Pixel Art Class - Introduction To Portraits!

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so i recommend you take a break every now and again and um just review because if you stare at pixels too long if you start anything too long it starts to become a bit meaningless [Music] if you love in details be sure to subscribe here and on twitch where i'm live most weekdays you can also show your support through patreon or on itch.io where i upload assets and games shown on the channel hey hey welcome to another episode today we're going gonna be covering dialogue portraits these are sprites that you see uh that are character portraits of the characters as they're talking in say a jrpg or any game with dialogue really these are quite in-depth there's a lot to cover here i'm not going to be able to cover everything because a lot of it is just anatomy and style and there's so much diversity there but i'm going to see if i can give you the basics and then we're going to make our own sprite so buckle up let's get into it okay so the question is what makes a portrait a portrait they are from the shoulder up they're a shot of the character's head they are usually in the three-quarter perspective so uh they're not front on the character's looking in a direction but you can still see all of their face three-quarter means basically if this is one side of the head this is the other side this would be halfway right so this is the 50 mark well this line passes through the three out of four three quarter mark okay uh they're a picture of a character which means they need to convey some sort of expression as the character's talking they give us some information about what they're feeling so that's a portrait usually there's an opportunity when we're devising these portraits and putting them in the game to actually give some sort of stylistic uh take so you know it's a way of showing the player something that they wouldn't see with the character sprite you know in the game itself usually they're much smaller you don't get that detail but it's also an opportunity to integrate the characters with the ui okay so let's look at some examples okay i think the quintessential example of portraits in video games and particularly in jrpgs would be fire emblem something about these portraits are is so central in terms of like all of the different things you could do this is like the most standard way of of uh implementing these and presenting them so we've got obviously it's a jrpg we're talking about you know anime looking characters they're looking in the three-quarter perspective it shoulders up so this is like exactly what you would expect the actual implementation i would say is kind of an interesting one um the characters do take up a lot of the screen which is great there's plenty of space for the text there's no real ui behind it on the flip side something like final fantasy tactics takes a bit of a different approach where we actually have the text box with the portrait inside of it and then we have this little arrow pointing to who's talking i like that uh integration of the portrait the ui and the text itself to create context and here we have you know two characters talking at once on the screen again the portraits are very very manga anime inspired although stylistically pretty different there are a lot of similarities and we'll cover those in a bit but yeah something to think about here is final fantasy tactics advance different uh different character artist different approach what i really like here is this idea of the character being bound to the frame but also uh giving them a sense of depth so they're actually like coming out off the top of the frame it sort of looks and feels then like this is a kind of space like a window and we're getting you know the character coming up through that window playing around with the frame is something that i think is like a great opportunity that you shouldn't waste if you're doing this kind of thing here's another example where the character comes out of the frame this is sora from kingdom hearts chain of memories most of these games are pixel art and they are sort of more recent so these last two were both uh game boy advance games which is sort of the last handheld system that had very very uh strong or or at least was limited to pixel art of course we cannot forget stardew valley sergio valley has uh some really interesting portraits not all of them are three-quarter view although most of them are we have this nice character here he's got a lovely head of hair like myself um and you can see here another example of where we actually see the portrait appearing in a space that gives it some kind of ui context so uh you know the little um scroll with the character's name the character appearing inside of like a picture frame or a poster maybe some shadow behind them and some tearing there's a nice sense of obscure morphism here that makes us feel like we're looking at a piece of you know paper or poster we've also got uh other examples like phoenix right where we actually have the characters you know not just as portraits but as things in the scene um we're still sticking to that sort of three-quarter view for the most part and in this example we have a lot more room for expression because we're doing much more than just shoulders up you know we have the whole torso another another variation then we have a couple of examples from myself uh this is insignia this is kind of an early version of the dialogue system from i think 2018 the game's changed a lot since then um but we have the characters as bookmarks and they pop up and down depending on who's talking the active character is above a little bit more and the passive character is a little bit more translucent and you know down slightly and they move up and down as the characters talk um you can see i've got different characters in the game they all follow that three-quarter perspective and uh here's a more recent example from a game that i made last year called arrowbound and i've sort of played with this idea of the character's name is apollo so i wanted to play with that greek origin and give him this wreath having him pop out of the wreath is something that i that i like and is a direct