Pixelation

General => General Discussion => Topic started by: Beetleking22 on August 31, 2014, 11:46:56 am

Title: Modern day pixel art?
Post by: Beetleking22 on August 31, 2014, 11:46:56 am
I wonder why almost all indie 2D pixel games looks like these?  It is easier to make? Or it is some kind of fashion nowadays? There are lot of people that want make homage to old school pixel art games.. but when I saw this kind of pixel of art it never reminds me of old school... Maybe this some kinda of modern day pixel art style???  Owl boy, Iconoclast, Chasm are the only ones that looks like old school to me and maybe there are more that I dont know..

Here is a lot of example..


(http://i62.tinypic.com/2zfsf2w.png)
Title: Re: Modern day pixel art?
Post by: YellowLime on August 31, 2014, 01:30:22 pm
Nowadays there definitely seems to be a trend, which I believe was mostly pioneered by that 'SuperBros' game- Superbrothers: Sword & Sorcery (had to look it up :blind:), as well as Fez (5 years in the making) and arguably influenced as well by modern cartoons such as Adventure Time.
The characteristics of this trend are, as far as I've observed:
Based in Superbrothers Sword & Sorcery
Based in modern-day cartoons (and maybe Fez)
Influenced by all of the above
The reasons for the popularity of this aesthetic trend, in my opinion, are:

Note that I'm by no means an expert (least of all in color theory) so please feel free to call me out on anything that sounds off. :)
Title: Re: Modern day pixel art?
Post by: Carnivac on August 31, 2014, 05:43:15 pm
it's depressing...
Title: Re: Modern day pixel art?
Post by: |||| on August 31, 2014, 10:11:11 pm
I completely agree w/ Carnivac.
Title: Re: Modern day pixel art?
Post by: AlexHW on September 01, 2014, 01:17:57 am
If anything, it's just a trend, like any other trend. Something becomes popular (because it is good/likable,etc), and then people copy it because they're moved by it- inspired.
The trend itself isn't permanent, and also it doesn't dictate how something should be made.
If you make something that is likable, then there's no point worrying how it looks to others, is there? So just continue making what you like to make. People see things they like, and they make what they like. There is bound to be crossovers with everything, which makes them appear greater than they might be depending upon what you consider great. It's only an issue if you don't think it's that great, in which case, do something different that you enjoy more.
Title: Re: Modern day pixel art?
Post by: Seiseki on September 01, 2014, 01:47:53 am
it's depressing...

We should do a challenge thread where you draw in a style you hate.. :lol:
Title: Re: Modern day pixel art?
Post by: Probo on September 01, 2014, 02:42:36 am
a lot of those games look cool and unique enough to me!
Title: Re: Modern day pixel art?
Post by: Mr. Fahrenheit on September 01, 2014, 03:48:17 am
a lot of those games look cool and unique enough to me!

Same, I'm all for fluid animation too.
Title: Re: Modern day pixel art?
Post by: yaomon17 on September 01, 2014, 06:28:23 am
In addition to the three mentioned by the original post, other games that utilize a different style are Vagante (http://vagantegame.com/), Laser Fury (http://forums.tigsource.com/index.php?topic=41628.0),
(http://media.indiedb.com/images/downloads/1/71/70896/previe_image_vagante.png)
(https://i.imgur.com/bu5edmK.png)

And something that is not indie, Azure Striker Gunvolt recently released for 3DS.
(http://www.destructoid.com//ul/274718-AA.jpg)
(http://www.gametoshokan.com/images/July_2014/Azure_Striker_Gunvolt_R_date/Azure_Striker_Gunvolt_R_date_04e.jpg)

Though speaking of the simple, fluid animation style, Crawl, Moon Hunters and Witchmarsh look pretty good.
Title: Re: Modern day pixel art?
Post by: Ryumaru on September 02, 2014, 12:23:29 am
 I'm not a fan. The quality of the animation is perplexing usually, too. Horrible pixel art with great animation. But hey, it works. ( for some)

It is kind of funny that pixel art is linked with an inherent nod to games past, yet this style never existed until well past the 2000's
Title: Re: Modern day pixel art?
Post by: surt on September 02, 2014, 07:02:23 am
It is kind of funny that pixel art is linked with an inherent nod to games past, yet this style never existed until well past the 2000's
The no outline, flat shading and smooth animation is suggestive (ignoring quality and stupidly blown up pixels) of DSI's vector stuff in Anotherworld and Flashback though so really this kind of thing should sensibly be vector rather than pixel.
Title: Re: Modern day pixel art?
Post by: Cyangmou on September 02, 2014, 08:05:10 am
Could it get more old school than Shovel Knight?

