I realize in hindsight that mentioning dead cells was probably a poor choice since they used a 3D workflow for the animations (although as far as I've understood it the environment is 2D and the animations are exported into sprites). But I didn't really think about it at the time and just looked at games in my library that look fairly complex and blasphemous and dead cells were the ones I had :) Another thing that has been commented on and that I really regret talking about is how much easier it is to animate in pixel art. This is so true, an animation that took me 5-15 hours could essentially be finished in like 1 hour because of how easy it is to reuse frames. And frame by frame animation in hand drawn is really quite tricky, With that said, this is why rigging is so commonly used in HD art and while it probably still is worse than pixel art, it would make things easier. But ye, I probably should have talked more about it cause it is worth considering depending on the game you are making.
So far I've found them similarly difficult to animate, just because Drawing takes a lot more animation frames to look right whereas a small sprite only needs 1 or 2 frames for the same action
I whole heartedly agree that pixel art is a medium rather than a style as many people refer to it, but I do find animating with pixel art to be simpler since you're sculpting the frames rather than drawing them. This means that you can build off of the previous frame rather than draw a completely new and unique one.
Yes, this is absolutely true, I should have noted this, good of you to point it out. animating handdrawn is a horrible experience whereas animating in pixel art is actually kind of fun :)
@@Nonsensical2D I've starting practicing pixel art recently, bought cheap a good course of it in Udemy, paused a bit at the start to just experiment with the initial stuff and see what could I make with my current limitations and already made 2 simple animations, more gifs than anything, nothing fancy but I did enjoyed the proccess quite a loot, while my previous attempt and hand drawn bassics where just frustrating.
As a profesional pixel artist i have to thats not exacttly right if You look Games like shovel knight sure. Yet if You look for more hi bit Games like berzeke boy or blasphemust the bigger the Sprite the harder and more time Will take to do animations i work with sprites. Bigger than 100*100 for animations and i found My selft like doing frame by frame and drawing from scrash many frames
@@RaphaWasHere since I'm here might has well take this opportunity, do you know where can I find good examples of pixel art to copy and have a practice? I've been searching for myself but I would be lying if I told you I'm not afraid if biting more than I can chew right now.
Pixel art doesn't require the same degree of mark making skills (hand coordination) as digital painting, so it is easier in that regard. However, it takes simplification of shapes to an extreme because of the size of the pixels relative to the scale of whatever you are painting (I guess limiting yourself to a very large brush in relation to your canvas would force you to simplify shapes at a similar level). And then all the same art fundamentals still apply regardless of your medium of choice: form/construction, proportions/anatomy, light and shadow, color, rendering textures, composition, and--depending on the projection you use in your artwork--perspective.
I agree, so the logical conclusion is that pixel art is EASIER than handrawing. By far. I've done both. This video is ridiculous. It's smelling their own farts. Yeah it limites the colors, shapes, lineart and many things but that also make it easier as your range of choice is... limited! I repeat, I've done both. No fucking way pixel art is easier. i'm sorry. This is echo-chamber thinking. This is gamedev subreddit in 2012-2014 when lots of morons used to post titles like "gamedev is the most difficult thing in the world" "john carmack had to quit gamedev fulltime to spend time crafting rocket... so rocket science is easier than game development!" Stupid, stupid way of thinking. There's a reason pixel art is the first choice of indie devs. Because hand drawing requires thousands of hours to practice to start being decent unless your're naturealy gifted. I was naturally gifted but I still had to practice. The excuse the dude on this video gave is "you have to apply the same principles, fundamentals in pixel art as in traditional art" yeah, but it still implies you have to apply those fundamentals in traditional art, per the same argument. Whatever you have to use in pixel art, you have to do so too in a piece of paper/tablet free drawing with your hand, but the latter is way harder.
@@Afreshio. Pixels are easier to make thats why many indies make pixel games and guess what they look shitty as fuck but pixel art is fucking difficult to master. There is not many pixel artist that can make owl boy level of pixel art. it takes forever... In handrawing art you have shit tons of space to work. You can do a lot of great cluster with just brushes alone. In High quality pixel art its you that need to create the texture via pixels. You make the cluster not the brush... Imagine how hard to do high quality pixel art.
Using a large brush is exactly how it is suggested to approach loose painting styles like impressionism, or to achieve a looser style. As an artist that has drawn pixel art, painted impressionism, and hand drawn hyper-realism, I agree with you.
With pixel art, however, it's much easier to make good animations. You can make many more in-between frames much more easily because you only have to move individual pixels rather than drawing out entire shapes. You can make smears much more easily because the shapes are simpler. And particle effects look much much better in pixel art with minimal effort.
I definitely should have mentioned animations, because as you say it is signicantly easier to do animations. But I think that is also why a lot of people do rigged animations in 2D instead of frame by frame, its an interesting topic which would have been nice talking about :) I personally really don't like making particle effects in pixel art compared to hand drawn (but it is probably just personal bias there)
Depends how complex the hand drawn sprite is. If it is the same complexity as a pixel sprite, I would say it takes about the same amount of time to animate. There is skeletal puppet animation if needed. Also, think about skill level and how that effects the speed of how long it takes you to animate or draw a sprite.
Hey I have a question if you don’t mind, I have no artistic skill whatsoever but I’m trying to make a pixel art game. Not because I think it’s easier but just because, to me, it’ll express the game better. Also, pixel art games have been one of my favorites since forever ago and that really motivated me to make one. I have a full story ready. I have boss ideas ready. My coding skills are… nonexistent really haha… but it’s been super super fun learning coding. I’m trying to make a 2d pixel art game, and so I’m here to ask, should I continue with pixel art? I have some people who are willing to help draw things and make it easier. Coding will be a pain. Everything will be a pain since I’m really a freshman to all this almost. Is pixel art the way to do it? I’m keen on doing this, and I honestly believe that I have a semi-enjoyable story. I’ll work on it, make it better of course, and have people review it, but I do think I have some good “lore.”
@@EEEEEE-wx6wp I understand that you want to make a Pixel Art game because you feel that's the correct aesthetic for your game, but with your limited confidence in your artistic skill, it's definitely better to hand-draw your assets. You will get a lot more mileage out of your creativity if you just hand draw cute little characters, and backgrounds, and etc. Pixel art requires a lot more precision and skill than people understand. Anyone can hand draw assets that look passable, but bad pixel art is glaringly obvious. I truly believe that the only advantage that pixel art gives you is that it's incredibly easy to make very fluid, dynamic, and seamless animations with it compared to hand-drawn. If you have limited artistic skill, don't care as much about seamless animations, and have truly no experience with pixel art, then I would recommend just doodling out your characters. You might even find that you like it more. If you're still sold on Pixel Art for your game then the other option would be to either 1. Hire artists, 2. Buy assets online, or 3. Find free assets online, and then take those assets and learn to animate them yourself. Because the hard part of Pixel Art is creating it. After it has been created it is very easy to animate it. Give it a shot, watch some animation tutorials. I'm sure you can pull it off. The animations don't even need to be that complicated.
@@Vesdus Thank you for replying. Pixel art seems like the way to go for me. I’ll definitely check the other styles there are, as in hand drawing things, to see what I like best. Animating will be fun to learn, I’ve seen some interesting things and I’m excited to learn that. I see the characters vividly and clearly in my head, I just need to… well.. express it artistically. It’s like having story but no words to write a book with. I just need to learn “words,” metaphorically speaking. Thank you, this has helped me a lot.
I actually love the high res pixel art style! It’s the awkward child mix of hand drawn and pixel art, which makes it all jagged and odd yet surprisingly freeing. I think it’d be funny to try a high res art style with Shovel Knight’s 5 color limit per sprite kinda like the old days.
This channel + Thomas Brush have become my favorites for artwork/game design, always keep me motivated to push forward when I’m frustrated. 🙏 Thank you.
Hi, pixel artist here. It really pisses me off when people think pixel art is 'primitive' and 'takes no skill'. Absolutely NOT. Standard 2D art is way easier! At this point it's clear pixel art is its own separate medium and takes time to learn, same as any other medium would. This stuff is not as easy as people like to think, not even close
There is a small timeskip at 1:35, but I still get your point. Like another commentator already mentioned, the biggest advantage of going the Pixel Art route is animations. These can be a huge time sink depending on the game you're making. I once tried drawing a very simplified version of Rivals of Aether (a fighting game) for a single character and doing it hand-drawn style was so time intensive, even with all the technological shortcuts of Krita. But doing some sprite work with mostly copy and pasting shapes in Aseprite was considerably more doable. Still a lot of work, though. Good video, as always!
Thanks for informing, I checked it vs the original and it is a small audio bug I say "the same environment" but 'same' got cut out when exporting I think. Ye, I think handanimating is generally not advisable in terms of speed xD. But rigging is generally quite a decent approach in terms of speed if doing HD. But I should definitely have mentioned it in the video.
@@Nonsensical2D The Cut-Out/Rigging/Skeletal Animation could be an interesting topic to explore. Have you done a video on that or is that something you are less interested in? Thank you!
As a pixel artist, I appreciate this. It's frustrating that people seem to think something that requires a lot of skill especially to make look good is easy. It isn't, the reason so many indie games end up looking worse for wear is when they use pixel art to try and make their game look better without understanding it. They would of been better off just doing hand drawn art!
Agree i like to do pixel art but when is bigger si like man how can i make u undersstand that if You ask for good qualitty art and fast ? They are not exacttly going toguetter
As someone who isn't an artist and thinks making art for a game seems like an almost insurmountable obstacle I agree with this. It seems like there are a lot of pixel art games out there that seem like they had the same problem I have and decided to pick pixel art because they thought it would be easier and that just seems crazy too me. I've tried making some pixel art and it looks significantly worse than when I try to do hand drawn art. As was stated in the video pixel art is extremely punishing and at least for me is is very hard to identify exactly where the problematic element of an image is when using pixel art.
I agree, I don't like how the video seems to claim that hand drawn is easier though. I feel like this video swung all the way in the other direction claiming that simpler hand drawn styles are easy and don't need much effort to look good.
I think I'm doing better at pixel art than I would at hand drawn. It's a learning curve for sure, but I can actually learn how to fix pixel art versus fixing my inability to draw. I've never been and never will be able to draw, it just doesn't click for me.
I do on a few occasions use some terminology a bit loosely, (such as referring to 1080p art as hand drawn and accidentally calling downwell 1-bit, but hopefully it's clear nonetheless). I'm afraid that the video perhaps got a bit too fast paced at times, I'm going to try and test a new approach with the next video, but hopefully this didn't get too tiresome to listen to.
I process information pretty quickly in general, i watch most videos at speeds of 1,25 to sometimes even 1,75. I've never had any problems following your explanations, even though i'm pretty unfamiliar with gamedev lingo. Your explanation, pronunciation and pacing is really solid. You do make a lot of points in quick succesion but by coming back to the main point often it becomes clear imo. All of this to say that for me the videos are great. For people with less proficient English it might be different though.