reference to you know these other games here where the characters are definitely coming out of the frame in a way so these are some of my favorite examples let's look at the core here of what goes into a portrait which is the character and some basics on how to draw them okay so here we have roy from fire emblem and what i've done is just a bit of a diagram over his face to give you some insight into what's going on here so what are the properties of the human face uh when we're drawing it in this three quarter perspective basically uh the most fundamental thing is this circle this here is what gets drawn first the circle is the the skull itself obviously from there we define this point underneath so at the bottom of the skull the bottom of the circle we have the bottom of the ear we have the bottom of the nose and obviously the other ear and from there we can draw the ear up and we have the eye line this is where the eyebrows or the tops of the eyelids are from there we have the mouth and the top lip and the bottom lip are kind of equidistant with the nose so we have the same line twice and then we have a little bit extra for the chin the jaw comes from just underneath the ear runs all the way underneath the mouth and then sweeps back up to meet the circle on the other side about even with the center of the ear so that's basically it i can show you uh myself drawing my character armin who's the main character from insignia this is kind of the step by step of how i approach that so the circle the ear and the jaw then filling in the nose the eyebrows the mouth at this stage i'm definitely not you know making sure that oh this is exactly almonds chin because i can't really see it yet right i'm just trying to get something that looks anatomically possible uh so i clean up that uh that line once i've got the features in i add the hair i start making it look more personalized so up till this point you know it could look like anyone right the jaw is whatever it is the shape of the head is whatever it came out as i try not to get it perfect first time or at least i don't expect to get it perfect first time then i start to shape things so making the forehead a little bit more angular the jawline a bit more sharp extending that nose out because he's got a big nose yeah just thinking about about making it look more like him and then just adding the shoulders in adding some eyes bob's your uncle so this is how i approach a character that i already know how to draw but how do you differentiate between the characters what do you change to make something look more like a man or a woman or a child or an old man and how do you give them different expressions let's uh let's cover that now okay so here are some different heads that i drew very rough ones you can see here we've got a couple of different axes we've got masculinity and femininity and we've got age you don't have to break things down this way of course there would be ethnicity and different axes you could change these by but these are some basic breakdowns of course humans are so diverse and styles change and accentuate that diversity even more so don't take this as like a be-all end-all i'm not really a character artist or anything like that and many of you probably know how to do this much better than i do so this is kind of for people who are just getting started just trying to understand the relationships between these things so uh the way this kind of breaks down is i'll start with this neutral face here everything is kind of balanced there's not too much angular stuff going on it's not too boxy to make it more masculine you would flatten out and chisel the jaw a bit more the shoulders become broader and more boxy the head again also becomes a bit more square men tend to be squarer on the flip side um to make it more feminine you would make more of a point for the chin there's a bit more roundness in the top of the head the shoulders are less broad and the neck tends to be a little bit thinner it's more dainty elegant to make a character look younger what we do is we enlarge in the eyes and we shrink the jaw so like a child's brain right and eyes are like human sized but like all of their features are not so like the nose is tiny the mouth is tiny the teeth are tiny jaw is tiny it hasn't all developed yet except for the eyes which are a lot bigger on the flip side to make somebody look older we generally make the posture a little bit worse right we kind of make it look like gravity has been pulling at them for many many years so skin becomes more wrinkled the ears and the nose keep growing as we age so specifically in this manga anime style old people always have big crooked noses and big ears you have crow's feet around the eyes you have you know sometimes you know gaunt jaw lines we have laugh lines uh maybe wrinkles on the forehead this is how you make someone look older so they become less smooth more rough and haggard so that's kind of a breakdown very very roughly about how you know you can start at the very least approaching different size characters different characteristics a really cool example is this sprite sheet somebody collected this i'm not sure where i pulled it from i've forgotten now but it's a rip from uh fire emblem on the gameboy advance and it's just like a really really good breakdown of so many different characters and you can see a lot of this stuff at play right so the young men in anime tend to be quite androgynous they tend to be quite feminine so their jaws aren't so square but whenever they try to make a character look more masculine you can see that flat square jaw coming out right stronger cheekbones square ahead um the women on the other hand much more pointy at the bottom and round at the top look at this this masculine guy his head is like basically a square again the nose i think there's something culturally in manga where they think big noses aren't as attractive so villains always have very very uh large angry noses like this guy whereas you know children again the head the actual circle that makes up their head is huge and the features are so small the contrast in the face is so slight it tends to be much much less detailed so i've shown you some characteristics of the actual