[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.6976121 [View]
File: 141 KB, 1208x778, tumblr_oc2lnb03oi1ulp8mfo4_1280.jpg [View same] [iqdb] [saucenao] [google]
6976121

>>6963136
>they could totally just scan pictures into computers and use Photoshop to convert them to pixel art
That's what you can accomplish with modern tools which is an argument against the supposed effort required for modern pixel art and against how indie devs cry out how hard it is.
Without tools like that, it's no surprise Japanese artists did the analog effort to draw line art and tape on monitors before drawing in their preferred tools available at the time. There was specialized machines though, like Sega's Digitizer machines if you worked for a big enough company that produced video games at a large enough scale.

https://videogamesdensetsu.tumblr.com/post/149092824100/the-sega-digitizer-system-a-tool-used-by-graphic

>> No.4165962 [View]
File: 141 KB, 1208x778, tumblr_oc2lnb03oi1ulp8mfo4_1280.jpg [View same] [iqdb] [saucenao] [google]
4165962

>>4161653
>>4161763
>>4161735
>>4161775

Wrong.

>Deviance: What kind of computers were you using? How were graphics for the game generated and what programs did you use to generate them?

>Brenda Ross: We used a Japanese proprietary system called a digitizer. All the employees at Sega Japan used them. Basically you did the work on a grid like system, and you saw the results on a second screen, then you’d have a TV screen set up for color correction.

> then you’d have a TV screen set up for color correction.

They developed for common CRTs. Also this:

https://www.youtube.com/watch?v=kILeyo1iv0A

The games were designed to run on common CRT TVs, I hope this ends the discussion.

Navigation
View posts[+24][+48][+96]