@@Nonsensical2D I agree, if it would be past, people can stop it or slow it down. I personally learned Blender from Lazy Tutorials of Ian Hubert, which are 1 minute videos shrinking several hours of content, and without them I am sure I'd have never learned blender. So fast pacing is never bad :D
To add some extra data for people considering the different art styles, coming from regular digital art, I decided to make my indie game pixel art. I started learning pixel art and using aseprite at the same time, so my steam aseprite "play time" is a pretty okay representation of how long it takes to make pixel art, if you're considering swapping to it from regular art. So far it's taken me just shy of 700 hours to draw the trees, tilemap, ui, and plants for my 360x180 game. I'm proud of how it looks though :)
A few years ago i only played AAA 3D games, playing sidescrollers seemed ridiculous to me, playing pixelated ones even more so. Then i saw Ori and couldn't resist, the magical designs, gorgeous visuals and brilliant music pulled me in. I beat both games 100% in about 4 days and fell in love with sidescrollers, and metroidvania's in particular. Looking for more of them i quickly discovered that many are in fact pixel art. The likes of blasphemous, carrion, moonscars, death's gambit, mo:astray, haiku and tarnishing of juxtia quickly changed my mind on pixel art. I still love the hand drawn aesthetic most but i've grown very fond of pixel art too. Especially when combined with particle, fog and lighting effects to make it look more cinematic. Games are art, not just entertainment . Ori made me realize that, and many games i played afterwards, mostly indies, have solidified that point. Pixel art is no lesser than the other forms. Only thing is how well it's done. And both pixel art and handdrawn can look great or bad, depending on the artist
Definitely agree, I think Ori was the first modern metroidvania that I played as well. I think it is probably still my favorite (blind forest that is, I weirdly enough kind of preferred it to will o' the wisp). and I agree, there are lots of pixel art games and styles that I am really fond of, but I really don't want people to be afraid to pick up hand drawn :)
from my experience, i can say that what makes something look pixel arty is definitely the shapes, when you do very readable and very geometric shapes such as squares, circles etc. it sells the idea more of the pixel art. also something that help me a lot, is doing color ramps before doing any piece, when you make color palettes (using hue shifting), I always try to connect or cover more colors from the colors that I already have put on the palette, that way it gets easier to actually shade stuff, and it will overall make the scene more clean in a way.
I like this video a lot - It showcases the effort put into pixel art and also makes handrawn more 'aproachable' to those who might want to give it a try. As a pixel artist (hobbiest) , here's my humble opinion on the subject: Pixel art is a medium born of restriction, which is either a blessing or a curse, depending on the artist. I personally love it - it freed me from the choice paralysis I had with hand drawn and gave me a basic framework to start and build upon. Pixel art is accessible with high skill celling; it's the art of telling more with less, and I find it very creatively engaging and just... fun. (also, mind blowing at times. I have no idea how the devs made SHOVEL KNIGHT look so visually rich in such low resultion, but they are a huggeee inspriation) I think this is why I liked your video, because it showcases the idea that there isn't "hard" and "easy" art, just art befitting the artist. I kind of want to recreate the scene at 4:40 from zero in pixel art (with your premission, of course!) I don't really think as a digital handrawn artist (I sketch with penciles sometimes but I mostly work w pixel art) and I wonder how the differnt mindset and approach effect the results. Also, I just want to say I love your channel!!! I find your tips very helpful even if we work in differnt mediums, and if not that then the video is always interesting and so well produced I feel inspired by the end anyway. Keep up the excellent work!
Ye, this is pretty much my stance as well. Weirdly enough I kind of get choice paralysis when doing pixel art, I think some of it is just practice :) Yes I'd be totally fine with you recreating it :) , I do want to note one of the important aspects though which is time, the scene is still quite far below what I would consider 'the best I could do', but I really don't like the idea of releasing stuff that is so worked on that you couldn't possibly make a game out of it. I think having a mentality of quick but decent enough is quite important as a 'solo game artist'.
The points in the video almost convinced me, i mean it convinced that the skill floor of these mediums are way closer than what i used to imagine, but i still think it's easier to use pixel art for 2 factors: . 1st is that it needs way less actual drawing to convey the same information. In a medium canvas size pixel art, independent of what size it will appear in the screen, is quite easy too make a rough think and make it look good with a few twiks. But argue if is something like 8x8 with 4 colors is a hell to draw somethings, and a giant multi color sprite (like blasphemous) it becomes harder than hand drawed sprites. Because of the amount of shape nuance. Too much is hard to notice what you got wrong, too few most things will feel wrong. And it is discrete, like how with binary prime factorizing and sqare root are as simple as multiplying. But the numbers end up being giant monstrosities and you don't have a lot options with regular sized numbers. . 2nd is fluidity and balance, a pixel art is like a sculpture. So you can make something good that looks like it has a good movement even without much training because you have less shape nuance than a traditional drawing and for animation just a pixel is as perceived huge movement, but it has few actual movement. You don't need to go do gesture drawing or copy a few seconds of lot of movie to train good movement. Most pixel art animation you can just learn the 12 principles then follow your guts.
I was starting out in learning game Dev. I researched Game Dev. Art for a very long time, those is what I get: 1. How to draw your BG for your game 2. 3D Art such as Blender 3. Pixel art 4. Little about Vector art directly from illustrator Nothing about hand drawn art which is what I am good at and nobody discussed about it. I thought you know what Ill create it myself. Some 2D good art not pixelated. As a beginner in the game dev. world I panicked that nobody saw this as art for a game. Here Iam seeing your channel talking about it. So thank you. Salam!!
Ye, I agree there aren't that many that do hand drawn, you have Nic the Thick (who does more devlog style), Andrew & Giacomo Pinnical (who do a mix), and then Trent Kainuga, but I agree, there are a bit too few both games and game developers that seem to want to do hand drawn :)
I have been looking for this type of content for years. I am an illustrator and I started digital like 8 years ago. I have been studying illustration hard over the last few years. I have always wanted to make a videogame for various purposes (Including increasing my portfolio and dev knowledge). I am gonna binge all your videos!
I realize it's been one year. How did that work for you? Were you able to learn enough to create your own assets? I ask because I'm starting on the same path.
@@LucasAmoedo ps1. I have also tried to do more traditional 2d art with a tablet. I did dabble with some drawing in the past (never had provessionall lessons though) and the biggest hurdle for me was lack of technique with my line art.I came to conculsion that I would have to do a lot of practice of my fundation to make it work (even if I were to do some line assits things while using it). As I am a one man, who does this in his spare time, after my day job, it would be simply to big of a time investment for me at this moment. But maybe one day...
I found handdrawn art so impossibly harder then pixel art, until I finally looked into some digital art brushes, and my god does it change the playing field.
I agree, but i also think it's important to say, brushes won't make the art look good, the artist will. If a beginner is reading this, focus on practicing art, learn your anatomy, your color theory and stuff like that, don't worry that much about brushes.
A indie game i know just straight up implemented hand drawn art to the game. The art looks like it is sketched but in oil paint, it doesn't blur colors very much, and it certainly attracted some crowds including me.
thank you for this video! i’m slowly working on a game and doing some hand drawn art since that’s what i’m used to. i keep thinking that pixel art must be faster and maybe i should switch- but of course it’s another style with its own challenges and time issues. this was reassuring to watch.
Look, you have a hand-drawn art and downscale it to small resolution, and say it doesn't work - that's not pixelart. Of course it doesn't work. If you were making pixelart assets from the get-go, you would make different creative decisions, and the overall design would be different. Just like you _can_ translate an ink wash into oil painting, that's a very misguided approach. They're just different media, and need to be approached in different ways.
Cuphead is a bit of an outlier in a sense but kind of also make my point. Pixel art often adds a lot of restrictions that can be hard to follow, and the ability to skip those restrictions when doing hand drawn can often make hand drawn easier. But the creators of cuphead went kind of insane and added a lot of restrictions to hand drawn instead, and literally do traditional paper animations, I actually kind of can't believe they managed to put it all together as well as they did xD
I think one of the draws of pixel art is that it's really easy to go back and edit things, as you're locked to a grid, so you can always make things line up nicely with hand-drawn art, it can be hard for beginners, because without stroke consistency, it'll be hard to get it to look right because of that depending on the style you're going for stabilizers and straightening tools do work, but I've found they often either take away control, or make it look less organic and natural, without actually solving the core issues
I appreciate this. I've been trying to consider the art style for a game I'm working on, and while I'm not sure if pixel art is quite right for it, I was shying away from hand-drawn because of how much more complex it is. This video helped me realize that perhaps I should dig more into the hand drawn route before I dismiss it.
If you do pixel art, your game will most likely be ignored by 99% of people, unless you become godly good at it which takes like 5-10 years. Whereas, hand drawn people will flock to your game even if your hand drawn isn't super good, but just passable.
Dead cell if I am correct was actually made not as usual pixel art, but it was made with 3d animations, that were than transformed to pixel art with a filter.
Just started making a little platformer to test some things out. I made a few games with my brother, and he is really good at pixel art, but this time I wanted to do the graphics myself. I am not good at pixel art, but I am good at normal art, so this video helped convince me do go hand drawn rather than pixel art. :3
This is exactly the narrative in my head trying to figure out how to draw my game art. I want to do a non pixel game but the freedom is crushing. I can’t yet visualize things well without pixel space for some reason. The restrictions help me be more flexible with shape and color. Hopefully this will resolve itself as i practice more.
Ye, I've only seen it refer to the character itself, so I believe the environment is drawn, but from what I've read on the 3D process it is definitely much more complex than a sprite sheet, its just more flexible once finished :) From what I recall they even started out with a sprite sheet before they made the 3D version
I decided on a pixel art style for some coursework and I definitely think it's more difficult - the kinda mid-pixel style I chose made it really hard to animate. I've basically been drawing my animations and then frame-by-frame pixeling over them, which is not ideal but I haaate animating pixel art as is
Good thoughts, I've been trying to decide the variety of art for my game, and I've mostly been making pixel art for that sort of project, but come to think of it, it takes as long or longer to make decent looking 16 bit textures compared to HD textures in procreate. With pixel art you can meticulously tweak every detail... but you also kind of have to, and it's surprisingly time consuming.
I still on a quest to find someone to show the whole process from the beginning of the whole process form map layout to everything and how they did it and i mean everything not to us it as cheat but as a guide for i suffer from Memorie lost and have to have a lot of note to do anything but want to make a full game and want a real guide to one point to another as a good reference without any lost information to go for help. Please could you do this with the game process you are making that would be awesome.
i used vector art for my most recent games, so maybe you should discuss vector art. (by the way: great vector art - like Material design icons - uses a grid so that straight lines are perfectly pixel-aligned when shown in the intended size or an integer multiple of that size)
Hi, could I get the name of the app you used to make pixel art ( Pixel-Perfect it's called I think ), I've been doing my search to find it and maybe this is because Pixel-Perfect is not the name of the app you use
I might perhaps use short snippets of it in general videos. But I am becoming more wary of doing art analysis of single games, They generally require the most amount of work of any videos and people usually don't want to watch them. It's definitely an interesting game though so I'm considering buying it.
There's something about the personality of paint that is great to listen to. Subscribed. Love this video very much. All the work you put into converting your art to the different styles is fantastic and crazy helpful
You make really good points. I don't draw, but I am thinking of learning pixel art (game boy style) for my next game. I think if I stick to a simple pixel art it's still easier to pull off then regular art. And players are more forgiving as well.
As a player I'm personally not very forgiving of "bad" pixel art (or any kind of art style I don't like). I'll get over it if the rest of the game is engaging enough, but I won't say "oh it's pixel art so I don't care". However, making something look decent doesn't have to be that difficult. Here's what I want you to keep in mind constantly: - readability, both from a gameplay standpoint of things not blending together, having contrast or any way of telling things apart at a glance, and from a recognizability standpoint, someone who isn't you needs to be able to understand what you're representing and you need to know what the object would look like realistically in your head. - consistency, assets need to have a consistent resolution, there needs to be a logic to how you draw things and what things you draw in what style. Understanding the rules of how you drew something (outline, shading, texturing) and them applying them consistently so things look harmonious.
