21.5.12

Pixel Art

According to Wikipedia:
   Pixel Art is a form of digital art, created though the use of raster graphics software, where images are edited on the pixel level. Graphics in most old (or relatively limited) computer and video games, graphing calculator games, and many mobila phone games are mostly pixel art. 
Image filters (such as blurring or alpha-blending) or tools with automatic anti-aliasing are considered not valid tools for pixel art, as suck tools calculate new pixel values automatically, contrasting with the precise manual arrangement of pixel associated with pixel art. 
 Don't know if anyone notice before, but the current logo of my blog is made by pixel art. I'm not very experienced in making it, but I certainly have a big crush on people who know how to work on it. 
Sadly for me, there aren't many people out there that specialise in this form of graphics, and with technology evolving, even in mobile devices, I can see my fandom staying in memories of some of my favourite games like Final Fantasy advance or KH: Chains of memories. 

As a working process I must admit it requires a lot of dedication, as it requires a perfect idea of what you want to do and apply it in detail, pixel level detail. 
Most of this pixel art video games use an isometric view or parallel projection usually working on a 45°/30° ratio meaning that it's not a "true" isometric, but it had to be done like this due to the limitations of raster graphics that 8 and 16 bit games had. Now a days all of this can be corrected by using anti-aliasing. 

A complicated aspect I found when working on this style is that you have to have a extremely clear idea of the size of the final image. Because the work is done on pixels, the chances of stretching the image without getting weird looking or distortions are very low, so it does have a really high level of planing. 
The fact that people are using this style less and less every day doesn't take off the credit of some magnificent recent work some people have done. I hope I can manage to fit a future project where I can work with this technique and demonstrate that even with  an "old fashion" way of working the possibilities are and a good aesthetic of a game/animation can be achieved. 











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