IMO it's pretty well done and captures the aesthetics it wanted to have beautifully.
Cluster wise it could be polished a bit, but hey it looks like a NES game (color restriction and size wise) while taking advantage of modern hardware (frame size restrictions, amount of tiles etc)

(http://yachtclubgames.com/wp-content/uploads/2013/10/Capture14.png)
Title: Re: Modern day pixel art?
Post by: rikfuzz on September 02, 2014, 08:40:47 am
The more styles, the better!  I'm just glad everything doesn't look like Habbo Hotel anymore. 
Title: Re: Modern day pixel art?
Post by: Indigo on September 02, 2014, 09:01:12 am
The more styles, the better!  I'm just glad everything doesn't look like Habbo Hotel anymore.

oh god
Title: Re: Modern day pixel art?
Post by: Pix3M on September 02, 2014, 09:47:08 am
Lol Habbo Hotel

I would agree with more styles being the better. I find that being an artist with multiple styles, while some of the more gimmicky "pixellated" styles might get some attention, it will also bring more attention to other things in your gallery that might not have the same mass appeal as your other stuff.

Though, maybe this may happen on a larger scale too and not just the individual. When I was starting out with pixel art, I once found PixelJoint but my tastes in art back 4 years ago when I was 18, and I was heavily interested in anime. I think most of us know PixelJoint, and I found almost nothing in the hall of fame that interested me. In a way, expanded my horizons that there's a world of art that I haven't appreciated yet.

Sure, I would not be surprised if most forum-goers here knock off these styles for the reasons we have, but they will indirectly bring more attention to the best of what pixel art can be.
Title: Re: Modern day pixel art?
Post by: Cyangmou on September 02, 2014, 11:29:26 am
Actually I don't think that Pixeljoint's Hall of Fame shows off the latest developments in terms of pixel art styles and there is a lot pretty bad stuff around because of the cycling mechanic.
This got already discussed multiple times, and I got tired of that topic. Pixel Joints galleries except the new ones which get cleaned every week/month aren't up do date. Fact.

On the other hand the observations and developments we make here at Pixelation are not really open to everyone.
Lots of good and informative material gets buried constantly.
If you haven't spent a long time here at Pixelation it's also pretty hard to find the few information jewels.
Next to this Pixelation is kinda small and don't has a huge impact outside the hardcore comm of this forum.

Compared to old classic games the newer modern approach of pixel art isn't that much different except... a lot of the noise got removed.
Cluster control for CRT screens it wasn't that important and if we look at graphics of not so well known games they look pretty noisy and hard readable on modern screens.
 
We also can't compare small indie games to triple A titles of their time which already had budgets of multiple million dollars.

On Owlboy and Chasm are people working who are well known in the PJ/Pixelation community.
They share a lot of our established ideas how pixelart has to look.
For the other games ... I haven't really heard of those artists being around in those communities.

Means on the one hand they might not have even heard of stuff we were discussing over the course of the last years.
On the other hand they might dislike the more detailled approach, it's to expensive or they aren't capable of getting that level of quality for a complete game.
 
And on top of that I don't remember any really successfully released indie games so far which were made just by experienced pj/pixeljoint artists (although I don't know every indie game).
Title: Re: Modern day pixel art?
Post by: NaCl on September 03, 2014, 10:54:15 pm
I personally really like the style. While I think it has roots in "retro" video game graphics, I do not think it works simply because of nostalgia. If anything, our childhood experience with pixel graphics predisposed us to "getting" the aesthetic, so that we can now build it out as its own thing.

I also think it is a good style for an interactive medium like video games (where movement is the essential aspect of that interaction), because it lends itself well to being animated. Not just because it is simple and relatively easy to produce, but because there is something inherent in it that allows the artist to capture exaggerated movements that are entertaining. The same is true for the "cartoon" style. These abstracted forms with very little rendering are extremely effective at capturing interesting movements. In other words, a single frame of this style is not designed to stand up on its own. It's designed to stand up in the moving interactive environment of the video game.

