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These are just incredibly basic, and oft repeated, pixel art 101 guidelines. And, quite frankly, some of those tips are what I consider bad advice (e. g. a pixe
by spankibalt 11mo ago
These are just incredibly basic, and oft repeated, pixel art 101 guidelines. And, quite frankly, some of those tips are what I consider bad advice (e. g. a pixel artist has to deal with color theory as much as a character artist or animator has to deal with anatomy; a good understanding of color theory is also necessary to nurture good taste in the first place... so the quicker one gets into that, the better).
Also, just like in coding: Constraints don't hide your flaws (per se); you fuck up, people will (let you) know. And pieces in constrained environments can be much, much harder to pull off.
I had hoped for something closer to the intersection of pixel art and graphics programming. Well, maybe in the future.
- Daub 11mo ago> a good understanding of color theory is also necessary. Agreed. I would also speak out again the uninformed use of pre-configured color combinations. As someone who teaches art/design these are the bane of my life… students use them as a replacement for color theory. A designer should at least know how to parse a color into its hue, saturation and lightness components. Most everything else should follow naturally.
- __loam 11mo agoIt's for an uninformed audience so it's not like it's supposed to be some deep insights
- gyomu 11mo agoI hate to be that guy but the quality of OP’s showcased pixel art is pretty mediocre. Strikes me as someone who’s still learning and figuring things out and not in a particularly solid position to teach others.