Great video, im quite a fan of the technique where you use 3d models and flat colors for everything then use post processing or shaders to lower the resolution down to pixel art, I know dead cells does this a little bit, but i want to know your opinion on the technique as a whole?
from what I've read the upfront costs are a bit high. and that kind of makes sense, 3D in general tend to have moderately high up front costs, but the benefits generally come with scale. So for games like dead cells it makes total sense, they need to make an insane amount of animations, lots of different weapons and types of attacks, lots of different enemies and making those animation by hand would be insane just due to the sheer volume. But if you have very simple enemies with attack animation consisting of only three frames, then I think that doing them by hand would be significantly faster. So i would approach it from a "expected time" to develop. If we assume the 3d model and system takes 200 hours to develop and if for my entire game I only needed to make about 120 animation frames, then I would probably do it by hand in aseprite, since I could make 120 frames in less than 100 hours. but If I needed to make something like a 1000 frames, then that upfront cost of 200 would eventually pay off, plus it will be significantly more flexible once you have it.
Personally when I make art I use a lot of math, not like I'm crunching numbers or anything but I'm using geometry and ratios to make my art look cohesive. This process of creating art by geometry is what is easiest for me as a programmer, since it makes the art more logical rather than subjective. It gives art a "right" answer as to how to do it. Which is why I gravitate towards pixel art. In pixel art if I want to make a circle with a diameter of 10 pixels, there is a correct way to do that to make the circle look the most circle like. With hand drawn art though I feel like throwing in perfect shapes like that never looks good, its easy to just go use a circle tool in any drawing software but it's so easy to tell and it looks weird. I think I like pixel art more because while one wrong pixel can make something look wrong, I know that it is wrong and that it needs to be fixed. With hand drawn art though I feel like one person may think that it looks wrong while another thinks it looks fine. That's my take on it but I'm no artist and my comment has already gotten quite long. Hopefully someone gets what I mean though by saying that I like to have my "right" answer in my art lol
Wrong. There are principles like perspective and fundamentals in anatomy, and something like shape design to help you get the proportions and perspective right. You can play with that if you're experience enough, but that's another thing. Cartoonist do this everyday. But it's noticeable when there's a mistake in perspective and anatomy that makes it look off if you account first for the art style of the artist in question. If you have your eyes training is glaringly obvious. I'm seeing this shit take on AI "artists" outputting crap and saying is the best shit ever, not even noticing the glaring mistakes. But that's on them for not studying some fundamentals first and thinking writing some prompts makes them an artist. BTW I know what you mean by using more geometry and perfect shapes in pixel art. But you can do so in traditional art. You just lack the know-how and knowledge in art history for example, but there's definitely a plethora of artist that use them. There are tools to draw them, in digital and traditionals arts (like rulers!). But I also get it that many people start with hand drawing and traditional art (especially is using color, which is another dimension by itself) and can feel the world is too fuzzy, there are not many guidelines (which is a given in pixel art: the super small damn grid), and it can look intimidating. It just takes practice and knowledge of fundamentals. Then you'll know how to draw your own guidelines, grids (if you want), special tools, etc.
How can we learn hand-drawn art for games? I am learning drawing from 0 but any of the resources that I follow has noting about game art. Usually focuses on comics or portrait drawings etc.
Hmm, I think what I generally believe in is to just try and draw/make a game and apply what you know, and then as you encounter problems you iterate and iterate until you slowly improve. This way you will largely look up how to solve problems that you are actually having, and so most of your improvements directly impact what you are making. There is a risk that when you just casually 'learn' game dev by passively looking and practicing, that you learn a lot of skills that are cool, but don't really benefit you in the game you are making. With that said, there are a few decent resources and youtube and stuff and I actually recommend watching pixel artists talk about art but then apply what they teach to handdrawn. So some examples are: AdamCYounis, Saultoons, Reece Geofroy, Pixel Overload.
This was also a huge issue for me as well a long time ago. But at the end of the day, some rules used for pixel art assets came in handy for hand-drawn assets, by setting up a tilemap for hand-drawn assets.
Just gotta point out that Dead Cells isn't pixel art, it's actually 3D rendered to look as if it's pixel art. Still agree with your points though. Also good luck with your game!
Non-sense. A person who is equally unexperienced in both styles will find much faster success in pixel art. Nobody ever said that making good pixel art is easy, but it most definitely is easier to get started and to make progress. You can take it step by step and start simple and work your way up from there by adding onto your pixels and tiles. You want to make a statue? Just take a statue from some other pixel game as reference, it already has the correct pixel format! With hand drawn art you have to design it all from scratch. You also constantly have to think about the entire canvas as a whole and there are so many pitfalls... Your entire argument is built upon your assumption that your own art looks good, which I just disagree on. It looks okay. It looks like doodles. I'm not trying to be a jerk here, you're the one who came forward with an aggressive, offensive statement, so you also will have to take the backlash. Let me give you a few examples what I mean by "pitfalls". Let's look at the scene at 6:45 for example. The main rock platform in the middle has rich detail and shading along with thick black outlines. Now the small floating platform to the right would be equally important from a gameplay perspective but the line weight is completely different. In pixel art it's much easier to stay consistent with your lines since you're always working on a grid. Or take the green stems/vines in the foreground. How can they possibly look so flat and low in detail if they are closer to the eye of the viewer than the very detailed rock behind it? Same goes for the small green flower to the right. The line weight here makes it look equal to the floating rock platform. Does that mean you can also stand on it? You say that you can get away with more in hand drawn art but that's just a lie. It looks bad and causes confusion. You're just fabricating an argument to try to prove your point due to your bias. And in general, in most of the argumentation in the video you are putting the horse before the cart. You take a hand drawn scene with lots of natural shapes and try to convert it into a pixel art scene while constantly trying to tell us "Look! Look how hard it is!" But in reality no pixel artist would ever construct a scene in such a way in the first place. Your entire approach is wrong. Good hand drawn art is incredible hard to accomplish and only very few games actually manage to achieve a level of quality that makes it look good. Anything below will just look meh. Meanwhile even just medium-level pixel art looks completely fine. Of course, in the end it comes down to the definition of 'easy'. It's all just relatively speaking. The statement is not supposed to be an insult to the craft. Making art is never easy but if it's about making a decent looking game then pixel art is definitely "easy-er".
Hi, You raise a lot of points that are interesting to discuss, and I've gotten a few other 'similar' critiques and comments on this video as well. But rather than sitting and answering each individually, I'll probably do a video on the topic and the points you raise. Hope you feel that is fair. Thanks!
i think the main decision you owuld have to do when chosing either pixelart or hand draw, is hoqw much time you wanna spend animating, because while pixelart can be easier to understand at a basic level, when we get to animation its a whole other world, while i would argue that hand draw and 3d have a much easier time translating their images to movement.
Are there any good tutorials on developing a simple hand drawn style? One advantage of pixel art is that there are so many resources available to learn
Hello sir! Your videos are great. As someone who identifies as a non-artist, they are very helpful. I have found that its indeed "easier" to do hand drawn than pixel, especially when the resolution is somewhat bigger. Still, I have one problem with hand drawn (raster) art. Namely, I can't figure out how to make assets to an exact size. When I use vector art, its very simple to make something exactly 256x256, for example. But when I use something like Sketchbook or Fresco, I find that the only way to control the size of what I'm drawing, its by setting the canvas size. But thats bad :/ Do you have any tips on this? Maybe some software I could use? Thanks!
Hmm, why do you feel like setting the canvas size is bad? With that said, if i am making several drawings in the same document i sometimes turn on the grid feature so that you get a grid with 256x256 squares to draw inside. I have a video on kind of this topic called ”what size should your assets be”.
@@Nonsensical2D Good point, I should've elaborated :) Basically what I meant is that if I set the canvas size to 256x256 to draw a bush, for example, I only see that bush and I can't work on composition of the scene. Whereas with vector graphics, I can have my whole scene on the same canvas, and I can adjust the size of each element individually. The grid sounds like a useful tool! There probably isn't a way to make something snap to it though, right? I.e, still need to eyeball the outer areas to make sure you are not "painting outside the lines" (although I guess you can get pretty close still)
There are snap to grid features that should be able to help in most drawing softwares. As for having your whole scene on the same canvas, I personally don't think it works that well with raster graphics, I do quite often have them in the same canvas, but I generally avoid setting up the scene due to scaling issues as you mentioned. But I think that if you just set up your scene really early on, then you can go constantly back and forth between the scene and the drawing and kind of get a similar effect, it won't be perfect though. But you can see me do it quite often. I think my "ghost song art analysis" video mentions how I do it in practice. @@CherryPoppinz
Lovely, thank you very much for the reply and the insights :) I realize I am probably making "perfect" out to be the enemy of "good enough". I'll try and watch that video and follow your other tips! Thank you for the content as well, there's not that much out there in this space, much appreciated! @@Nonsensical2D
i've been drawing pixel art and building in minecraft for years, i know how to manipulate individual pixels to get organic shapes, but i don't even know where to begin to make hand drawn art.
I think generally you don't want to build your art step by step with building blocks which you might do with pixel art and Minecraft buildings (though I don't recommend this for pixel art either). I think generally you want to try and just throw something onto the screen, avoid having a blank canvas, and then you step by step fix it by redrawing or drawing on top of what you have already done. What I'm essentially saying is just start with a sketch, don't worry about it being ugly, it's kind of supposed to be. It's easier to fix something when you have something to fix.
the only problem i have its principally the looping of the art. how do you do it with handdrawn art? i can imagine myself drawing all scenes completely by hand with each individual asset. But i cant also use it like copy paste of sprites because then it just would look repeptitive but not transitioning. how do you solve this problem? and how do you transition between scenes?
Hmm, games like hollow knight, tails of iron, or what I'm doing don't actually loop art using any parallax script. As you say it would look terrible. Instead you stage the scene by hand, carefully placing assets where it looks good. The asset itself might repeat somewhere else, but its position in the scene won't be repeated, but will have to be placed by hand. If you do this for your entire game you don't actually have to transition between scenes, but it could generally good to do so for the sake of performance anyway. (I have a video on how I do this pseudo-3D look in Godot, but in unity you would actually set up your scene in 3D space)
@@maotrax1163 Yes, for sure. but if you want to transition scenes you can just do it with a "teleport function" of sorts. but I don't think the problem of repetitiveness occurs if you hand place each asset.
Estou desenvolvendo meu jogo, e estou desenhando TODOS os gráficos, desde sprites de movimento até o paralax do background hehe. Será que eu vou ficar insano?
Pixel art is easy. Good pixel art is actually quite hard. Even trying to recreate some of the oldschool NES style is something few devs manage to do right beyond just the superficial look. Also, many indie devs have great individual art pieces, but put together it looks like a mess or the levels FEEL like a tilemapped level.
it just depends on the pixel resolution you want, but you generally want to pick a resolution that will scale well with 720, 1080, 1440 and 4k. Because those resolutions tend to be the resolutions of our monitors. (if you pick other sizes your pixels will scale unevenly)
I tend to start with 7-10 for the base of the scene. It tends to be enough to get the vibe kind of where I want it. On occasion you might need a few more to add some details or unique assets, but at that point you know what you need and why. Starting small tends to make it easier to ensure that you reuse assets as much as possible and it also helps keep the scene unified.
The thing about deadcells, is they actually started with 3d models, rendered the animations from them and then drew pixel art over the renders. Not that it changes anything, just a little tidbit for anyone that's interested.