facial structure let's look at the most important thing after the shape of the head itself which are the eyes okay again huge disclaimer i am not a manga artist and i don't do this every day so this is my interpretation of how to do a very simple or standard kind of manga anime eye so you start with an oval like this usually a little bit wider at the top than at the bottom kind of like an egg shape like an upside down egg then you fill in your iris and your pupil so it's just the same shape but a little bit smaller on the inside the larger the shape the more dilated the eyes look um then you add a little bit of specular this light here is kind of like a reflection and whenever we look at people i think this for whatever reason makes it makes things look more human just to have that reflection off the eye it's it's a not a hard rule you can put more than one in but yeah that's kind of how i go about thinking about it i just always add one usually in the top right then you add your eyelid so this the eyelids are really really important and they shape the emotion um along with the eyebrows um the eyes of the window to the soul so having like an eye that looks like this is very it's very open generally speaking you can see you know our eyelid touches like if someone's looking at you normally that the bottom of their top eyelid is usually touching the iris or the pupil so it's being covered at the top and i think that's kind of the most important thing uh if we're looking to make this look more relaxed or natural this black touching this black is super important then we give it some color so when we color um basically again to make this look natural the idea is that the the eyelid is shading the eye right there's a bit of depth here between you know this point and this point uh where this is more forward than this so this is darker because it's being covered by the eyelid which makes this brighter there's also i guess another way to think about this which is that if i was to draw this from the side for example the pupil sits here and this is kind of like this right this is like further in and so if the light is coming down from the top it's going to hit this part a little more than this part this is going to be in shadow right like that and this is going to be all lit up that's a very very broad rough way of thinking about it that's not like fully accurate but it tends to be how people do this when they're drawing this kind of eye so that's what i do also we've got the lower eyelid this can touch the bottom of the iris as well and depending on which direction the character is looking is where the iris will sit in this kind of window that we've now created so this space here it's like the eye and wherever this moves inside of that space that's you know that's where we're looking so that's how to draw a basic eye at least how i like to do it there are a few rules that i'd like to show you just to give you some idea about how to create different emotions before we go into the sprite so i like to think of this as a simple factor of the iris and the eyebrow okay so this is our iris this is our eyebrow and i'll erase to show the eyelid so if the eyelids are coloring over the eye then you know that's one controller another thing is the eyelids can come under the eye that's another controller and then the eyebrows can go up and down and they can angle like this or they can angle like this those are like the three properties and just changing those three properties you can actually make a whole lot of different kinds of expressions that don't have anything to do with the mouth at all and so just looking at this like if the eyelids are you know sort of in a natural position above and below the iris and the eyebrows are level then you have like a content face right just a resting face if the eyelids come over and the eyebrows are a little flatter then we've got this sort of unbothered look it can be more excited if the eyelids come up and under we get determined if the eyebrows are down but the eyelids are level disappointed right angry angry with the eyelids coming up and under a lot of people know that it's that the eyebrows come down but they don't really capture the eyelids coming under anger there uh sadness obviously eyes coming up fatigue if the lids come down while the eyebrows are up and hope if uh if the eyebrows come up while the lids are coming under this is sort of again broad generalizations i i don't like to say any of this is like absolute because uh different facial expressions mean different things to different people um in different cultures and um not everyone's eyes look and work the same way so take this as a rough guide so that is my little primer on character portraits the proportions how to create expression how to change the characteristics of the anatomy to portray different people i haven't spoken about here but we'll get into that uh in the spriting so let's create a sprite okay here we are in a sprite this is the app that i use i know a lot of you asked the question what software does adam use it's called a sprite it's a s e i a-s-e-p-r-i-t-e so i have my a sprite document set up the resolution that i'm going to be working in is 64 by 64. i think personally this is far and away the most common resolution for portraits it won't encapsulate your entire kind of frame or at least it doesn't have to but in terms of your characters they should all fit in a standard size and this is a really common canvas size we can even i can even show you if we take sprites from characters and games and paste them in here they'll usually fit in this space there you go straight in again it's it's such a common resolution it's like for whatever reason the industry agreed 64 by 64 was the size so uh let's basically uh have a look at this so i'm gonna draw armin because he's my character and if i draw him i can say that's how it's supposed to look so you can't criticize uh what i always start with is um just some sort of background that's a bit flatter i don't want the grid in the way and uh i'm going to just block in the head as i always do so it's really important to think about what you actually want your game to be able to to show from a technical perspective like are you gonna