(no title)
engeljohnb | 3 months ago
Quite the opposite. The fewer pixels, the more each one has to be perfectly in place. Honestly should've been obvious in hindsight. If I have any games left in me after my current one's finished, I'll just use as high a resolution as I'm comfortable with.
Unless the sprites are truly tiny, like 16x16 with 2 or 3 frame animations, I don't know if pixel art makes a good shortcut to an aesthetically appealing game. Then again, it might be easier than six years of every day practice.
torginus|3 months ago
The traditional workflow of creating a rough sketch on paper or tablet then progressively refining it just entirely doesn't apply.
spankibalt|3 months ago
For many a pixel artist that is a typical workflow, especially when working from reference, e. g. by retracing/"converting", say, an architectural period piece such as a street view to be used in a period- and location-accurate adventure game. In other words a classic line-to-pixel A/D conversion.
rockskon|3 months ago
amelius|3 months ago
Minor49er|3 months ago