I can only hope that anyone reading this has never had the “unique experience” of providing pretty much all of the art for a reasonably in-depth game. Particularly if that game is:
1. Isometric.
2. Limited in palette (self-imposed, I must admit).
3. Limited in size (as in, the actual resolution of said game effecting the size of each asset).
4. An RPG of any kind.
Look, there’s no easy way to say this so I’ll just come out with it: Pixel Art is Hard. Not just “a little hard,” like trying to understand chinese checkers at the age of six. More like trying to understand the complexities of Go at the tender age of four.
While having rudimentary art skills is helpful, nothing particularly prepares you for the amount of time you’ll spend with the pencil tool (set to 1px) and paint bucket. While I’m loving the creation of the art for our title, I’m fairly certain I’m already well into about 10,000 (yes, ten thousand, that’s more than [or over] 9,000) pixels drawn, one by one, using said pencil tool. It’s slow, arduous, and a good deal more intricate than I expected. What’s worse, as I get better, it feels like the art is taking longer to produce as I’m not willing to compromise nearly as much anymore.
So, we’re making a flash game and as I’ve revealed in this post, it’s lodged somewhere, quite firmly, in the RPG genre. Now, say it’s an RPG with a lot of items. Not just a “few” items, but like, way more than one would want to cope with as “the artist.” Add seamless tilesets, walls, flair, mobs, characters, the GUI, and animations into the mix and you’ll start to grok the sort of rabbit hole I’ve been buried in since September.
This may seem like some sort of big, whiny LJ type post, but I assure you it isn’t. I’ve learned a great deal in doing this and honestly, I’d recommend pixel art (as a style) to anyone making a flash game so you don’t end up with your typical, downright ugly vector graphics we see so often as people churn out title after title. At the same time, I’d be doing you a disservice if I didn’t warn you.
There are, of course, great reasons to do all of the art yourself. Everything will (stylistically speaking) be very cohesive. Sure, there’s only so many ways to do pixel art when everything is so small, but very little of our art is in the vein of NES blockiness. I’d like to think we’re approaching the late SNES era in what we’re doing, but you’ll be able to judge that for yourself when we finish. In additional, you’ll be able to make sure, that in any situation, you’ll be prepared to rework something to make it fit as you won’t be relying on anyone else - and I promise, you will get better as time goes on. Maybe, unlike myself, you’ll be able to produce art faster and more efficiently. Maybe not. No matter what though, you will get better and you will rework nearly every image at least once.
I suppose, the best two tips I can give are the following:
1. When you screw up - and you will - do not be afraid of scrapping any work. The second time around, any given piece of art will almost assuredly be better, and all told, should take less time.
2. Palette swapping is your friend. Sure, it’s cheap, but honestly, while graphics mean a great deal, they are not everything. For some situations, variety in function means more than variety in art.
I know I’ve been all over the map with this post. I started out telling you not to do what I did and then I closed giving you reasons to do exactly what I did. Really though, you’ll have to decide which road you take should you decide to jump into indie-gaming development head first. The payoff is worth it though if you’re working with great people (which I am) and eventually you’ll see all of your work spring to life. Of course, if you’re like me, you’ll lose all ability to be coherent after an 8-hour art creation binge. Excuse me while I go draw more very tiny things.
Addendum: As has been pointed out, 10,000 pixels it not a lot. I know. It’s a poor, poor joke. At the moment, we’re floating somewhere between 500,000 and 1,000,000.