have different portraits for the characters you know is this a neutral portrait or is this supposed to be a portrait um that can hold a lot of different expressions are you going to change those expressions with modifiers on the sprite you know in fire emblem they actually move the mouths up and down so there's actually a lot of diversity that you can come up with just in you know your approach to how you implement these but i'm just going to go for a neutral sprite for now so i'm going to draw my my head shape obviously in my mind i'm thinking about this circle and i'm going to draw it now because i said i would so here's our circle let's give it a bit more shape here we have our eye so the three quarter line is like here ish we've got our left eye right eye the ear would be somewhere around here [Music] all right which means the eyes are actually a little lower okay yeah not a bad start so remember this line goes across this way bottom of the ear is where the nose goes okay the mouth is usually similar distance here between the bottom of the nose and the mouth itself depending on who this is you may not draw the bottom of the bottom lip um i'm going to leave it off for now just to give you a better sense of what i'm drawing so already we're in a pretty good spot knowing me i want to put almonds hair in here so i don't want to miss out on the opportunity to give us a bit more height so i'm just going to underneath here do our shoulders and on a layer below i'm just going to bring the neck under so that i can play with this without ruling the head and as i always say i like to get you know really really nice and loose with this don't spend too long trying to make it perfect because it's probably not going to be until you you know are ready for that level of detail so i am not trying to get this perfect yet i'm just trying to get it to look like a human who could exist at least in the style that i'm going for you know is the head in the right spot for a person that's what's more important than does this look exactly like almond so like i can already say like his jaw is way way way too square for armin but it doesn't matter right now because we're not there yet now that we're at this point let's just i'm gonna block the hair in just do it just so that i know that i have space for it yeah it's looking pretty good and depending on what you're doing you know you might find that you are okay with the character being cut off by the uh by the frame it's totally up to you like if you're going for something more like stardew valley then it's okay if your character's head gets clipped by the frame um if you're going for something more like final fantasy tactics then okay you might want to have them peek over the frame which means that they should definitely have you know full clearance here it's kind of interesting when i was looking at tactics i noticed that uh march here his hair actually extends above the normal portrait line so every other character fits in this very specific space but then he's got this like one piece of like alfalfa hair that's just like way way higher than everybody else's like even this guy's head gets cut off but not the main character for some reason so you know even professional games are inconsistent but yeah something to think about starting to think about the expression that i want i'm gonna go for something neutral just because uh i don't want to confuse you guys too much and one really really interesting thing that i see a lot for these portraits is this idea that the light is coming from the side of the face that we see the most of so the light's coming from over here if i'm a portrait which i kind of am the light's coming from here and this part of the face right is in shadow and what that does is it allows you to create a shape for where the nose is without actually drawing a black line for the nose right if i just take all of this and cast it in shadow right now i have this shape for where the nose is without having to actually draw you know lines like this it can be one of those areas where it's very very difficult to get nuance and this is just one of those tricks to actually yeah try to capture some now i tend to be very selective with my colors that is to say i don't select new ones because i'm working with a palette so for me i'm trying to get as much nuance as i can just with the colors that i've got in my palette if you aren't working with a palette then you can be as subtle as you want just be careful not to you know if you use too many colors things can look muddy so try not to use too many colors you want generally speaking if you're using the same style this anime manga style you want things to be as soft and you know effortless as possible and this process you know i usually spend quite a lot of time on this it might take me an hour for a portrait maybe two if i'm really really picky if this is for the main character of my game like i want to get it right i want it to feel like what i imagine the character looks like so uh i definitely don't try to rush this and i'm just thinking about those things right like what makes a character look older what makes them look younger what are the characteristics that i've decided that my character has and sometimes if you take the hair away you can see any flaws that you've got in the anatomy sometimes you get too caught up in the hair that's why i like to yeah take it away and work things out again before i move forward nice much better yeah there's my boy a bit more anyway not quite there but getting closer now his nose is a little pointy i'm just playing with trying to make the lines feel as smooth as possible so notice the stepping it's like one and then one two and then one two three four and then four but then back the other way two you know trying to keep that smooth as possible if i do this then it looks like it's not a smooth transition it looks like we're going one way and then up because there's such a difference but here it feels more gradual it can be as little as one pixel this is kind of where i think you know pixel art gets people think the pixel art's really easy but it can be very difficult especially when you're working in portraits and things that are very particular like