If the main argument for pixel art is lack of fine motor skills, then you could also just use vector art. It will have the same difficulties as with any style of limiting your palette and detail level to avoid clutter etc. but curves and diagonals will be way easier than both pixel art and hand drawn art (if you struggle with drawing consistent curves or lines); and you'll also get some of the same minimalist feel of (some) pixel art "for free" because you're working with outlines and solid shapes. I'm not a game dev, I'm a web dev; but I would assume that if the game engine supports using SVG assets directly (all modern web browsers do, and the web always lag so far behind, so it would truly surprise me if most game engines doesn't), SVG files (unless filled with linked in non-vector stuff) are generally quite small in file size but infinitely scaleable. Which could potentially be a performance improvement (unless rasterising a few kb of SVG is more computationally expensive than pushing megabytes of pixels? Hard to know, in the web world the main bottle neck is always data transfer)
I taink pushing svgs in gameplay is problematic in terms of performance (there are some addons that try to do it, but it is by and large uncommon). But rasterizing svgs is fairly common and I think can look fairly good :)
Not only sprite were made that wway with dithering to try and make shoaes but because old screens really did mixed those pixels, doing an illusion of these sprites being more smooth, that's why in old tvs and screens, old games looks better, and why they look terrible with new schreens withouth this effect
I think the artstyle overall is really nice, but I think it would do better in 1080p or 4k resolution. Being able to see individual does make it a bit more unclean and childlike (the character outlines look really unsmooth since they are only a pixel thick), which can be a benefit to a style like this, but it also drags down the aesthetics (in my opinion) and I overall think the game would probably do better as HD.
@@Nonsensical2D yeah, I see why Pizza tower could look better in HD, mostly with how pizza tower's art style is mostly inspired by ren and Stimpy. But personally I think the pixel art and hand drawn combined style helps it stand out from games like Cuphead, and the art style makes the game more modding friendly, because you would not need to get high priced animation software to make custom sprites for modding the game.
Personally, there's something that doesn't sit well with me when looking at hand drawn platformers. FOR SOME REASON, I don't know what it is. Perhaps it is precisely because of those reasons mentioned. Because good Pixel Art is immediately seen as good, hard to obfuscate any mistakes, not much room to trick around. It requires a more defined skillset in composition, level design, color choice, etc. The hand drawn art looks immediately more approachable, almost lending itself towards "cozy games", at least within consumer expectation. Which is great if you want to make such a game OR want to intentionally throw the player off and subvert expectation. I am creating a Metroidvania game with heavy meele combat mechanics. It is futuristic, gritty, dark. I want the player (and myself) to leave with a life lesson in the end about bad circumstances, anger/wrath and self acceptance, at least to those who do wish to look into it, while everyone else just gets a good time with the gameplay. The rough edges of Pixel Art ACCENTUATE that notion. The uncanny feeling of seeing something on your screen that can be interpreted in many ways, visually. There's a reason Silent Hill and Resident Evil 1 where so much more scary than their HD counterparts. And, obviously, by no means does this mean one Medium is limited to a single art style. It just lends itself to it, by natural matter of how humans perceive geometry. A Pixel Art spike will look more dangerous, because it's jagged and because it is Pixel-Art. The simple concept of a Spike (as seen in countless Video Games) is so outlandish, so unusual that drawing it by hand or modelling it in 3D it immediately becomes less threatening, the more you flesh it out with detail and "render" it. Tomb Raider 1 had some really dangerous looking spikes. Look at them in the HD Remake and you may think "wow, it's unlucky they even hit me like that". On a fundamental, subcontious level, not talking about active thoughts. Similarly a Hand Drawn Teddybear will look more fluffy with smooth lines. One Medium LENDS itself towards a certain subset of games. Even if our design intention is otherwise, potential buyers will actively or (more commonly) subcontiously gloss over the game, simply because they don't expect the experience they were looking for from a certain Medium (like Pixel-Art or Handdrawn, Low-Poly 3d or High-Poly3d), even if that game would have offered him a perfect experience. Lastly, regarding this whole tangent: Which one would you potentially gloss over more? A High def. 3d RTS (Star Craft 2), A low poly 3d RTS (Warcraft III among many others), A hand drawn RTS (Star Craft 1, Command and Conquer, Age of Empires and many more), OOOOOOR... A Pixel Art RTS? Why would the Pixel Art RTS be the one left out? RTS are pretty down bad with releases in general (which is why I chose this example) but not a single notable entry? At this point the seasoned RTS player has the expectations of what an RTS "should" look like, even though there may not be a difference in gameplay between an early low poly 3d, an early hand drawn (or otherwise pre-rendered), or a Pixel-Art RTS game. The difference is within player expectation. I give you that, though: From an artistic standpoint, everyone told me to just draw the damn sprites at that point. It would make so much more sense to just go for the Anime-esque Art Style, I'm imitating in Pixel Art anyways. (When it comes to larger portrayals, like Dialogue Images, etc.) I could probably make a visual spectacle out of this game, if I did. But would it have the same impact? That is the question. Would Blasphemous have seen the same success if it was hand drawn? Likewise, would Hollow Knight have had the same success, if it was Pixel Art? I admit, I am tempted to at least try it for a bit. As a "thank you" to everyone who read this far: If you are attempting a hand-drawn style but have trouble getting the lines right, even with built in smoothing Options... You should look into "LazyNezumiPro". It's what the big boys use, both for 2D drawing/Animation and 3D modelling. (We are Talking Disney level Studios, check their Website out, they have crazy accolades) And it's like 15 bucks, give or take. Works with pretty much every Art Program and will allow you to even draw with your damn computer mouse (with the caveat that line thickness is still cumbersome).
I think this is close to too difficult to be a worthwhile consideration. whatever you save in terms of money on not getting a tablet for 50 dollars, would likely be lost on the extra time consumption necessary to produce decent results.
As someone who's combining both pixel art and hand-drawn visuals in my game, I can personally testify that pixel art is REALLY HARD.😬 Not to mention there are a lot of rules to follow in pixel art while staying true to the color palette limitations compared to hand-drawn art.
@@Mewdo45 Well, that's a good point. But the same thing can actually be applied for hand-drawn animation. The neat trick when I animate my assets is I sketch the key pose first, duplicate the frames and use the selection tool to adjust parts of the sprite's body to match the animation of my choice. The only time the process gets long is when I start outlining and coloring the animation.
Both is hard, but only one looks incredibly good looking and smooth while the other looks like garbage in my opinion. I am talking about pixel art, it looks like garbage and any game made with it I avoid playing lol.
@@Mk2kRaven Nah, there are a lot of pixel art games that look a lot better than some hand-drawn games out there. This one might be subjective, but a game like Iconoclasts has beautiful pixel art that fits the theme of the game. 🙂
You mentioned it in the video, but I want to harp on it more, I think the reason why pixel art feels "easier" for me is that when you make a mistake, its instantly recognizable as a mistake. In pixel art you HAVE to be good at color theory, shapes ect to make something decent. A lot of art for me feels like problem-solving, why does this look good? Why is this recognizable and this not? I have tried making character designs for my game and I had more success with pixel art because of the restrictions, it just made the character silhouette pop out way more, and when reinterpreting the character in a bigger canvas, the character still looked way better than first attempts in full resolution.
Ye, I think this is a huge aspect of it feeling easier. For me personally I have worked on those things so much when doing hand drawn that when I do pixel art I just get annoyed because what I think "should work" (according to my hand drawn intuition) simply doesn't work that well in pixel art, my intuition is sort of thrown off.
@@Nonsensical2D Speaking of characters, can you make a dedicated video on character design in HD? There's very few tutorials about how to draw a good full HD style character because everything the light touches is pixel art haha. Just some tips and some technical details such as the size of the character etc would be great, thanks so much for all of the cool content.
I do have two videos on how I designed both the demon and the mushroom character. But I didn't really go into technical details. I might touch on it again in the future, but I have quite a few videos I am working on already that I have to finish :)
recently i was practicing some perspective / form drawing and was amazed by tips from kim jung gi and how he basically focuses mainly on perspective and proportions - and drawings are amazing when there is conscious form and dimensionality. i was wondering about how to approach drawing for side scrollers, i know there is no possiblity for the perspective to be congruent. but i wanted to establish horizon line (eye level) and draw some things with respect to it. i was wondering what's your view on that. i will try to use eye level of playable character and draw assets in 1point / 2 point perspective. but the most important thing is that - everything below the eye level of the character will have TOP of it visible and everything above main character will have visible bottom. for example trees, buildings will have more bottom visible, chests or bushes will have more of its top visible. i will analyze sidescroller gameplays from now on more consciously looking for horizon line and perspective - but i have a feeling that its rather random
I have been thinking about making a video on it. I think the topic overall is quite complex. You can see quite a few interesting examples on horizon lines, wonderboy is an example that looks awesome. But the problem is often that horizonlines start to look weird as soon as you have to deal with any verticality. And platformers almost always have a lot of verticality
@@Nonsensical2D exactly, its a difficult task to handle. however without perspective things look flat and shitty so i think at least some major assets have to deal with it in some way. but many times i see things on the floor have perspective and also architecture - especially doors, windows and openings are drawn from below (we can see the bottom of window frames etc) - i see it even in hollow knight now. and its super confusing from the artist standpoint - camera will always scroll so it defies many classical rules
I understand most of your points and agree with them, but I will say, the drawing converted to pixel art and then dithered actually looks, imo, potentially better than even the original -- though it may come down to taste, and actually painting everything in that way as pixel art would likely take a similar amount of time as simply drawing hand drawn, even if you don't have experience in either medium
Not trying to nitpick, and maybe you knew this, but (to my understanding) Dead Cells uses 3D models and renders it as pixel art. Maybe you meant that the process of converting to pixel art is difficult, or that if it did not use this process then achieving this effect would be very difficult, but I just thought to mention this.
I realize in hindsight that mentioning dead cells was probably a poor choice since they used a 3D workflow for the animations (although as far as I've understood it the environment is 2D and the animations are exported into sprites). But I didn't really think about it at the time and just looked at games in my library that look fairly complex and blasphemous and dead cells were the ones I had :)
Another thing that has been commented on and that I really regret talking about is how much easier it is to animate in pixel art. This is so true, an animation that took me 5-15 hours could essentially be finished in like 1 hour because of how easy it is to reuse frames. And frame by frame animation in hand drawn is really quite tricky, With that said, this is why rigging is so commonly used in HD art and while it probably still is worse than pixel art, it would make things easier. But ye, I probably should have talked more about it cause it is worth considering depending on the game you are making.
They touch up all the anims, and the rest is indeed 2D, Getting a good 3D to 2D is quite dificult live.
Jokes on you, I can't draw for sh*z
Hand drawn is harder than pixel art if you try drawing actual good art.
Owlboy is a super high bit game
So far I've found them similarly difficult to animate, just because Drawing takes a lot more animation frames to look right whereas a small sprite only needs 1 or 2 frames for the same action
I whole heartedly agree that pixel art is a medium rather than a style as many people refer to it, but I do find animating with pixel art to be simpler since you're sculpting the frames rather than drawing them. This means that you can build off of the previous frame rather than draw a completely new and unique one.
Yes, this is absolutely true, I should have noted this, good of you to point it out. animating handdrawn is a horrible experience whereas animating in pixel art is actually kind of fun :)
@12feetup Personally I don't think it's my style, though it sounds interesting!
@@Nonsensical2D I've starting practicing pixel art recently, bought cheap a good course of it in Udemy, paused a bit at the start to just experiment with the initial stuff and see what could I make with my current limitations and already made 2 simple animations, more gifs than anything, nothing fancy but I did enjoyed the proccess quite a loot, while my previous attempt and hand drawn bassics where just frustrating.
As a profesional pixel artist i have to thats not exacttly right if You look Games like shovel knight sure. Yet if You look for more hi bit Games like berzeke boy or blasphemust the bigger the Sprite the harder and more time Will take to do animations i work with sprites. Bigger than 100*100 for animations and i found My selft like doing frame by frame and drawing from scrash many frames
@@RaphaWasHere since I'm here might has well take this opportunity, do you know where can I find good examples of pixel art to copy and have a practice?
I've been searching for myself but I would be lying if I told you I'm not afraid if biting more than I can chew right now.
