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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 Not too long ago, pixel art was considered an outdated art style.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.
Great article. I've seen another one, which delves into actual details of computer graphics when it comes to pixel art:

https://www.gamasutra.com/blogs/SvyatoslavCherkasov/20181023/329151/Graveyard_Keeper_How_the_graphics_effects_are_made.php
I absolutely love pixel art...if it is well done.
Unfortunately, there are some new(er) forms of pixel art, that I find somewhat lacking in the actual "art" department.
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GOG.com: The future of pixel art in games is

Achievements ?

These pixel art games from the sale have achievements on steam, why not on GOG?
https://www.gog.com/game/tower_57
https://www.gog.com/game/beat_cop
https://www.gog.com/game/stardew_valley
https://www.gog.com/game/owlboy
https://www.gog.com/game/crosscode
https://www.gog.com/game/hotline_miami
https://www.gog.com/game/hotline_miami_2_wrong_number
https://www.gog.com/game/the_messenger
https://www.gog.com/game/graveyard_keeper
https://www.gog.com/game/the_escapists
https://www.gog.com/game/yes_your_grace
https://www.gog.com/game/swag_and_sorcery
https://www.gog.com/game/unavowed
https://www.gog.com/game/infectonator_3_apocalypse
https://www.gog.com/game/kingdom_new_lands
https://www.gog.com/game/shovel_knight_showdown
https://www.gog.com/game/shovel_knight_shovel_of_hope
https://www.gog.com/game/shovel_knight_specter_of_torment
https://www.gog.com/game/shovel_knight
Post edited August 06, 2020 by SzmaragdowaEnklawa
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GOG.com: 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.
I get the point he's making but it's not like the AGI games were Odyssey 2 games :)
I loved Owlboy, where's Owlboy 2 you bastards!
As a 90s kid that grew up with Genesis as my first console I can say that I love complex pixel art so much. They are in boundaries between more detailed art that so small it's no longer can be considered pixel art and older style where bigger pixel used to be king. It create this unique art style that be quite unique on its own.

This is why I have love hate relationship with many newer "pixel" style games. Some of them rely too much on the old bigger pixel to the point of blocky mess for the sake of being "Retro" when in reality more complicated pixel art can convey better expression. This is why I love pixel games like Owlboy and Shovel Knight but dislike bigger pixel games that I don't bother to remember their name.

I think the biggest challenge with pixel art games in the future s how to deal with higher resolution screen. I mean I look at newer King Of Fighter (KOF) and it's kinda jarring to see their pixel art seem so huge on large screen TV. It's like the developer still using older sprites but forget that we no longer use 24 inch CRT monitor anymore.
What game is in that screenshot (the last one) with that big pink bunny that is screaming (or crying)?
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OPlay: What game is in that screenshot (the last one) with that big pink bunny that is screaming (or crying)?
This game should be Atomicrops.

EDIT: Oh and by the way, neat article :>!
Post edited August 06, 2020 by Dray2k
Owelboy graphics look like they're moving away from "pixel art" which is funny given the slight pretentious prose here.
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GOG.com: What will the pixel art of tomorrow look like?
Voxels? or paint them on polygons like this game which is where the next trend is heading. Except that game came out ages ago.
https://www.gog.com/game/ys_vi_the_ark_of_napishtim
Post edited August 06, 2020 by §pectre
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Dray2k: This game should be Atomicrops.
Oh, thank you! It looks very interesting :D
Carrion and Blasphemous are really pixel art done well.
I also enjoed the style of Owlboy, more than the feeble story and execution.
CotN is addictive. Other pixelated favourites of mine here on gog that are on the newer side:
The Escape Goat games
VirtuaVerse
Slain
Odallus
Way of the Red
the Last Door
The Blackwell series
Primordia
Hotline Miami
Post edited August 06, 2020 by Dogmaus
I like to diss on pixel fart. In a modern game there should be enough pixels as the screens are so large. No more like that King's Quest, thank you. When and if done well enough I have no complaints and play several games that use pixel art while not offended by the graphics. If a single pixel in a game from after 2005 needs more than 16 pixels on the screen, then something is very wrong.
On the contrary, if you can't see the pixels, it's not pixel art.
I'm 42 years old, so I can tell that 30 years ago all games looked pixelated due to the limitations of the technology, and not because the devs wanted to do that.

Back in those days, the devs did the best art they could with the best technology that had at hand...

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".

If I want a retro experience, I can play with a Sega Genesis on a CRT TV...
And if I want a real retro pixel art experience, I think is possible to find original 80's arcade machines.