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>> No.4688561 [View]
File: 73 KB, 436x419, incomplete sprites.png [View same] [iqdb] [saucenao] [google]
4688561

>>4687787
Yes.
You're not going to pull that
>B-b-but it's ugly because it makes sense in context
schtick, are you? I also think it's overrated as fuck, even the level design thing.
Down the trash with the likes of Volgar the Viking it goes.

The Mummy Demastered is a closer, yet still flawed, follow up to older pixel art games. Even the difficulty is old-school, which didn't get it any fans and then critics cried in a chorus "bad design". That might answer >>4686465 btw.

>>4688456
I only ever saw one or two slides from its content in a GDC video. It's an internal document, and Japanese corporates would rather sit on until bitrot, or even destroy something than it to leak not according to the "rules".

General idea (pic related is from some stuff found in games) was that the concept artist (who did BoF3/4) designs concept art easily translatable to pixel art, they do a blob dummy generic NPC with all the animations and then that blob is refined to details specific to each NPC and overlay costumes, weapons, moves, animation lines... with some general drawing theory (colors, lighting, body proportions, recognizable silhouettes, walking cycle, skips in animations to suggest a faster action, ..., and most importantly some common sense, at least in-universe, and better inspiration and ambition than LJN level pixel art)
The more color limitations the better (as long as it's not MSX/NES levels where it only works with specific art styles) since that forces the artist to care about lighting, consistent one, and not end up with something flat or right out of RPG Maker, and lesser detail for more efficiency (the good old trick with walking sprites covered with bed sheets for when they sleep just to cite one example)

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