I see a sort of backlash of people saying it's a gimmick, overdone, trying too hard to appeal to nostalgia, etc... But if it's a gimmick it is an undeniably effective and productive one.
Title: Re: Modern day pixel art?
Post by: Seiseki on September 06, 2014, 10:12:21 pm
What do you guys think of Irkalla? (http://forums.tigsource.com/index.php?topic=35320.0)

(http://irkallagame.com/imgs/mockup_full_02.png)

(https://s3-eu-west-1.amazonaws.com/dhontecillaspostbox/irkalla_mainmenu_play.gif)

(https://s3-eu-west-1.amazonaws.com/dhontecillaspostbox/irkalla/irkalla_demon_hulk_running.gif)


I'm loving this style!
It's rough, no outlines, blocky shapes and flat shading. It also relies heavily on lots of animations.
Sorta similar to Sword and Sworcery and focuses on huge environments with tiny and slim characters.

You also have to take into account how easy a style is to manage. I think a style like this allows for more rapid development of assets, which will naturally appeal to indie devs.
It does what it's supposed to really well, it conveys the atmosphere with rough shapes and animations and the lack of fine detail let players themselves fill in the blanks.

Especially the animations give way more life to the game than a well designed static image that might be more detailed and of higher quality.
So it does make sense to focus more on animation than detail.
Title: Re: Modern day pixel art?
Post by: Mr. Fahrenheit on September 07, 2014, 02:18:50 pm
Yeah I agree Seiseki. For me personally I almost always like the rough sketch someone draws when working on something more than the finished drawing because it loses some of the sketches magic. This style seems to retain some of the sketchy style that lets the viewer fill in the details as you said.

Also, animations will tell you much more about a characters personality than a perfectly pixelled character, that follows the same animation template that every other sprite follows, could ever.
Title: Re: Modern day pixel art?
Post by: AlcopopStar on September 13, 2014, 02:45:57 am
I adore the style. It's much more focused on aesthetics, colour balancing, silhouettes and design over any fine rendering. It's also super economical to make, as someone working freelance on a roguelike that has decided to go for a more rendered path, it's painful to watch how painstaking every part is to do. I look at something like Buch's latest work:

http://www.pixeljoint.com/pixelart/88639.htm (http://www.pixeljoint.com/pixelart/88639.htm)

And gosh. it's fast, simple, bold, readable and you can add new assets at a goddamn lightspeed. And since it has so few moving parts it can be very simply and fluidly animated.

It's also using pixel art as an aesthetic within itself rather then just a medium. The edges are clear and defined, it's not using sub-pixel techniques to hide what it is. This is why some people misconstrue it as retro. It reminds me of the way that low poly art has come into it's own by focusing on form, lighting and colour.

So yeah, big fan.
Title: Re: Modern day pixel art?
Post by: Basketcase on September 13, 2014, 08:28:30 am
All those examples look quite distinct in my eyes.

My judgements:

Hyper Light Drifter: love it
Irkalla: love it
Super Time Force: quite like
Broforce: it's okay
Titan Souls: meh
Fez: the only one I played. I really enjoyed the game's atmosphere. Success.
Gods Will be Watching: dislike
Shovel Knight: tolerable

Haven't seen the others properly. Screenshots provided are blurry as hell.

I think I agree with AlcopopStar about the goodness of the burgeoning bold, flat, fat-clustered style within 2D game art. More please.
Title: Re: Modern day pixel art?
Post by: Seiseki on September 15, 2014, 09:27:41 pm
Makes you wonder where pixelart might go in the future..
Anyone care to make any predictions?  :crazy:
Title: Re: Modern day pixel art?
Post by: yaomon17 on September 15, 2014, 11:53:29 pm
   Near future probably would go back to traditional mixed in the special effects like lighting from software like Spritelamp and other transparency stuff. Modular animation might also rise. I'm saying this not because it would be better, but with games needing more content to stay competitive in the market, producing enough hand drawn art will get progressively more difficult (not just because of the quantity, but also because taking a long time on a project will often result in the project being cancelled). Games that use methods to ease the process will probably be more likely to be completed, regardless of success. The "going back to traditional" part is me thinking this whole simple style is a temporary trend. I'm sure with the release of games like Owl Boy and Chasm, people will start to revert back. As for further into the future, VR with the Oculus Rift will probably become pretty huge. I'm not quite sure how pixel art could fit into a VR game. The most popular instance would be the textures for Minecraft so I don't think pixels will get too associated with VR. As for more traditional gaming, I'm sure another sort of pixel art trend would pop up further on into the future. Perhaps it would be the opposite of the current one, very detailed and large art with very little animation.