If im totally honest this was a little bit of a tease to one of my best friends…
He is pretty strongly against all things, blasphemous, gory and sinister and just because that is absolutely my style I wanted to create some work in that style anyways to see what he would say.
Needless to say he wasnt that impressed…
This was a visual test for a little pet project I was playing around with called Frankenlord (working title).
I figured that rather than getting hamstrung by the art for this one I would try and emulate the super minimalist style and palette of the Gameboy. This turned out to be so much fun.
The game would be a cross between Castlevania and Megaman and I think that comes across pretty strong here.
This was a visual test for a little pet project I was playing around with called Frankenlord (working title).
I figured that rather than getting hamstrung by the art for this one I would try and emulate the super minimalist style and palette of the Gameboy. This turned out to be so much fun.
The game would be a cross between Castlevania and Megaman and I think that comes across pretty strong here.
This was a visual test for a little pet project I was playing around with called Frankenlord (working title).
I figured that rather than getting hamstrung by the art for this one I would try and emulate the super minimalist style and palette of the Gameboy. This turned out to be so much fun.
The game would be a cross between Castlevania and Megaman and I think that comes across pretty strong here.
This was a dumb game idea I started to work up ahead of time for the LowRezJam. It was fun to try and work to 64x64
This work is for a game me and a programmer friend were working on, temporarily called Babuzilla.
Very early on a came up with a visual direction I wanted to go in and produced some key art for the characters in this style. I wanted the style to be bright and bouncy, with that hard outline that I love and a little bit of an edge to it.
We liked the key art so much we were trying to work out if we even wanted to take it to a pixel game and not keep it as a 2D animated full art game but I wanted the challenge of going full pixel. Here you can see my pixel pass on two of the characters.
The programmer and myself were pretty happy with how well the key art translated to pixel art so we decided to move onto the animation phase to get a greybox version of the game ready as quickly as possible and iterate from there.
This was my first time doing what i’d call ‘proper’ animation and whilst I’m pretty happy overall with the result I think its maybe a little safe and would love the opportunity to really push into animation in the future
Here is the full pixel turn around for the main character. This was a lot of fun to make but pretty difficult too. In the key art we actually had an 8 direction rotation but after alot of research of SNES era games we found that most of them kept to 4 directions and had the characters move in diagonals in a strafing manner. As this was our first project working together we were happy to limit it to 4 directions for the time being.
These animations were a ton of fun to make and definitely a worth exercise. It makes you consider the character a whole lot more when you have to work out how he looks and moves in all directions!
I really like his dumpy little strut and I feel like it fits his ‘grumpy baby’ character pretty well.
These animations were a ton of fun to make and definitely a worth exercise. It makes you consider the character a whole lot more when you have to work out how he looks and moves in all directions!
I really like his dumpy little strut and I feel like it fits his ‘grumpy baby’ character pretty well.
These animations were a ton of fun to make and definitely a worth exercise. It makes you consider the character a whole lot more when you have to work out how he looks and moves in all directions!
I really like his dumpy little strut and I feel like it fits his ‘grumpy baby’ character pretty well.
These animations were a ton of fun to make and definitely a worth exercise. It makes you consider the character a whole lot more when you have to work out how he looks and moves in all directions!
I really like his dumpy little strut and I feel like it fits his ‘grumpy baby’ character pretty well.
This was going to be for a game design pitch to a company that didn’t end up happening. For this I deliberately wanted to get as much out of as few frames as possible and I’m pretty happy with the result. It really does look like hes got his little pump on!
The one massive lesson learned from this animation was in the lighting and shading. I very quickly learned that in shading it this way I made it difficult to flip the sprite or place it in other lighting conditions and make it still look like it fit. Lessons learned!
This was going to be for a game design pitch to a company that didn’t end up happening. For this I deliberately wanted to get as much out of as few frames as possible. This side run definitely doesn’t work as well as the front run though.
The one massive lesson learned from this animation was in the lighting and shading. I very quickly learned that in shading it this way I made it difficult to flip the sprite or place it in other lighting conditions and make it still look like it fit. Lessons learned!
I started a pixel art chat channel at work and we all started adding our 16x16 sprites following a drawing a day list. I will update this page as it goes.
Inspired by the final fight in Undertale I wanted to try and make a pixel portrait in that style
I used DYA Games as a massive source of reference on these, definitely check them out!
After being so excited for the Resident Evil 2 Remake I wanted to do a full series run through again and decided to make sprites for each of the main characters from each game.