• 0

Daniel Silber – Pixel Art for Game Developers

 
Daniel Silber – Pixel Art for Game Developers


Is the art for your video game taking too long to create? Learning to create Pixel Art may be the answer to your development troubles. Uncover the secrets to creating stunning graphics with Pixel Art for Game Developers. The premier how-to book on Pixel Art and Pixel Art software, it focuses on the universal principles of the craft.

The book provides an introduction to Pixel Art, its utility, foundational elements, and concepts such as light and shadow. It offers tutorials on creating animations and serves as a functional guide for the most common methodology in 2D game development.

Gamers love the retro feel of Pixel Art, and lucky for you it is easy to create. You'll love the tiny file sizes that will reduce compile times and help your game run faster. Providing you with the skills to create the characters and environments needed for 2D games, this book will help you:

Create tilesets to build game environments
Understand light and shadow
Work efficiently with pixels
Use atmospheric and linear perspective
Create professional-quality Pixel Art
This book has chapters dedicated to theory as well as step-by-step tutorials, both of which describe the process explicitly. Whether you are an artist, programmer, indie developer, or certified public accountant, after reading this book, you'll understand the steps necessary to create production-quality Pixel Art graphics.

Praise for the Book:

Pixel Art and Pixel Art games are very popular and the technique is a great way for independent creators to create very good-looking games with limited resources. It’s frankly shocking that there hasn’t been a resource like this before ... a very timely book.
―Chris Totten, George Mason University, Washington, DC, USA

Contents

Preface:What the Crap Is Pixel Art?

Chapter 1 ▪ Why Pixel Art?
1.1 Players love pixel art
1.1.1 Sweet Nostalgia
1.1.2 Contemporary and Relevant
1.1.3 Pixel Art Is Iconic
1.2 It makes your life easier
1.2.1 Smaller File Sizes
1.2.2 Anyone Can Create Pixel Art
1.2.3 Spend Less Time Doing Boring Stuff
1.2.4 It WorksWell on Very Small Screens
1.2.5 Pixel Art: It’s Better than 3D
1.2.6 All Your Friends Are Doing It and It’ll Make You Cool

Chapter 2 ▪ Pixel Art: The Technology of Yesterday…Today!
2.1 Why now? what’s in it for you?
2.2 Who this book is for
2.2.1 Artists
2.2.2 Programmers (Fire Your Artist and Do It Yourself)
2.2.3 Pixel Hobbyists
2.2.4 Indie Developers

Chapter 3 ▪ Who Am I and Why Do I Know So Much about Pixel Art?

Chapter 4 ▪ Software: Set Up Your Working Environment
4.1 What not to use
4.2 my software recommendation
4.3 other options for pixel art software
4.4 A brief glance at graphicsgale

Chapter 5 ▪ Making Pixel Art: Doing Lines
5.1 Straight lines
5.2 Diagonal lines
5.3 Curved lines
5.3.1 Avoid the LoneWolf
5.3.2 Make Each Segment Length Progressively Longer or Shorter
5.3.3 Beware the Circle Tool
5.3.4 Make Love with the Cut and Paste Features
5.4 Line width
5.5 Anti-aliasing

Exercise 5.1: Creating a line drawing sprite
Step 0: Download and Install GraphicsGale or Other Pixel Art Software
Step 1: Create a New Project
Step 2: Draw a Head and Face
Step 3: Draw the Body

Chapter 6 ▪ Coloring inside the Lines
6.1 4-bit palette
6.2 Fill tool
6.3 Creating gradients
6.4 Palette swapping
6.5 Palette size and time consideration
6.6 Choosing colors
6.7 Transparency
Exercise 6.1: coloring the sprite

Chapter 7 ▪ Drawing Secrets Revealed: It’s All Smoke and Mirrors
7.1 Shading
7.2 Cast shadow
7.3 Shadow direction
7.4 Atmospheric perspective
7.5 Linear perspective

Chapter 8 ▪ Animating Pixels: The Shock and Horror of Being Flashed by a Pixel
8.1 Using the program for animation
8.2 Onion skinning
8.3 Pixel flashing
8.4 Core animation concepts
8.4.1 Anticipation and Follow-Through
8.4.2 Squash and Stretch
8.5 Game-specific concerns

Exercise 8.1: Create an idle animation
Simplify the Sprite (Suggested but Optional)
The Simplest Path

Chapter 9 ▪ Tiled Backgrounds
9.1 Tile sizes
9.2 Setting up the tilemap work area
9.3 Textures that repeat on you
9.4 Create a tile library
9.5 Dithering and other patterns
9.5.1 How to Create Organic Dither
9.5.2 Patterned Dither

Exercise 9.1: Creating a top-down tile set
Step 1: Create a New Project, Get a History Lesson
Step 2: Turn on Your Grid
Step 3: Prepare Your Palette
Step 4: Create Our First Tile
Step 5: Create a Grass Variation—As well as a Blend Tile
Step 6: It Isn’t Easy Being Green—Moving on to Sand
Step 7: Variation Elation for the Game’s Duration
Step 8: Rocking Out
Step 9:Water
Step 10: Put It All Together

Exercise 9.2: Creating a simple side-view tile set

Chapter 10 ▪ You’re Doing It Wrong: Things to Avoid
10.1 Banding and “super pixels”
10.2 Too much anti-alias
10.3 Poor line quality
10.4 Weak palette choices
10.5 Too much complexity
10.6 Flash shading
10.7 No texture

Chapter 11 ▪ Interviews with Game Developers
11.1 An interview with james petruzzi of discord games
11.2 An interview with jochum skoglund of crackshell
11.3 An interview with dave prestonof heart machine

Chapter 12 ▪ Resources
12.1 Online resources
12.2 Books
12.3 Pixel art software

Chapter 13 ▪ Afterword: Some Thoughts

Теги: Daniel Silber, Pixel Art, game development


Формат: PDF, ENG, 252 стр.

Скачать / Download:

(43.4 Мб)

Зеркало 1:
http://hitfile.net/qVaeoZb


Зеркало 2:
http://turbofiles.net/2ers2u768lkk.html


Зеркало 3:
http://ul.to/scvixiyk


Информация
Посетители, находящиеся в группе Гости, не могут оставлять комментарии к данной публикации.