern 2D game tries to be retro.
Post edited August 08, 2020 by Anamon
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Loger13: So there is little choice for indie studios.
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Breja: Ghost of a Tale, made 90% by one guy, begs to differ.
Yep. And what about Disco Elysium?

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Anamon: It has a specific aesthetics and comes with specific tools, features and possibilities that can make it just as viable a choice of style for an artist as any other.
No it is not. It designed to be not compatible with modern hardware and to make my eyes bleed. Nothing to compare with 2D/3D etc. LEGO games is not a style. It is forced because marketing. Pixel art is forced too, just not because marketing.
Post edited August 08, 2020 by dal
My first games were Tetris and Star Trek on a PDP-11, Alley Cat on an IBM PC with CGA, Dangerous Dave and Lemmings on a 286 with EGA, Doom and Descent on a 386sx40.

For the last 20+ years I draw icons for the living and this also means perfectly placed pixels.

Yet I don't feel any nostalgia about big fat pixels in my games, and if I see a game "features" pixel graphics -- I skip it at once.
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Anamon: It has a specific aesthetics and comes with specific tools, features and possibilities that can make it just as viable a choice of style for an artist as any other.
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dal: No it is not. It designed to be not compatible with modern hardware and to make my eyes bleed. Nothing to compare with 2D/3D and etc. LEGO games is not a style. It is forced because marketing. Pixel art is forced too, just not because marketing.
I'm not sure where you are disagreeing. It obviously has specific aesthetics, because you are saying that you don't like those aesthetics. As for specific tools, the Gamasutra article about Graveyard Keeper someone posted above is a great example. And specific features is also not really a question, because we're discussing those very features.

What exactly makes them incompatible with modern hardware? I have yet to find a current-millennium pixel art game that doesn't work perfectly on my machine, which is made up of pretty modern hardware. Designing them "not to be compatible" with current hardware would be a very poor business decision.

I wonder who or what you are saying is forcing games to be made in pixel art. Are you saying that the creators of Owlboy, and the many other examples referenced in the articles and links, didn't go for pixel art as a conscious style choice? I think this article alone is counter-proof enough. Let's forget about games altogether for a second and consider the massive community around not pixel art games, but just pixel art in general. Who is forcing them?
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dal: I'm not sure where you are disagreeing. It obviously has specific aesthetics, because you are saying that you don't like those aesthetics. As for specific tools, the Gamasutra article about Graveyard Keeper someone posted above is a great example. And specific features is also not really a question, because we're discussing those very features.

What exactly makes them incompatible with modern hardware? I have yet to find a current-millennium pixel art game that doesn't work perfectly on my machine, which is made up of pretty modern hardware. Designing them "not to be compatible" with current hardware would be a very poor business decision.

I wonder who or what you are saying is forcing games to be made in pixel art. Are you saying that the creators of Owlboy, and the many other examples referenced in the articles and links, didn't go for pixel art as a conscious style choice? I think this article alone is counter-proof enough. Let's forget about games altogether for a second and consider the massive community around not pixel art games, but just pixel art in general. Who is forcing them?
There is zero "retro" font styles with fat pixels. Why? Because it impossible to read. You can't "read" so called "pixel art" on 40" 4k monitor (8k neither). That makes it incompatible with modern hardware. Just that simple.

Not everything about style: sack race can be fun (or not) but it isn't a style of running.
Style - when you can't do thing any other way without ruin the whole idea. If you can do things multiple way and chose one of the worst - it's lack of style. It's mechanic ( cliché) like graphic filters for shots in you phone. And when you chose one of the worst - you force it. Nothing really required it that way.
"The style may have originally emerged because of technological limitations, but it can survive apart from that now". Originally emerged because of technological limitations, but now it's a sack race. Just without fun part.

P.S. People apologies for accidental using CAPS, because it hard to read. But no one apologies for fat pixels, which to "read" even harder. Shame.
Post edited August 11, 2020 by dal
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Anamon: I wonder who or what you are saying is forcing games to be made in pixel art. Are you saying that the creators of Owlboy, and the many other examples referenced in the articles and links, didn't go for pixel art as a conscious style choice? I think this article alone is counter-proof enough. Let's forget about games altogether for a second and consider the massive community around not pixel art games, but just pixel art in general. Who is forcing them?
If pixel art started with the graphics of owlboy then it might be considered art.
Heh, Loger just immediately shut up after people calling out his bullshit. Good.