Howdy there, my name’s Brandon and I makeÂ
pictures out of tiny squares - and today  I’m gonna be making some mockups inspiredÂ
by Cowboy Bebop, to explore what it might  look like as a pixel art game. I’m notÂ
breaking any new ground by saying this,  but this series has just got the perfectÂ
blend of sci-fi western aesthetic,  comedy, drama, and one of the most incredibleÂ
and eclectic soundtracks you’ll ever hear - so  there’s a lot to be inspired by - and to doÂ
a thorough job on the pixel art adaptation,  I’m gonna create a unique piece for each member ofÂ
the main cast, so without further ado - let’s jam! Alright to get started, I’ve decided to workÂ
with a canvas size of 160 by 144 pixels.  This is the same resolution as the GameÂ
Boy and Game Gear handheld consoles,  and I usually find something in this range toÂ
be a reliable go-to for me because there’s an  efficiency in creating work within this smallÂ
space, and also the restriction here kinda  forces your hand into creating somethingÂ
really stylized and noticeably “pixely”.  The mock-up I’m making for Spike is gonna beÂ
set up kinda like a battle in an RPG, with the  characters taking the top part of the frame,Â
and then the lower area being for the battle  commands - and I’m creating his character spriteÂ
first so that I know I’m happy with the appearance  and scale before sizing all those additionalÂ
elements and details to the sprite size.  The other restriction I’m using for thisÂ
series of mock-ups is that they’re gonna  be limited to only 8 colours, andÂ
I’ve prepared a series of unique  colour palettes ahead of time which areÂ
inspired by each of the main characters.  So for instance, with Spike’s palette here, I’veÂ
represented the blues and yellow of his outfit to  be three of the eight colours in the palette.Â
He’s also got a subtle green tint to his hair,  so I’ve assigned one for that as well, and there’sÂ
also a red as a nod to the colour of his ship,  but I also figured it’d work well as aÂ
contrasting colour for the environment. The fight I’m staging here is based on theÂ
episode featuring the character “Mad Pierrot”,  who’s this really creepy but whimsical assassin,  and Spike ends up facing off with him in aÂ
space-themed amusement park. Even for the  wide variety of situations the main charactersÂ
find themselves in across the series, this is  one of those settings and villains that’s just soÂ
over-the-top and spectacular that I felt it’d be  something that would lend itself quite well toÂ
a stylized and cartoony pixel art appearance.  So you can see here I’m working my way throughÂ
the SpaceLand visuals, trying to find ways to  represent some of the things we see within theÂ
episode as a backdrop for the battle. One of the  challenges when putting this palette togetherÂ
was just the way that these limited colours,  which were derived from the character colours,Â
could also substitute for a multicolour backdrop  of a theme park. And I think what helped in thisÂ
case was ensuring that I used a low-to-moderate  saturation in these colour selections, andÂ
that way it’s a lot easier to stick totally  different hues next to each other and have themÂ
complement one another rather than compete. Now, when it came to the sprite work for MadÂ
Pierrot himself, he’s got this really balloon-like  body; or rather, his coat is at least - so IÂ
figured the best thing to do is just to start  from a silhouette and then keep throwing detailÂ
onto that and carving away to find the character.  Also, when he first appears in this sceneÂ
he’s standing on top of a giant hippo statue,  which I definitely considered trying toÂ
find a way to fit it within the frame,  like maybe just the top of the statue underneathÂ
him - but I think that’s really the kind of thing  where that may be better suited as a cut scene,Â
then it’d drop you into the fight and he’s right  here like we see him. Still, I adapted theÂ
pose based on how he’s firing at Spike from  up on that statue just to give him someÂ
of the characterization from that moment. I had saved some space along the top and usedÂ
this to create a small name and health bar,  which was nice because there's a lotÂ
more space than trying to fit this  information above the character itself -Â
and kind of covering up the background.  And then similarly for Spike, I’ve got a wideÂ
bar along the bottom of the screen so I can fit  a character portrait and some battle commands. TheÂ
portrait here is made within a spacing of 24 by 32Â Â pixels, and I kept building out and iteratingÂ
with linework - but also a lot of this was just  experimenting with the right balance of renderingÂ
to try to capture the animated appearance.  Getting the eyes right is always one of theÂ
trickier things at these lower resolutions,  and the palette didn’t leave room for a colourÂ
lighter than the skin tone to use within the eyes,  so it was a bit of searching for whatever theÂ
best option was here. Anyway we’re getting to  the end here, so let’s take a look atÂ
the finalized battle concept for Spike! For Jet’s mock-up, I wanted to explore a top-downÂ
overworld-style perspective aboard the ship.  Specifically, we see him on several occasions inÂ
the series cooking - and food, or lack thereof,  is a recurring theme within the show - so ifÂ
this were an RPG I thought it’d be fun that  he could have ingredients and recipes in order toÂ