Pixel art doesn't require the same degree of mark making skills (hand coordination) as digital painting, so it is easier in that regard. However, it takes simplification of shapes to an extreme because of the size of the pixels relative to the scale of whatever you are painting (I guess limiting yourself to a very large brush in relation to your canvas would force you to simplify shapes at a similar level). And then all the same art fundamentals still apply regardless of your medium of choice: form/construction, proportions/anatomy, light and shadow, color, rendering textures, composition, and--depending on the projection you use in your artwork--perspective.
I agree, so the logical conclusion is that pixel art is EASIER than handrawing. By far. I've done both. This video is ridiculous. It's smelling their own farts.
Yeah it limites the colors, shapes, lineart and many things but that also make it easier as your range of choice is... limited!
I repeat, I've done both. No fucking way pixel art is easier. i'm sorry. This is echo-chamber thinking. This is gamedev subreddit in 2012-2014 when lots of morons used to post titles like "gamedev is the most difficult thing in the world" "john carmack had to quit gamedev fulltime to spend time crafting rocket... so rocket science is easier than game development!"
Stupid, stupid way of thinking.
There's a reason pixel art is the first choice of indie devs. Because hand drawing requires thousands of hours to practice to start being decent unless your're naturealy gifted. I was naturally gifted but I still had to practice.
The excuse the dude on this video gave is "you have to apply the same principles, fundamentals in pixel art as in traditional art" yeah, but it still implies you have to apply those fundamentals in traditional art, per the same argument.
Whatever you have to use in pixel art, you have to do so too in a piece of paper/tablet free drawing with your hand, but the latter is way harder.
@@Afreshio Interesting, if i wanted to learn pixel art, where do you think i should start ? I am not an artist, but i am a fast learner. Thanks!
@@Afreshio. Pixels are easier to make thats why many indies make pixel games and guess what they look shitty as fuck but pixel art is fucking difficult to master. There is not many pixel artist that can make owl boy level of pixel art. it takes forever... In handrawing art you have shit tons of space to work. You can do a lot of great cluster with just brushes alone. In High quality pixel art its you that need to create the texture via pixels. You make the cluster not the brush... Imagine how hard to do high quality pixel art.
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Using a large brush is exactly how it is suggested to approach loose painting styles like impressionism, or to achieve a looser style. As an artist that has drawn pixel art, painted impressionism, and hand drawn hyper-realism, I agree with you.
With pixel art, however, it's much easier to make good animations. You can make many more in-between frames much more easily because you only have to move individual pixels rather than drawing out entire shapes. You can make smears much more easily because the shapes are simpler. And particle effects look much much better in pixel art with minimal effort.
I definitely should have mentioned animations, because as you say it is signicantly easier to do animations. But I think that is also why a lot of people do rigged animations in 2D instead of frame by frame, its an interesting topic which would have been nice talking about :)
I personally really don't like making particle effects in pixel art compared to hand drawn (but it is probably just personal bias there)
Depends how complex the hand drawn sprite is. If it is the same complexity as a pixel sprite, I would say it takes about the same amount of time to animate.
There is skeletal puppet animation if needed.
Also, think about skill level and how that effects the speed of how long it takes you to animate or draw a sprite.
Hey I have a question if you don’t mind, I have no artistic skill whatsoever but I’m trying to make a pixel art game. Not because I think it’s easier but just because, to me, it’ll express the game better. Also, pixel art games have been one of my favorites since forever ago and that really motivated me to make one.
I have a full story ready. I have boss ideas ready. My coding skills are… nonexistent really haha… but it’s been super super fun learning coding.
I’m trying to make a 2d pixel art game, and so I’m here to ask, should I continue with pixel art? I have some people who are willing to help draw things and make it easier.
Coding will be a pain. Everything will be a pain since I’m really a freshman to all this almost.
Is pixel art the way to do it? I’m keen on doing this, and I honestly believe that I have a semi-enjoyable story. I’ll work on it, make it better of course, and have people review it, but I do think I have some good “lore.”
@@EEEEEE-wx6wp I understand that you want to make a Pixel Art game because you feel that's the correct aesthetic for your game, but with your limited confidence in your artistic skill, it's definitely better to hand-draw your assets. You will get a lot more mileage out of your creativity if you just hand draw cute little characters, and backgrounds, and etc.
Pixel art requires a lot more precision and skill than people understand. Anyone can hand draw assets that look passable, but bad pixel art is glaringly obvious. I truly believe that the only advantage that pixel art gives you is that it's incredibly easy to make very fluid, dynamic, and seamless animations with it compared to hand-drawn. If you have limited artistic skill, don't care as much about seamless animations, and have truly no experience with pixel art, then I would recommend just doodling out your characters. You might even find that you like it more.
If you're still sold on Pixel Art for your game then the other option would be to either 1. Hire artists, 2. Buy assets online, or 3. Find free assets online, and then take those assets and learn to animate them yourself. Because the hard part of Pixel Art is creating it. After it has been created it is very easy to animate it. Give it a shot, watch some animation tutorials. I'm sure you can pull it off. The animations don't even need to be that complicated.
@@Vesdus
Thank you for replying.
Pixel art seems like the way to go for me. I’ll definitely check the other styles there are, as in hand drawing things, to see what I like best.
Animating will be fun to learn, I’ve seen some interesting things and I’m excited to learn that. I see the characters vividly and clearly in my head, I just need to… well.. express it artistically. It’s like having story but no words to write a book with. I just need to learn “words,” metaphorically speaking.
Thank you, this has helped me a lot.
Great video. Also, the dithering on the flowers looked so good!
I actually love the high res pixel art style! It’s the awkward child mix of hand drawn and pixel art, which makes it all jagged and odd yet surprisingly freeing. I think it’d be funny to try a high res art style with Shovel Knight’s 5 color limit per sprite kinda like the old days.
As a 2D artist with a deep passion for hand-drawn style in video games, I always wanted a channel like this. Now I have it, and I loveee iit!!
This channel + Thomas Brush have become my favorites for artwork/game design, always keep me motivated to push forward when I’m frustrated. 🙏 Thank you.
Hi, pixel artist here. It really pisses me off when people think pixel art is 'primitive' and 'takes no skill'. Absolutely NOT. Standard 2D art is way easier! At this point it's clear pixel art is its own separate medium and takes time to learn, same as any other medium would. This stuff is not as easy as people like to think, not even close
There is a small timeskip at 1:35, but I still get your point. Like another commentator already mentioned, the biggest advantage of going the Pixel Art route is animations. These can be a huge time sink depending on the game you're making. I once tried drawing a very simplified version of Rivals of Aether (a fighting game) for a single character and doing it hand-drawn style was so time intensive, even with all the technological shortcuts of Krita. But doing some sprite work with mostly copy and pasting shapes in Aseprite was considerably more doable. Still a lot of work, though.
Good video, as always!
Thanks for informing, I checked it vs the original and it is a small audio bug I say "the same environment" but 'same' got cut out when exporting I think. Ye, I think handanimating is generally not advisable in terms of speed xD. But rigging is generally quite a decent approach in terms of speed if doing HD. But I should definitely have mentioned it in the video.
@@Nonsensical2D The Cut-Out/Rigging/Skeletal Animation could be an interesting topic to explore. Have you done a video on that or is that something you are less interested in? Thank you!
As a pixel artist, I appreciate this. It's frustrating that people seem to think something that requires a lot of skill especially to make look good is easy. It isn't, the reason so many indie games end up looking worse for wear is when they use pixel art to try and make their game look better without understanding it. They would of been better off just doing hand drawn art!
Agree i like to do pixel art but when is bigger si like man how can i make u undersstand that if You ask for good qualitty art and fast ? They are not exacttly going toguetter
Womp womp
As someone who isn't an artist and thinks making art for a game seems like an almost insurmountable obstacle I agree with this. It seems like there are a lot of pixel art games out there that seem like they had the same problem I have and decided to pick pixel art because they thought it would be easier and that just seems crazy too me. I've tried making some pixel art and it looks significantly worse than when I try to do hand drawn art. As was stated in the video pixel art is extremely punishing and at least for me is is very hard to identify exactly where the problematic element of an image is when using pixel art.
I agree, I don't like how the video seems to claim that hand drawn is easier though. I feel like this video swung all the way in the other direction claiming that simpler hand drawn styles are easy and don't need much effort to look good.
I think I'm doing better at pixel art than I would at hand drawn. It's a learning curve for sure, but I can actually learn how to fix pixel art versus fixing my inability to draw. I've never been and never will be able to draw, it just doesn't click for me.
I do on a few occasions use some terminology a bit loosely, (such as referring to 1080p art as hand drawn and accidentally calling downwell 1-bit, but hopefully it's clear nonetheless).
I'm afraid that the video perhaps got a bit too fast paced at times, I'm going to try and test a new approach with the next video, but hopefully this didn't get too tiresome to listen to.
I process information pretty quickly in general, i watch most videos at speeds of 1,25 to sometimes even 1,75. I've never had any problems following your explanations, even though i'm pretty unfamiliar with gamedev lingo. Your explanation, pronunciation and pacing is really solid. You do make a lot of points in quick succesion but by coming back to the main point often it becomes clear imo. All of this to say that for me the videos are great. For people with less proficient English it might be different though.
Thanks for the input!
@@Nonsensical2D I agree, if it would be past, people can stop it or slow it down. I personally learned Blender from Lazy Tutorials of Ian Hubert, which are 1 minute videos shrinking several hours of content, and without them I am sure I'd have never learned blender. So fast pacing is never bad :D
To add some extra data for people considering the different art styles, coming from regular digital art, I decided to make my indie game pixel art. I started learning pixel art and using aseprite at the same time, so my steam aseprite "play time" is a pretty okay representation of how long it takes to make pixel art, if you're considering swapping to it from regular art. So far it's taken me just shy of 700 hours to draw the trees, tilemap, ui, and plants for my 360x180 game. I'm proud of how it looks though :)
As a senior pixel artist I agree with you. Making good art in any medium requires hard work, experience and time. There's no easy way out.
A few years ago i only played AAA 3D games, playing sidescrollers seemed ridiculous to me, playing pixelated ones even more so. Then i saw Ori and couldn't resist, the magical designs, gorgeous visuals and brilliant music pulled me in. I beat both games 100% in about 4 days and fell in love with sidescrollers, and metroidvania's in particular.
Looking for more of them i quickly discovered that many are in fact pixel art. The likes of blasphemous, carrion, moonscars, death's gambit, mo:astray, haiku and tarnishing of juxtia quickly changed my mind on pixel art. I still love the hand drawn aesthetic most but i've grown very fond of pixel art too. Especially when combined with particle, fog and lighting effects to make it look more cinematic.
Games are art, not just entertainment . Ori made me realize that, and many games i played afterwards, mostly indies, have solidified that point. Pixel art is no lesser than the other forms. Only thing is how well it's done. And both pixel art and handdrawn can look great or bad, depending on the artist
Definitely agree, I think Ori was the first modern metroidvania that I played as well. I think it is probably still my favorite (blind forest that is, I weirdly enough kind of preferred it to will o' the wisp).
and I agree, there are lots of pixel art games and styles that I am really fond of, but I really don't want people to be afraid to pick up hand drawn :)
yooo carrion mention
Uh, neither of the Ori games are pixelated sidescrollers. Might want to open a dictionary. They are binary sprites and animated with Spine2D.
from my experience, i can say that what makes something look pixel arty is definitely the shapes, when you do very readable and very geometric shapes such as squares, circles etc. it sells the idea more of the pixel art.
also something that help me a lot, is doing color ramps before doing any piece, when you make color palettes (using hue shifting), I always try to connect or cover more colors from the colors that I already have put on the palette, that way it gets easier to actually shade stuff, and it will overall make the scene more clean in a way.
