224 Pixel Art for Game Developers
. Why did you and your team choose Pixel Art for the game?
I love the aesthetic and I grew up with blocky games...but it was
originally a choice of eciency. I had originally imagined creating
the Art for the game in a high resolution, fully illustrative style but
itbecameclearthatitwouldjusttaketoolong.Therewerethingsthat
Iwantedtodointhegamethatwouldhavebeenimpossibleforasin-
gleperson,atleastwiththevarietythatIneeded.SoPixelArtjustt
the bill for eciency and it turned out to be more than that.
. What advantages and disadvantages have there been using Pixel Art?
Disadvantages: It was sometimes hard to express certain specic
things like emotions because we have such a limited canvas size. It
is also dicult to make rounded objects if we don’t want them to look
crumby.
Advantages: The constraints allowed me to do a lot and focus on
things that I wouldn’t have been able to otherwise. I think it was the
rigidstructurehaskeptmeinline.Itallowedmetodocreativethings
I wouldn’t have thought of otherwise.
. I noticed it doesn’t seem like you use any outlines, which is kind of
uncommon. Can you tell me about your decision to do that?
Thereareacoupleofexamplesofpixelstylegamesthatwere
being made without outlines before Hyper Light Drier—and now
everybody and their mother is doing it <chuckle>.SuperTimeForce
was a good example. Also the guys from Capy—they have some
fantastic artists and they were dabbling in that style before.
Swords and Sorcery also had some no-outline stu going on, and
I think they really helped push it into popularity. Fez also did that
to a degree. I was mostly inspired by that set of games that were
mainstream-ish and able to really showcase what could be done with-
outathickblackoutline.AlthoughmyArt—myillustrativestyle—isn’t
really line work anyway.