What Canvas Size Should you use for Pixel Art? (Pixel Art Tutorial)

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Choosing a good size for your pixel art can be  quite difficult. In this video I’ll be going   through what canvas sizes will best fit your pixel  art, how to correctly size tile-maps and finally,   how to be efficient with your limited pixels. I’ve labelled all the sections of this video   with timestamps, so if you want to skip a part,  or you’ve come back for a specific section,   just click the links in the description. Also I just want to say that a lot of the   information in this video is from my head, so  there might be some parts that aren’t correct   to strict pixel art rules, instead  they are just my take on the topic. Sizing your Character: Let’s begin by talking about character sprites.   Generally, I think that most of your tile  maps and other sprites should be based on   your main character, because your protagonist  will be the asset that players see the most.  And this way, everything will be  scaled correctly from scene to scene.  In game design, a common way for developers  to build a scene is to use something called a   ‘tile-map’. A tile map, or tile-set is a grid of  squares containing all of your individual assets   and can easily be used to quickly generate  terrain and levels. In most cases,   all of your individual tiles should be the same  size, and the content of the drawing should be   contained within the space of the tile. For a cartoon or more comical game,   you want your character to be about the same  size as a tile, maybe a little bit smaller.  For realistic games, usually the character will  be fairly small compared to their surroundings,   so a character design smaller than a tile would  make sense. Also, the size of the protagonist in   relation to the world can be used to create drama.  Larger surroundings and antagonists can give the   game a dramatic, dangerous feel. To contrast this,  making your character pretty big in terms of both   the screen and the world can give the impression  that your protagonist is more competent.  Choosing a Tile-map size: So, once we’ve decided how big our character   should be relative to our tile-map, let’s decide  on a size for the tile-map. There are some   common sizes for tile maps that you might have  heard before, and they go up in powers of two.  The smallest is eight by eight pixels, a  really uncommon size that is too small for   most applications. Most of the art you can create  in this scale will be very stylised, and therefore   better for games with a simple idea. If you’re  making a lore-heavy fantasy game with emphasis   on items, tools, and character expressions,  8 by 8 might not be the best size for you.   However, if you’re just making a simple platformer  game, this size is perfect for beginners.  Going up one size, 16 by 16 pixels is probably the  most commonly used size for pixel art in general.   This is the best option for both  top-down and side-scrolling games,   because you can get a decent amount of detail  without having to draw a large number of pixels.  32 by 32 pixels is less common but still a  really good choice for many games. At this   scale it becomes easier to give your sprite more  detail, however if you are developing a game,   it will take much longer to complete all the  assets you need. If you are just starting out with   pixel art, I would recommend doing a couple of  characters in 16 by 16 before moving to 32 by 32.  Finally, we have the larger canvas sizes, 64 by  64 and upwards. While characters of these sizes   can lend themselves to more artistic sprites, it  is important to remember how big your protagonist   will be on a screen. If the tile-map is large in  resolution, then each pixel will become smaller,   making the art less like pixel art and more  like realistic imagery. This can remove the   charm of the game, as the main appeal of pixel  art is its retro aesthetic and simplicity.  This graph shows the relationship between the  quality of the artwork and the resolution.   It peaks at 16 and 32, which I believe are  the optimal canvas sizes for pixel art,   and dips at around 64, where you start to get  a cross between realistic images and pixel art.   Here you get a very strange scale, where it’s  almost big enough to be a realistic image,   but you can still see the individual pixels. Materials at different Scales: Once a tile-map size is selected,   you can begin work drawing. At such  a small scale, every pixel matters,   so we need to be very selective with  what we keep and what we throw away.  For different sizes, each pixel  will represent a different thing.   For example, in this 8 by 8 rock tile, one pixel  is used for an entire stone, whereas if you   were to draw this same tile in a 32 by 32 size,  multiple pixels could make up the same rock. So,   when drawing in a bigger canvas size, use  multiple pixels to illustrate a material,   when using a small canvas size, less  pixels can indicate the same material.  You can see here how the rock  tile looks in each tile-map size.  Using your Pixels: Drawing characters at small   scales can be quite difficult and including  all the aspects you need can be even harder.   Before we draw a character, we first need  to decide what is crucial to be included.   Generally, the main purpose of a sprite is  to visually represent what they’re doing,   and for their size and animations to make  for enjoyable movement and gameplay. So,   if the character doesn’t indicate what  they’re doing or isn’t fun to control,   I don’t think it will be a successful sprite. In this example, I’ll be drawing a ghost in   16 by 16 pixels. For a ghost, the two necessary  features are the facial expressions and movement.   Anything else is just for aesthetic purposes. Let’s start with the silhouette of the ghost,   because it’s important that the character  is recognisable from its outer shape.   Then we need to decide if we want an outline or  not. An outline can help separate the sprite from   the background, and add some definition, but  it will use up more of your pixels. For this   sprite we’ll use an outline because the outer  shape is an important part of the character.   If we were doing 8 by 8, we wouldn’t use an  outline because there wouldn’t be enough space.  Then, a facial expression can be drawn  in the centre. Because we are working   with such a small scale, some 2-by-1  pixel rectangles can represent the eyes.   At this stage, it might be a good idea to  experiment with a couple different expressions.   I’m also adding some hands because I think they  might be useful for weapons later down the line.  Then you can fill the areas in with some  flat colours, before adding some shading.   Use a solid white colour to make some highlights  where your sprite will receive the most light.  Finally, just go in with a couple more colours   to further push the shadows back  and bring the highlights forward.  That’s our 16 by 16 pixel ghost. While there  may be some details that aren’t quite perfect,   it’s important to keep in mind that the  image will be quite small in a game setting.  Animating your Character: For our Ghost, the crucial part of the animation   is the depiction of the movement. We’ll need to  show how the ghost is made of a fluent material.  When I’m animating a character, I usually  like to start with the outline. This way,   it’s easier to focus on animating the movement,  rather than rendering. In this example, I gave   the bottom of the ghost some movement once it had  stopped, to give it a loose, flowing effect. Once   I was happy with the movement, I rendered  each frame, and the animation was complete.   In this case, I used the image from before  as a guide for rendering all the frames.  And that’s how to make a 16 by 16 sprite.  Summary: In Summary,  When creating your tile maps and  assets, you should base them off   your character design and size, as this  is the one reoccurring asset of the game.  Tile-maps can be extremely useful for  quickly generating terrain and levels. The   common tile-map sizes are 8 by 8, 16 by 16,  and 32 by 32. Very rarely is 64 by 64 used.  When designing, keep in mind that the value of a  single pixel will be different at different sizes.  Always remember the main purpose of a sprite  is to visually represent what they’re doing,   and for their size and animations to  make for enjoyable movement and gameplay.  Good luck with your pixel art and I  hope this video helped in some way. Hey, thanks for sticking around til the  end. Special thanks to 'howisurday' for   suggesting this video idea. If you want  me to make a tutorial video or video in   general about something specific, leave  a comment below and I might get to it.
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Channel: Pixel Overload
Views: 158,114
Rating: undefined out of 5
Keywords: pixelart, pixeloverload, canvassize, gamedesign, gamedev, art, resolution
Id: Z8earctNBxg
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Length: 7min 27sec (447 seconds)
Published: Sun Nov 29 2020
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