Me, a pixel artist, looking at the art for Blasphemous: "You could make a religion out of this!"
I like this video a lot - It showcases the effort put into pixel art and also makes handrawn more 'aproachable' to those who might want to give it a try.
As a pixel artist (hobbiest) , here's my humble opinion on the subject:
Pixel art is a medium born of restriction, which is either a blessing or a curse, depending on the artist.
I personally love it - it freed me from the choice paralysis I had with hand drawn and gave me a basic framework to start and build upon. Pixel art is accessible with high skill celling; it's the art of telling more with less, and I find it very creatively engaging and just... fun.
(also, mind blowing at times. I have no idea how the devs made SHOVEL KNIGHT look so visually rich in such low resultion, but they are a huggeee inspriation)
I think this is why I liked your video, because it showcases the idea that there isn't "hard" and "easy" art, just art befitting the artist.
I kind of want to recreate the scene at 4:40 from zero in pixel art (with your premission, of course!) I don't really think as a digital handrawn artist (I sketch with penciles sometimes but I mostly work w pixel art) and I wonder how the differnt mindset and approach effect the results.
Also, I just want to say I love your channel!!! I find your tips very helpful even if we work in differnt mediums, and if not that then the video is always interesting and so well produced I feel inspired by the end anyway. Keep up the excellent work!
Ye, this is pretty much my stance as well. Weirdly enough I kind of get choice paralysis when doing pixel art, I think some of it is just practice :) Yes I'd be totally fine with you recreating it :) , I do want to note one of the important aspects though which is time, the scene is still quite far below what I would consider 'the best I could do', but I really don't like the idea of releasing stuff that is so worked on that you couldn't possibly make a game out of it. I think having a mentality of quick but decent enough is quite important as a 'solo game artist'.
Love the experimentation with aesthetics.
The points in the video almost convinced me, i mean it convinced that the skill floor of these mediums are way closer than what i used to imagine, but i still think it's easier to use pixel art for 2 factors:
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1st is that it needs way less actual drawing to convey the same information. In a medium canvas size pixel art, independent of what size it will appear in the screen, is quite easy too make a rough think and make it look good with a few twiks.
But argue if is something like 8x8 with 4 colors is a hell to draw somethings, and a giant multi color sprite (like blasphemous) it becomes harder than hand drawed sprites.
Because of the amount of shape nuance. Too much is hard to notice what you got wrong, too few most things will feel wrong.
And it is discrete, like how with binary prime factorizing and sqare root are as simple as multiplying. But the numbers end up being giant monstrosities and you don't have a lot options with regular sized numbers.
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2nd is fluidity and balance, a pixel art is like a sculpture. So you can make something good that looks like it has a good movement even without much training because you have less shape nuance than a traditional drawing and for animation just a pixel is as perceived huge movement, but it has few actual movement.
You don't need to go do gesture drawing or copy a few seconds of lot of movie to train good movement. Most pixel art animation you can just learn the 12 principles then follow your guts.
I was starting out in learning game Dev. I researched Game Dev. Art for a very long time, those is what I get:
1. How to draw your BG for your game
2. 3D Art such as Blender
3. Pixel art
4. Little about Vector art directly from illustrator
Nothing about hand drawn art which is what I am good at and nobody discussed about it. I thought you know what Ill create it myself. Some 2D good art not pixelated. As a beginner in the game dev. world I panicked that nobody saw this as art for a game.
Here Iam seeing your channel talking about it. So thank you.
Salam!!
Ye, I agree there aren't that many that do hand drawn, you have Nic the Thick (who does more devlog style), Andrew & Giacomo Pinnical (who do a mix), and then Trent Kainuga, but I agree, there are a bit too few both games and game developers that seem to want to do hand drawn :)
I have been looking for this type of content for years. I am an illustrator and I started digital like 8 years ago. I have been studying illustration hard over the last few years. I have always wanted to make a videogame for various purposes (Including increasing my portfolio and dev knowledge). I am gonna binge all your videos!
Just wanted to say I love your content.
I am a programmer that is trying to learn to draw and do some assets and your tips helped me a lot!
I realize it's been one year.
How did that work for you?
Were you able to learn enough to create your own assets?
I ask because I'm starting on the same path.
@@LucasAmoedo ps1. I have also tried to do more traditional 2d art with a tablet. I did dabble with some drawing in the past (never had provessionall lessons though) and the biggest hurdle for me was lack of technique with my line art.I came to conculsion that I would have to do a lot of practice of my fundation to make it work (even if I were to do some line assits things while using it). As I am a one man, who does this in his spare time, after my day job, it would be simply to big of a time investment for me at this moment.
But maybe one day...
Hand Drawn Art! That's my Jam. Just found your channel, loving the content
I found handdrawn art so impossibly harder then pixel art, until I finally looked into some digital art brushes, and my god does it change the playing field.
I agree, but i also think it's important to say, brushes won't make the art look good, the artist will.
If a beginner is reading this, focus on practicing art, learn your anatomy, your color theory and stuff like that, don't worry that much about brushes.
Really Good and interesting video. You explain well and have a nice voice so it‘s easy to follow along :)
A indie game i know just straight up implemented hand drawn art to the game.
The art looks like it is sketched but in oil paint, it doesn't blur colors very much, and it certainly attracted some crowds including me.
thank you for this video! i’m slowly working on a game and doing some hand drawn art since that’s what i’m used to. i keep thinking that pixel art must be faster and maybe i should switch- but of course it’s another style with its own challenges and time issues. this was reassuring to watch.
Look, you have a hand-drawn art and downscale it to small resolution, and say it doesn't work - that's not pixelart. Of course it doesn't work. If you were making pixelart assets from the get-go, you would make different creative decisions, and the overall design would be different. Just like you _can_ translate an ink wash into oil painting, that's a very misguided approach. They're just different media, and need to be approached in different ways.
Title: hand drawn is easier than pixelart
Meanwhile Cuphead:
Cuphead is a bit of an outlier in a sense but kind of also make my point. Pixel art often adds a lot of restrictions that can be hard to follow, and the ability to skip those restrictions when doing hand drawn can often make hand drawn easier. But the creators of cuphead went kind of insane and added a lot of restrictions to hand drawn instead, and literally do traditional paper animations, I actually kind of can't believe they managed to put it all together as well as they did xD
I think one of the draws of pixel art is that it's really easy to go back and edit things, as you're locked to a grid, so you can always make things line up nicely
with hand-drawn art, it can be hard for beginners, because without stroke consistency, it'll be hard to get it to look right because of that depending on the style you're going for
stabilizers and straightening tools do work, but I've found they often either take away control, or make it look less organic and natural, without actually solving the core issues
I appreciate this. I've been trying to consider the art style for a game I'm working on, and while I'm not sure if pixel art is quite right for it, I was shying away from hand-drawn because of how much more complex it is. This video helped me realize that perhaps I should dig more into the hand drawn route before I dismiss it.
If you do pixel art, your game will most likely be ignored by 99% of people, unless you become godly good at it which takes like 5-10 years. Whereas, hand drawn people will flock to your game even if your hand drawn isn't super good, but just passable.
Dead cell if I am correct was actually made not as usual pixel art, but it was made with 3d animations, that were than transformed to pixel art with a filter.
Just started making a little platformer to test some things out. I made a few games with my brother, and he is really good at pixel art, but this time I wanted to do the graphics myself. I am not good at pixel art, but I am good at normal art, so this video helped convince me do go hand drawn rather than pixel art. :3
I love both styles so much for their own reason, and I am STRUGGLING to decide to to stick wth.
This is exactly the narrative in my head trying to figure out how to draw my game art. I want to do a non pixel game but the freedom is crushing. I can’t yet visualize things well without pixel space for some reason. The restrictions help me be more flexible with shape and color. Hopefully this will resolve itself as i practice more.
in dead cells character is actualy 3d object processed to pixelated sprites, im not sure about backgrounds though
Ye, I've only seen it refer to the character itself, so I believe the environment is drawn, but from what I've read on the 3D process it is definitely much more complex than a sprite sheet, its just more flexible once finished :) From what I recall they even started out with a sprite sheet before they made the 3D version
I decided on a pixel art style for some coursework and I definitely think it's more difficult - the kinda mid-pixel style I chose made it really hard to animate. I've basically been drawing my animations and then frame-by-frame pixeling over them, which is not ideal but I haaate animating pixel art as is
I love this channel so much
Good thoughts, I've been trying to decide the variety of art for my game, and I've mostly been making pixel art for that sort of project, but come to think of it, it takes as long or longer to make decent looking 16 bit textures compared to HD textures in procreate. With pixel art you can meticulously tweak every detail... but you also kind of have to, and it's surprisingly time consuming.
Very good video on the graphics front, well done! Pinned your video on my community tab so more people can check it out.
Ohh, thanks :) I appreciate it ^^
I still on a quest to find someone to show the whole process from the beginning of the whole process form map layout to everything and how they did it and i mean everything not to us it as cheat but as a guide for i suffer from Memorie lost and have to have a lot of note to do anything but want to make a full game and want a real guide to one point to another as a good reference without any lost information to go for help. Please could you do this with the game process you are making that would be awesome.
How can we make hand drawn charector for games nd where
Isn't Dead Cells prerendered 3d with pixelated shader?
Hey you make really good points, im glad I stumbled upon this video
i used vector art for my most recent games, so maybe you should discuss vector art.
(by the way: great vector art - like Material design icons - uses a grid so that straight lines are perfectly pixel-aligned when shown in the intended size or an integer multiple of that size)
Hi, could I get the name of the app you used to make pixel art ( Pixel-Perfect it's called I think ), I've been doing my search to find it and maybe this is because Pixel-Perfect is not the name of the app you use
I used aseprite to make the pixel art :)
this is good. there needs to be more theory of pixel art out there instead of "PAINT THIS TREE IN 5 SECONDS!"
Will you do a video covering Master's Pupil? I feel like it's an insanely good example of hand painted art in games
I might perhaps use short snippets of it in general videos. But I am becoming more wary of doing art analysis of single games, They generally require the most amount of work of any videos and people usually don't want to watch them. It's definitely an interesting game though so I'm considering buying it.
There's something about the personality of paint that is great to listen to. Subscribed. Love this video very much. All the work you put into converting your art to the different styles is fantastic and crazy helpful
I might have missed the name in the video, but what's the name of the game at 08:40?
I like that the demon character in pixel art has a cross as a tail.
You make really good points. I don't draw, but I am thinking of learning pixel art (game boy style) for my next game. I think if I stick to a simple pixel art it's still easier to pull off then regular art. And players are more forgiving as well.
Ye, it is a matter of taste and preference, I just don't think people should skip going for hand drawn out of fear that it would be too difficult :)
As a player I'm personally not very forgiving of "bad" pixel art (or any kind of art style I don't like). I'll get over it if the rest of the game is engaging enough, but I won't say "oh it's pixel art so I don't care".
However, making something look decent doesn't have to be that difficult.
Here's what I want you to keep in mind constantly:
- readability, both from a gameplay standpoint of things not blending together, having contrast or any way of telling things apart at a glance, and from a recognizability standpoint, someone who isn't you needs to be able to understand what you're representing and you need to know what the object would look like realistically in your head.
- consistency, assets need to have a consistent resolution, there needs to be a logic to how you draw things and what things you draw in what style. Understanding the rules of how you drew something (outline, shading, texturing) and them applying them consistently so things look harmonious.