make consumables for the crew. To get started I’m  creating the entrance to the room where he cooksÂ
- I’m not sure to even call it the kitchen to be  honest, but it’s down one of the main corridorsÂ
and there’s this large circular opening into it.  Once again, the palette here is inspired by Jet’sÂ
costume, and I’ve extrapolated the blue of his  jumpsuit into a series of three tones that can beÂ
used to detail the walls and floors of the room.  While this isn’t exactly the colour scheme ofÂ
the interior of the Bebop, not this particular  hall anyway, my plan was that these coloursÂ
suit the dim look inside the room, and then  that frees up the remaining colours of the paletteÂ
for Jet so that he’ll stand out within the scene. The trickiest part of this earlier phaseÂ
was just trying to make sure I had proper  reference for the layout. I’m not sure we everÂ
see a super clear-and-wide shot of Jet cooking,  because it’s more about those dramatic close-upsÂ
- as it very well should be - so I got kind  of obsessed trying to piece together what theÂ
layout of this room is exactly. Luckily there  are a couple times we can catch Ed in here, andÂ
there’s a great wide shot that shows the cooking  space with the burners there, so this was one ofÂ
my main references for detailing the interior.  So, I’m continuing to translate a lot ofÂ
these objects and details primarily using  these three blue tones and the black, andÂ
the other colours work well for highlights  or pops of colour to make certain objectsÂ
more noticeable, like the cooking station. For Jet’s sprite, I started with a sizing ofÂ
16 pixels and then painted in the details on  a forward-facing appearance. This one endedÂ
up coming out nicely, but it’s not exactly  engaged in cooking, so I ended up taking itÂ
and trying to explore a side-facing sprite,  but in the end I liked the recognizability ofÂ
him looking at the camera, so it ended up being  sort of front-facing but sideways gesture, justÂ
so we can see enough of his features but that  he’s actually engaged in cooking. That beingÂ
said, I did eventually give him his “cooking  sunglasses” anyway, but it’s nice to have aÂ
few of those sprite variants on hand at least.  Alright so all that work is kindÂ
of on the left side of the canvas,  and I had left this large column alongÂ
the right half of the screen to add in  a sort of character info card - just somethingÂ
that’ll represent a character menu or status  screen kind of idea. And we can see hereÂ
I’ve made him Level 4 at this moment - which,  I also eventually added a bunch of recipes toÂ
his known skills, so that may track with him  actually deserving to be higher level than thisÂ
but, y’know I haven’t really sat down to work  out the finer details of the skill tree quite yet,Â
so take everything with a grain of salt for now. Once again I’ve created his portrait within aÂ
space of 24 by 32, just like Spike’s. Actually,  to be specific, this one (and I think Spike's)Â
are 23 by 32 because I wanted there to be a middle  column of pixels so that things could have thatÂ
centre pixel - like for the point of his beard on  the chin there. I also tried to do just a touchÂ
more of subtle styling to these menu elements,  and one of the last things I did was also add inÂ
a few items just as additional references to the  character. So with that, let’s take a look at theÂ
finalized artwork for Jet at his cooking station! Another strong element of the show is thatÂ
there’s a lot of time spent in space ships,  either travelling between areas or chasing downÂ
bounties. For Faye’s artwork I wanted to explore  a mock-up where she’s in her ship seeing a bitÂ
of action like this, and so this one takes a  bit of a departure from the RPG format that’s beenÂ
building from the last two mock-ups, in the sense  that it ends up being more heavily inspired byÂ
something like a side-scroller “shoot-em-up” game.  That being said, I think it’d actually be awesomeÂ
to see something like that exist within a typical  RPG format; maybe as a mini-game or an alternateÂ
battle structure for ship combat specifically.  Another format I considered for somethingÂ
like this would be like a turn-based  tactical RPG battle for ship combat; butÂ
in the end I went with the side-scroller  idea since I felt it’d do a better jobÂ
at capturing more energy to the scene. Just like with the mock-up forÂ
Spike, I’ve created Faye’s ship first  since it’ll be the defining elementÂ
for the sizing and composition.  There are also a lot of great ship momentsÂ
to select from throughout the series,  and I’ve decided to base my mock-up on aÂ
scene from the “Jamming with Edward” episode,  where they’re chasing down a rogueÂ
satellite and have to navigate their  way through an entire field of laser fireÂ
from these other defending satellites.  Faye’s role within this moment is to act as aÂ
decoy and basically bait all these attacking  satellites in order for Spike to get close toÂ
their target, so it really felt like the kind of  thing that was well-suited for translating intoÂ
gameplay - specifically, one where you’d need  to maneuver around laser fire and debris whileÂ
also shooting down all these little satellites. Carrying on the 8-colour palette idea, I’veÂ
extrapolated the purple highlight of Faye's  hair into a series of purpley-grey tones thatÂ
