3 ms·
Your two examples are horrible examples. Celeste is truly a pixel game. It uses pixels as an art style, but spending any time with the game reveals its complexi
by philistine 5y ago
Your two examples are horrible examples. Celeste is truly a pixel game. It uses pixels as an art style, but spending any time with the game reveals its complexity.
- The resolution of the game is detached from the pixels, allowing them to be squished and squashed.
- While it looks like they’re reusing assets, they really aren’t that much. A ton of areas have unique pixel tiles.
- The code is complicated and complex; the physics and control are astoundingly advanced.
- It has beautiful high resolution drawings of characters and cutscenes.
- The music and sound is full fidelity.
- Celeste is running on Unity, which is probably the biggest reason for its large size.
That Castlevania game has a 3D main character, with Retina quality textures. Since it’s made for Apple Arcade, it has to support a 4K resolution for Apple TV, meaning all the game’s assets have to look reasonable on a screen at that resolution. The main character alone must weigh a couple megabytes.