characters honestly like people who are very very talented artists i don't know how they do what they do i still i kind of do this like relatively often if i'm making a new character for insignia and there's no way that i could draw the same character the same way without sitting here and really really playing with it for an extended period of time right i'm just not that consistent of an artist some people are very consistent i think one of those things is like handwriting if you have a super duper consistent handwriting then you're probably able to do it but i don't my handwriting's shocking so this is one of those things with um with anime style hair it can be really difficult to figure out like how to create the spikes in such a way that they feel natural it's super fiddly but you do develop a little bit of an intuition for it the more you do it i again do a lot of environment art not that much character art so i have this like ongoing debate in my head as to whether armin's hair is dyed is it is it you know like actually red or does he dye it red i think he dyes it i'm not sure i kind of i'm always thinking about that when i'm doing this undercut area whether it should be like a brown or a red for now we'll make it true to his we'll make it his natural color and it's when i'm working with colors like this that i really find the points where my palette is weaker so like looking at these colors here you can see these three are quite soft the transition is really subtle but this line here like these three it's quite subtle the point between these two is quite high contrast so this line here is very clear so i've got to be very careful about how i use that now i'm just gonna as i approach the eye just remember what i was doing here so like the eyebrows are out in front he's got quite a broad forehead but i don't want that line to be too arched i might stick with that we'll see how we go okay so let's start with the eyes i'm going to go on a new layer because again i just don't trust myself with this process i usually just plot something in and then something else and then i just think okay is that the right size like how big should these eyes be that's not too bad um i'm gonna go to the shade brush and just lighten these up a little starting to look okay let's bring this out a little bit yeah that's not bad okay and you can approach this a couple of different ways what i think i'll do is create a white for the eyes but i'm going to use the lightest skin tone that i have i'm not going to use white mostly because i just don't think that it's it's not necessary to have such high contrast for something that's so subtle sometimes you just leave it off completely right you don't even bother with it with the whites of the eye again uh we'll just see where this takes us so we need our eyelid and that's a bit exasperated i don't think i want to do that this way though maybe like that that's not bad no not terrible and this is the one area where i i kind of like recommend playing with the colors a little bit like it's okay if you have to jump you know to very subtle variations of the colors because there's sometimes just no other way to do it you gotta just play with it until you get something that feels right um i don't want him looking so dead maybe some specular will help i think that helped a little bit we can make it a lighter color just so that it's in in step with the rest of his eye that's a bit much also his eyes aren't red his eyes are blue so let's go to blue and i want to give him a bit more determination than this and it can be really helpful to shade the space if there is any between the eyelid and the eyebrow if you make this darker it generally looks pretty good again just showing that depth you know the fact that there's like actually a you know space in underneath it for the light to get shaded let's back this off a little bit we're getting closer and i i do like to play with shapes i like to experiment you know i'm never 100 certain about the way that i want this to look i just like to see like okay if i do this what happens okay what if i do this you know that's the only way that i end up really comfortable with the end result is if i just try different different stuff like this is looking way way better you know just changing a couple of things and i like this it's just something not quite right it's really important when you're coming to this point and we're shading this edge is to see what it looks like under different lighting conditions just in case your game is going to have the character sprites be over the um game like the level itself rather than behind a frame uh because you might find it's really different depending on what you do there so you know putting black behind here will make us want to make this darker because we want to transition from this to this so we make this darker but if we go back the other way it just feels like unnecessary right so just be careful of that and i'm gonna drop the eyes down because i've just realized that i've been treating it as if it was all one layer anyway let's use a different background color so we don't get lost here and just thinking about like the areas where things meet and if i can make that easier or you know easier to differentiate that kind of thing so like here you know how can i simplify this to show you details like his collar bone there without going too crazy it's so tempting to just add add detail here hmm it might be too dark um such a subtle thing so much pixel pushing so much pixel pushing just single pixels oh what if i change this what if i change that but i think we're getting pretty close i think he looks good and i'm just going to create the shade for the hair and once you commit to a color like this color here right if this is this dark where his jaw is covering his neck well then this up here should probably be at least that dark where his hair is covering his face be careful once you add a shade you are kind of making a little promise that you will uphold that across the entire sprite give us a bit of texture it's kind of cool his face is looking maybe a little narrow we could definitely take all of this and just shift it over one pixel the like i said these shades are quite it's quite