Great video, im quite a fan of the technique where you use 3d models and flat colors for everything then use post processing or shaders to lower the resolution down to pixel art, I know dead cells does this a little bit, but i want to know your opinion on the technique as a whole?
from what I've read the upfront costs are a bit high. and that kind of makes sense, 3D in general tend to have moderately high up front costs, but the benefits generally come with scale. So for games like dead cells it makes total sense, they need to make an insane amount of animations, lots of different weapons and types of attacks, lots of different enemies and making those animation by hand would be insane just due to the sheer volume. But if you have very simple enemies with attack animation consisting of only three frames, then I think that doing them by hand would be significantly faster. So i would approach it from a "expected time" to develop. If we assume the 3d model and system takes 200 hours to develop and if for my entire game I only needed to make about 120 animation frames, then I would probably do it by hand in aseprite, since I could make 120 frames in less than 100 hours. but If I needed to make something like a 1000 frames, then that upfront cost of 200 would eventually pay off, plus it will be significantly more flexible once you have it.
Personally when I make art I use a lot of math, not like I'm crunching numbers or anything but I'm using geometry and ratios to make my art look cohesive. This process of creating art by geometry is what is easiest for me as a programmer, since it makes the art more logical rather than subjective. It gives art a "right" answer as to how to do it. Which is why I gravitate towards pixel art. In pixel art if I want to make a circle with a diameter of 10 pixels, there is a correct way to do that to make the circle look the most circle like. With hand drawn art though I feel like throwing in perfect shapes like that never looks good, its easy to just go use a circle tool in any drawing software but it's so easy to tell and it looks weird.
I think I like pixel art more because while one wrong pixel can make something look wrong, I know that it is wrong and that it needs to be fixed. With hand drawn art though I feel like one person may think that it looks wrong while another thinks it looks fine. That's my take on it but I'm no artist and my comment has already gotten quite long. Hopefully someone gets what I mean though by saying that I like to have my "right" answer in my art lol
Wrong.
There are principles like perspective and fundamentals in anatomy, and something like shape design to help you get the proportions and perspective right. You can play with that if you're experience enough, but that's another thing. Cartoonist do this everyday.
But it's noticeable when there's a mistake in perspective and anatomy that makes it look off if you account first for the art style of the artist in question. If you have your eyes training is glaringly obvious. I'm seeing this shit take on AI "artists" outputting crap and saying is the best shit ever, not even noticing the glaring mistakes. But that's on them for not studying some fundamentals first and thinking writing some prompts makes them an artist.
BTW I know what you mean by using more geometry and perfect shapes in pixel art. But you can do so in traditional art. You just lack the know-how and knowledge in art history for example, but there's definitely a plethora of artist that use them. There are tools to draw them, in digital and traditionals arts (like rulers!). But I also get it that many people start with hand drawing and traditional art (especially is using color, which is another dimension by itself) and can feel the world is too fuzzy, there are not many guidelines (which is a given in pixel art: the super small damn grid), and it can look intimidating. It just takes practice and knowledge of fundamentals. Then you'll know how to draw your own guidelines, grids (if you want), special tools, etc.
I like pixel art, but there are so many games using this medium, I'd love to see more games doing hand-drawn
Great video. Do you have a video about how to get started with hand drawn art ?
Ye, my previous video before this one called how to learn game art covers quite a bit on how to get started.
How can we learn hand-drawn art for games? I am learning drawing from 0 but any of the resources that I follow has noting about game art. Usually focuses on comics or portrait drawings etc.
Hmm, I think what I generally believe in is to just try and draw/make a game and apply what you know, and then as you encounter problems you iterate and iterate until you slowly improve. This way you will largely look up how to solve problems that you are actually having, and so most of your improvements directly impact what you are making.
There is a risk that when you just casually 'learn' game dev by passively looking and practicing, that you learn a lot of skills that are cool, but don't really benefit you in the game you are making.
With that said, there are a few decent resources and youtube and stuff and I actually recommend watching pixel artists talk about art but then apply what they teach to handdrawn. So some examples are: AdamCYounis, Saultoons, Reece Geofroy, Pixel Overload.
@@Nonsensical2D Thank you a lot, that was really informative :)
This was also a huge issue for me as well a long time ago. But at the end of the day, some rules used for pixel art assets came in handy for hand-drawn assets, by setting up a tilemap for hand-drawn assets.
awesome breakdown
I totally agree with your points. Pixel Art in fact is more difficult than hand drawn.
Just gotta point out that Dead Cells isn't pixel art, it's actually 3D rendered to look as if it's pixel art. Still agree with your points though. Also good luck with your game!
@Nonsensical2D what program do you use to draw?
for hand drawn I use procreate on the iPad, but for pixel art I use Aseprite
Thanks for the explanation
Non-sense. A person who is equally unexperienced in both styles will find much faster success in pixel art. Nobody ever said that making good pixel art is easy, but it most definitely is easier to get started and to make progress. You can take it step by step and start simple and work your way up from there by adding onto your pixels and tiles. You want to make a statue? Just take a statue from some other pixel game as reference, it already has the correct pixel format! With hand drawn art you have to design it all from scratch. You also constantly have to think about the entire canvas as a whole and there are so many pitfalls...
Your entire argument is built upon your assumption that your own art looks good, which I just disagree on. It looks okay. It looks like doodles. I'm not trying to be a jerk here, you're the one who came forward with an aggressive, offensive statement, so you also will have to take the backlash. Let me give you a few examples what I mean by "pitfalls".
Let's look at the scene at 6:45 for example. The main rock platform in the middle has rich detail and shading along with thick black outlines. Now the small floating platform to the right would be equally important from a gameplay perspective but the line weight is completely different. In pixel art it's much easier to stay consistent with your lines since you're always working on a grid. Or take the green stems/vines in the foreground. How can they possibly look so flat and low in detail if they are closer to the eye of the viewer than the very detailed rock behind it? Same goes for the small green flower to the right. The line weight here makes it look equal to the floating rock platform. Does that mean you can also stand on it?
You say that you can get away with more in hand drawn art but that's just a lie. It looks bad and causes confusion. You're just fabricating an argument to try to prove your point due to your bias. And in general, in most of the argumentation in the video you are putting the horse before the cart. You take a hand drawn scene with lots of natural shapes and try to convert it into a pixel art scene while constantly trying to tell us "Look! Look how hard it is!" But in reality no pixel artist would ever construct a scene in such a way in the first place. Your entire approach is wrong.
Good hand drawn art is incredible hard to accomplish and only very few games actually manage to achieve a level of quality that makes it look good. Anything below will just look meh. Meanwhile even just medium-level pixel art looks completely fine. Of course, in the end it comes down to the definition of 'easy'. It's all just relatively speaking. The statement is not supposed to be an insult to the craft. Making art is never easy but if it's about making a decent looking game then pixel art is definitely "easy-er".
Hi, You raise a lot of points that are interesting to discuss, and I've gotten a few other 'similar' critiques and comments on this video as well. But rather than sitting and answering each individually, I'll probably do a video on the topic and the points you raise. Hope you feel that is fair. Thanks!
celeste looks simple from the outside but from the inside
i remember hearing that just madeline alone has around 600 frames of animation
i think the main decision you owuld have to do when chosing either pixelart or hand draw, is hoqw much time you wanna spend animating, because while pixelart can be easier to understand at a basic level, when we get to animation its a whole other world, while i would argue that hand draw and 3d have a much easier time translating their images to movement.
Are there any good tutorials on developing a simple hand drawn style? One advantage of pixel art is that there are so many resources available to learn
Hello sir!
Your videos are great. As someone who identifies as a non-artist, they are very helpful. I have found that its indeed "easier" to do hand drawn than pixel, especially when the resolution is somewhat bigger. Still, I have one problem with hand drawn (raster) art. Namely, I can't figure out how to make assets to an exact size.
When I use vector art, its very simple to make something exactly 256x256, for example. But when I use something like Sketchbook or Fresco, I find that the only way to control the size of what I'm drawing, its by setting the canvas size. But thats bad :/ Do you have any tips on this? Maybe some software I could use? Thanks!
Hmm, why do you feel like setting the canvas size is bad? With that said, if i am making several drawings in the same document i sometimes turn on the grid feature so that you get a grid with 256x256 squares to draw inside. I have a video on kind of this topic called ”what size should your assets be”.
@@Nonsensical2D
Good point, I should've elaborated :) Basically what I meant is that if I set the canvas size to 256x256 to draw a bush, for example, I only see that bush and I can't work on composition of the scene. Whereas with vector graphics, I can have my whole scene on the same canvas, and I can adjust the size of each element individually.
The grid sounds like a useful tool! There probably isn't a way to make something snap to it though, right? I.e, still need to eyeball the outer areas to make sure you are not "painting outside the lines" (although I guess you can get pretty close still)
There are snap to grid features that should be able to help in most drawing softwares. As for having your whole scene on the same canvas, I personally don't think it works that well with raster graphics, I do quite often have them in the same canvas, but I generally avoid setting up the scene due to scaling issues as you mentioned. But I think that if you just set up your scene really early on, then you can go constantly back and forth between the scene and the drawing and kind of get a similar effect, it won't be perfect though. But you can see me do it quite often. I think my "ghost song art analysis" video mentions how I do it in practice. @@CherryPoppinz
Lovely, thank you very much for the reply and the insights :) I realize I am probably making "perfect" out to be the enemy of "good enough". I'll try and watch that video and follow your other tips! Thank you for the content as well, there's not that much out there in this space, much appreciated!
@@Nonsensical2D
i've been drawing pixel art and building in minecraft for years, i know how to manipulate individual pixels to get organic shapes, but i don't even know where to begin to make hand drawn art.
I think generally you don't want to build your art step by step with building blocks which you might do with pixel art and Minecraft buildings (though I don't recommend this for pixel art either).
I think generally you want to try and just throw something onto the screen, avoid having a blank canvas, and then you step by step fix it by redrawing or drawing on top of what you have already done. What I'm essentially saying is just start with a sketch, don't worry about it being ugly, it's kind of supposed to be. It's easier to fix something when you have something to fix.
Much of my low-res pixel art is hand-drawn using a drawing tablet. I personally let the lines suffer from the lack of pixel precision.
the only problem i have its principally the looping of the art. how do you do it with handdrawn art? i can imagine myself drawing all scenes completely by hand with each individual asset. But i cant also use it like copy paste of sprites because then it just would look repeptitive but not transitioning. how do you solve this problem? and how do you transition between scenes?
Hmm, games like hollow knight, tails of iron, or what I'm doing don't actually loop art using any parallax script. As you say it would look terrible. Instead you stage the scene by hand, carefully placing assets where it looks good. The asset itself might repeat somewhere else, but its position in the scene won't be repeated, but will have to be placed by hand. If you do this for your entire game you don't actually have to transition between scenes, but it could generally good to do so for the sake of performance anyway. (I have a video on how I do this pseudo-3D look in Godot, but in unity you would actually set up your scene in 3D space)
@@Nonsensical2D oh thank you but You Do use parallaxing on the background each scene then... right?
@@maotrax1163 Yes, for sure. but if you want to transition scenes you can just do it with a "teleport function" of sorts. but I don't think the problem of repetitiveness occurs if you hand place each asset.
Estou desenvolvendo meu jogo, e estou desenhando TODOS os gráficos, desde sprites de movimento até o paralax do background hehe. Será que eu vou ficar insano?
Pixel art is easy. Good pixel art is actually quite hard. Even trying to recreate some of the oldschool NES style is something few devs manage to do right beyond just the superficial look. Also, many indie devs have great individual art pieces, but put together it looks like a mess or the levels FEEL like a tilemapped level.
why there is a limit of 180x320?
it just depends on the pixel resolution you want, but you generally want to pick a resolution that will scale well with 720, 1080, 1440 and 4k. Because those resolutions tend to be the resolutions of our monitors. (if you pick other sizes your pixels will scale unevenly)
Very interesting video! In some ways the effort put into keeping art consistent is time consuming, no matter what style you use.
Thank you, smart version of Ryan Gosling
Hey buddy how many assets required inorder to create one level .
