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dyselon | 10 years ago

The art in Skullgirls was done somewhat similar to the way the article describes in "Recoloring". Each frame was composed of three different images and each sprite had a palette along with it. The palette was a list of color gradients. The first image was the black and white line work. The second image was a solid color key layer whose value acted as an index into the palette (i.e. which gradient should be selected). The third image was a monochrome shading layer which acted as the position into that gradient that should be drawn. The gradients were rendered to textures at runtime, and the shader did all the work of actually composing the layers.

It did have some downsides, in particular that it was a bit unnatural for artists to work with, and memory was a constant struggle on console. Skullgirls characters could have well over 1000 frames of animation, and the game supports 3 on 3 fights. Mike did a handful of clever tricks to optimize memory usage, including breaking the images into smaller tiles and throwing out all the empty ones, and compressing the images even in memory. I'm a big fan of the final effect; I think the sprites look great, are high resolution, and allowed artists to create an extremely varied set of palettes for the game.

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larsiusprime|10 years ago

Hey there! I'm the author of this article. Would love to swap some notes with you sometime about your pipeline! Mind dropping me a line at lars {dot} doucet {at} gmail {dot} com?