could be repurposed across her ship and within  the space backdrop; and then there’s also theÂ
red and yellow of her outfit which worked well  for other elements like the satellitesÂ
and laser fire. Along the top I’ve left  a 32-pixel tall black bar across the canvas toÂ
create a HUD, and this becomes a different form  factor for portraits and other elements thanÂ
what was seen in the previous two artworks;Â Â but that works out ok because it just mixesÂ
it up a little bit for my own amusement too. These two icons here on the HUDÂ
represent meters for her attacks,  like maybe there's a standard firing withÂ
a cool-down and then perhaps a stronger  missile attack which I imagine wouldÂ
be more discrete and finite quantities.  With the remaining space along the HUD, I’veÂ
brought in some inspiration from the visuals we  see on her dashboard to create the suggestionÂ
of a small map; or more of a radar actually,  which worked as a nice way to also showÂ
that Spike’s in the area in his ship.  And then finally, I had a bit of leftover space,Â
so I’m adding in some dialogue from the show,  basically where Edward volunteers Faye toÂ
be the decoy, so I picture it to be the  kind of thing where this is where you canÂ
see messages from the radio chatter here,  and then I’m gonna finish this off byÂ
giving Faye her reply to that suggestion;Â Â just kinda placing that over herÂ
ship in this comic-book style bubble.  So let’s go ahead and takeÂ
a look at the final piece! Alright with the final mock-up, we’reÂ
returning to the top-down overworld style look,  because I want to recreate something from one ofÂ
my favourite Edward and Ein moments - which is  basically the entirety of the "Mushroom Samba"Â
episode, is like my favourite moments of them,  but for this scene in particular the two of themÂ
are wandering through a desert looking for food,  and they come upon a truck on the side of the roadÂ
selling watermelon, but don’t have any money to  buy any. The reason I chose this scene was becauseÂ
that idea of “wandering” translates really well  to exploration in an RPG, and then of courseÂ
it's just sort of relatable - sometimes coming  upon some useful wares but not having the coin toÂ
purchase them. Just like with the mock-up for Jet,  the sprite work here is around that 16-pixelÂ
height; give or take - and then for Ein I tried  to find something that felt reasonablyÂ
in scale while still being recognizable. Surprisingly, the most technicallyÂ
challenging piece of this mock-up,  maybe even of the entire project, was just workingÂ
out the structure of this watermelon truck here.  It’s the kind of thing that seems harmlessÂ
before you start, like “oh yeah I’ll do the  scene and then I'll just quickly throw aÂ
simple truck in there, it'll be all good”,  but the thing that makes it challenging isÂ
just translating that exact architecture  into the top-down perspective, y’know it’s gotÂ
a few different levels and edges, and then it  has to be something that’s recognizable andÂ
looks like you could interact with it also.  Originally I wanted to have the dude kindÂ
of poking his head out a little bit too,  but I already had to exaggerate the back end thereÂ
so that there was for the watermelons on display,  so I just kinda left it like that.Â
On the flip side of that though,  in the category of “things that IÂ
didn’t expect to be surprised by but  was”, I was really happy with how theÂ
small watermelon sprite came out here,  and once I had that singular sprite I was able toÂ
copy it out and fill out the rest of the truck. For the colour palette, the orange,Â
green, and purple come from Edward’s look,  and then the brown is in there for Ein. I’veÂ
added in a grey-blue because I knew it’d be  useful for the environment - like for the colourÂ
of the truck and the road, but it also works as  a nice shade tone for the green. Once again I’veÂ
used kind of a moderate saturation for everything,  and that really helped give it sort of a wornÂ
or dusty vibe to suit the desert aesthetic. To fill out the environment, what I’m doing hereÂ
is just creating a bunch of isolated assets,  and then eventually what I did was replicateÂ
those out across the map to fill it out.  Most of this is pretty standard desert highwayÂ
decor, but I was also looking across a few  reference images to bring in the kinds of thingsÂ
we see within this scene of the anime itself.  Lastly, I’m creating a small 16-pixel tallÂ
HUD along the top for the character info.  This is the same sizing that was usedÂ
in the enemy HUD of Spike’s mock-up,  and I really liked how efficient it couldÂ
be with that spacing so I wanted to try  it out for the player characters in thisÂ
context as well, and just see how it looks.  So with that, let’s take a look at theÂ
finalized artwork for Edward and Ein! Alright and here’s all that artworkÂ
altogether. Overall this was really  fun to explore a few different configurationsÂ
and form factors of this general idea - This  was mainly approached from a “whatever happens,Â
happens” mentality for each individual mock-up,  but I think there’s kind of a nice looseÂ
cohesion across the collection here.  So let’s go ahead now and close this outÂ
with CRT Time - probably our first ever  'quadruple CRT Time' I suppose - so thank youÂ
for watching and take care and keep it square!
Incredible!
Hey friend, this might be a little drastic, but I would kill for this to be a real GBC/GB game