I tend to start with 7-10 for the base of the scene. It tends to be enough to get the vibe kind of where I want it. On occasion you might need a few more to add some details or unique assets, but at that point you know what you need and why. Starting small tends to make it easier to ensure that you reuse assets as much as possible and it also helps keep the scene unified.
@@Nonsensical2D do you have LinkedIn or any other social media because I would like to show my concept art of my game so.
I have a reddit account with the same username as this
The thing about deadcells, is they actually started with 3d models, rendered the animations from them and then drew pixel art over the renders. Not that it changes anything, just a little tidbit for anyone that's interested.
Yes, the channel "makin' stuff look good' has a really nice and quick write-up on it as well for those curious to learn more about it :)
If the main argument for pixel art is lack of fine motor skills, then you could also just use vector art. It will have the same difficulties as with any style of limiting your palette and detail level to avoid clutter etc. but curves and diagonals will be way easier than both pixel art and hand drawn art (if you struggle with drawing consistent curves or lines); and you'll also get some of the same minimalist feel of (some) pixel art "for free" because you're working with outlines and solid shapes.
I'm not a game dev, I'm a web dev; but I would assume that if the game engine supports using SVG assets directly (all modern web browsers do, and the web always lag so far behind, so it would truly surprise me if most game engines doesn't), SVG files (unless filled with linked in non-vector stuff) are generally quite small in file size but infinitely scaleable. Which could potentially be a performance improvement (unless rasterising a few kb of SVG is more computationally expensive than pushing megabytes of pixels? Hard to know, in the web world the main bottle neck is always data transfer)
I taink pushing svgs in gameplay is problematic in terms of performance (there are some addons that try to do it, but it is by and large uncommon). But rasterizing svgs is fairly common and I think can look fairly good :)
Not only sprite were made that wway with dithering to try and make shoaes but because old screens really did mixed those pixels, doing an illusion of these sprites being more smooth, that's why in old tvs and screens, old games looks better, and why they look terrible with new schreens withouth this effect
In your opinion, what do you think about pizza tower's hand drawn and pixel art combined style?
I think the artstyle overall is really nice, but I think it would do better in 1080p or 4k resolution. Being able to see individual does make it a bit more unclean and childlike (the character outlines look really unsmooth since they are only a pixel thick), which can be a benefit to a style like this, but it also drags down the aesthetics (in my opinion) and I overall think the game would probably do better as HD.
@@Nonsensical2D yeah, I see why Pizza tower could look better in HD, mostly with how pizza tower's art style is mostly inspired by ren and Stimpy. But personally I think the pixel art and hand drawn combined style helps it stand out from games like Cuphead, and the art style makes the game more modding friendly, because you would not need to get high priced animation software to make custom sprites for modding the game.
Personally, there's something that doesn't sit well with me when looking at hand drawn platformers.
FOR SOME REASON, I don't know what it is.
Perhaps it is precisely because of those reasons mentioned. Because good Pixel Art is immediately seen as good, hard to obfuscate any mistakes, not much room to trick around.
It requires a more defined skillset in composition, level design, color choice, etc.
The hand drawn art looks immediately more approachable, almost lending itself towards "cozy games", at least within consumer expectation.
Which is great if you want to make such a game OR want to intentionally throw the player off and subvert expectation.
I am creating a Metroidvania game with heavy meele combat mechanics.
It is futuristic, gritty, dark. I want the player (and myself) to leave with a life lesson in the end about bad circumstances, anger/wrath and self acceptance, at least to those who do wish to look into it, while everyone else just gets a good time with the gameplay.
The rough edges of Pixel Art ACCENTUATE that notion.
The uncanny feeling of seeing something on your screen that can be interpreted in many ways, visually.
There's a reason Silent Hill and Resident Evil 1 where so much more scary than their HD counterparts.
And, obviously, by no means does this mean one Medium is limited to a single art style.
It just lends itself to it, by natural matter of how humans perceive geometry.
A Pixel Art spike will look more dangerous, because it's jagged and because it is Pixel-Art.
The simple concept of a Spike (as seen in countless Video Games) is so outlandish, so unusual that drawing it by hand or modelling it in 3D it immediately becomes less threatening, the more you flesh it out with detail and "render" it.
Tomb Raider 1 had some really dangerous looking spikes.
Look at them in the HD Remake and you may think "wow, it's unlucky they even hit me like that".
On a fundamental, subcontious level, not talking about active thoughts.
Similarly a Hand Drawn Teddybear will look more fluffy with smooth lines.
One Medium LENDS itself towards a certain subset of games.
Even if our design intention is otherwise, potential buyers will actively or (more commonly) subcontiously gloss over the game, simply because they don't expect the experience they were looking for from a certain Medium (like Pixel-Art or Handdrawn, Low-Poly 3d or High-Poly3d), even if that game would have offered him a perfect experience.
Lastly, regarding this whole tangent:
Which one would you potentially gloss over more?
A High def. 3d RTS (Star Craft 2), A low poly 3d RTS (Warcraft III among many others), A hand drawn RTS (Star Craft 1, Command and Conquer, Age of Empires and many more), OOOOOOR...
A Pixel Art RTS?
Why would the Pixel Art RTS be the one left out?
RTS are pretty down bad with releases in general (which is why I chose this example) but not a single notable entry?
At this point the seasoned RTS player has the expectations of what an RTS "should" look like, even though there may not be a difference in gameplay between an early low poly 3d, an early hand drawn (or otherwise pre-rendered), or a Pixel-Art RTS game.
The difference is within player expectation.
I give you that, though:
From an artistic standpoint, everyone told me to just draw the damn sprites at that point.
It would make so much more sense to just go for the Anime-esque Art Style, I'm imitating in Pixel Art anyways. (When it comes to larger portrayals, like Dialogue Images, etc.)
I could probably make a visual spectacle out of this game, if I did.
But would it have the same impact?
That is the question.
Would Blasphemous have seen the same success if it was hand drawn?
Likewise, would Hollow Knight have had the same success, if it was Pixel Art?
I admit, I am tempted to at least try it for a bit.
As a "thank you" to everyone who read this far:
If you are attempting a hand-drawn style but have trouble getting the lines right, even with built in smoothing Options... You should look into "LazyNezumiPro".
It's what the big boys use, both for 2D drawing/Animation and 3D modelling. (We are Talking Disney level Studios, check their Website out, they have crazy accolades)
And it's like 15 bucks, give or take.
Works with pretty much every Art Program and will allow you to even draw with your damn computer mouse (with the caveat that line thickness is still cumbersome).
I love it! entertaining devlog
everyone thinks pixel art is easy until they try to get good at it.
Hey man, just came across your channel and i loved it! Thanks for the good content
How about hand drawn but with mouse?
I think this is close to too difficult to be a worthwhile consideration. whatever you save in terms of money on not getting a tablet for 50 dollars, would likely be lost on the extra time consumption necessary to produce decent results.
this guy is literally me
As someone who's combining both pixel art and hand-drawn visuals in my game, I can personally testify that pixel art is REALLY HARD.😬
Not to mention there are a lot of rules to follow in pixel art while staying true to the color palette limitations compared to hand-drawn art.
For me its the reverse. With hand drawn you need to draw every individual frame. With pixelart you can build off the next frame by using the first
@@Mewdo45 Well, that's a good point. But the same thing can actually be applied for hand-drawn animation. The neat trick when I animate my assets is I sketch the key pose first, duplicate the frames and use the selection tool to adjust parts of the sprite's body to match the animation of my choice.
The only time the process gets long is when I start outlining and coloring the animation.
Both is hard, but only one looks incredibly good looking and smooth while the other looks like garbage in my opinion. I am talking about pixel art, it looks like garbage and any game made with it I avoid playing lol.
@@Mk2kRaven Nah, there are a lot of pixel art games that look a lot better than some hand-drawn games out there.
This one might be subjective, but a game like Iconoclasts has beautiful pixel art that fits the theme of the game. 🙂
Mixels in the thumbnail 🥶💀
As someone who's handrawn and attempted to do pixel art i agree
Dead cells is simulated pixel art with 3d sprites if im not mistaken
You mentioned it in the video, but I want to harp on it more, I think the reason why pixel art feels "easier" for me is that when you make a mistake, its instantly recognizable as a mistake. In pixel art you HAVE to be good at color theory, shapes ect to make something decent. A lot of art for me feels like problem-solving, why does this look good? Why is this recognizable and this not? I have tried making character designs for my game and I had more success with pixel art because of the restrictions, it just made the character silhouette pop out way more, and when reinterpreting the character in a bigger canvas, the character still looked way better than first attempts in full resolution.
Ye, I think this is a huge aspect of it feeling easier. For me personally I have worked on those things so much when doing hand drawn that when I do pixel art I just get annoyed because what I think "should work" (according to my hand drawn intuition) simply doesn't work that well in pixel art, my intuition is sort of thrown off.
@@Nonsensical2D Speaking of characters, can you make a dedicated video on character design in HD? There's very few tutorials about how to draw a good full HD style character because everything the light touches is pixel art haha. Just some tips and some technical details such as the size of the character etc would be great, thanks so much for all of the cool content.
I do have two videos on how I designed both the demon and the mushroom character. But I didn't really go into technical details. I might touch on it again in the future, but I have quite a few videos I am working on already that I have to finish :)
recently i was practicing some perspective / form drawing and was amazed by tips from kim jung gi and how he basically focuses mainly on perspective and proportions - and drawings are amazing when there is conscious form and dimensionality. i was wondering about how to approach drawing for side scrollers, i know there is no possiblity for the perspective to be congruent. but i wanted to establish horizon line (eye level) and draw some things with respect to it. i was wondering what's your view on that. i will try to use eye level of playable character and draw assets in 1point / 2 point perspective. but the most important thing is that - everything below the eye level of the character will have TOP of it visible and everything above main character will have visible bottom. for example trees, buildings will have more bottom visible, chests or bushes will have more of its top visible. i will analyze sidescroller gameplays from now on more consciously looking for horizon line and perspective - but i have a feeling that its rather random
I have been thinking about making a video on it. I think the topic overall is quite complex. You can see quite a few interesting examples on horizon lines, wonderboy is an example that looks awesome. But the problem is often that horizonlines start to look weird as soon as you have to deal with any verticality. And platformers almost always have a lot of verticality
@@Nonsensical2D exactly, its a difficult task to handle. however without perspective things look flat and shitty so i think at least some major assets have to deal with it in some way. but many times i see things on the floor have perspective and also architecture - especially doors, windows and openings are drawn from below (we can see the bottom of window frames etc) - i see it even in hollow knight now. and its super confusing from the artist standpoint - camera will always scroll so it defies many classical rules
I understand most of your points and agree with them, but I will say, the drawing converted to pixel art and then dithered actually looks, imo, potentially better than even the original -- though it may come down to taste, and actually painting everything in that way as pixel art would likely take a similar amount of time as simply drawing hand drawn, even if you don't have experience in either medium
simple character = hand drawn more easier, detailed character = pixel art more easier
I wouldn't call either easier than the other. It's all about understanding what you're working with.
Dead cells isn't actually pixel art, it is rough 3D models with a Pixel filter, that has had some UV map tweaking applied
Great video!
I'd go for a hand drawn style, but the thing is, I don't have a scanner, and I am not willing to pay $100+ for one.
That's the tough part. You'd have to invest a lot of money in a scanner or invest a lot of money in a drawing tablet.
Not trying to nitpick, and maybe you knew this, but (to my understanding) Dead Cells uses 3D models and renders it as pixel art. Maybe you meant that the process of converting to pixel art is difficult, or that if it did not use this process then achieving this effect would be very difficult, but I just thought to mention this.
Oh! Just realized someone else made a similar comment, sorry about that!