a drastic shift in them so it's probably going to look high contrast no matter what if we really wanted to soften it we'd have to either go like this into this which i think is just a bit too soft or create a new color which i'm prepared to do now for the good of the for the good of the painting okay looking better and i i only do that in the most you know difficult situations if i can help it i try not to do it but it does give us a little bit more subtlety in some of these areas where we just don't don't want to sacrifice too much like here helps us out a little bit one thing you can do is just bring this shade all the way up to show a bit more depth in his jaw in your character's jaw of course you're drawing a different character to me because you're probably drawing your own character okay he's looking pretty good there's a little bit of something going on here that i'm trying to pin down but i quite like the light underneath it's not really relevant here you can barely see the difference between these colors but you know you could almost take them away and not notice it and i think that's you know part of the process that's worth exploring like if you can get rid of something do it or maybe i can create a more confident shape it just looks a bit stronger right more like i made a decision rather than just drew a bunch of pixels everywhere one thing we can do if we want to be really crazy is shade this and then maybe that will give us a bit more shape most of this is you know not really necessary these extra shades like you can tell it's not really adding much and i i really have difficulty with smiles i find them very hard to get right you know i want him to look neutral but if i can give him just a little bit of tension in his mouth just so it looks a little bit like something then we can get away with having a smile that's just a flat mouth i think it's looking good oh that's not bad either now this is the kind of thing where i know if i go away for like you know a couple of hours and come back i may feel very differently about what i'm doing here i might look at it and say oh wait what about this very important thing so i recommend you take a break every now and again and um just review because if you stare at pixels too long if you start anything too long it starts to become a bit meaningless so don't let it do that or at least if you feel like you're going in circles moving the same things back and forth that's your that's your cue to step away okay a portrait so from here you know if if i was doing like the start of a game and i was just figuring out okay what do i want you know how do these portraits fit into the game i would probably have like a different canvas that's like a bit bigger maybe it's all of this and i would take my character and i would place them in the scene and be like okay like what do i have to do for my dialogue system you know maybe you mock it up maybe you go okay well this is what the paper looks like you know if i was to redo the design process for what i was thinking you know i would have my page you know and i would say okay well what do i want to do with this character like how does he appear in the scene is he a character that's on their own sort of note you know maybe they've got a backdrop here and the backdrop is um maybe maybe maybe there's like a foreground element that's like a piece of paper right and they're sitting above that piece of paper and the piece of paper has their name on it like this and it says you know something like that you know maybe we don't really even need this maybe this can just sit on top of the level like that it's kind of cool you know and i would just play with ideas like that once you've got a few ideas it gives you a better understanding of what you want to do the the paper thing i mean that's that's my thing so like don't steal it um but yeah like if this was like a sci-fi game for example like maybe this character is on a ship right in space and so you want to show him in like some sort of like comms unit or something like that so we have like a screen behind him and you would have like little matrix metrics uh there could be some sort of like machine at the front he's like in that in a screen right maybe it's like a maybe it's like like classic sci-fi so instead of it's like 80s future so it's like this big crt monitor we've got those like scan lines going across like like this you know you might even put a filter over the character so there's like some sort of green wash over the thing starting to look pretty good and maybe there's like a terminal on the right that has what they're saying something like that do a barrel roll you know how this works you've played video games and if you haven't what are you doing go play some video games it's your game go have fun making it so that's how i do portraits i would be most happy to answer as many questions as you have in the comments below because this is a very picky and specific area and your art style will change how you place your pixels there's so much to cover here and i couldn't cover it all in one video so thanks for watching if you do have more specific questions be sure to join us on discord because i'm much more likely to answer you there and there are other people here in the community who might have more experience than me in portraits who could give you some more helpful tips so that's been the episode thanks for watching and i'll catch you in the next one hey pal thanks for watching and thanks most especially to the patrons and twitch subs who support this channel and my gamedev project insignia to find out more click the links in the description below and uh if you like this video tell youtube by clicking the like button and then youtube will tell me and then i'll make more videos that's nice thanks again and until next time
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Channel: AdamCYounis
Views: 59,946
Rating: undefined out of 5
Keywords: game development, pixel art, game dev, game, video game, indie games, stream, portraits, character, tutorial, sprite, face, eyes, lesson
Id: 3PQdx3o7gJA
Channel Id: undefined
Length: 46min 55sec (2815 seconds)
Published: Mon Feb 01 2021
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