In this here post we continue my rambeligs on pixel art vs game art this time we will be focusig on...
Game Art
The main difference when focusing on game art is that you must thoroughly identify the intent of what you are creating, what will its purpose be and how will it interact with other elements in the scene? Will it be in the foreground? Will the pallet choice make it stand out or blend in and do you want it to? Will it have animation or is it a static asset?
Once you understand what your creating a little better, you should decide on a appropriate canvas size for the image ie. a 16x16 sprite for a RPG character and a large background image could not be created on the same canvases.
Another thing you should focus on is how much time you have to dedicate towards the asset usually with game development you have set deadlines for art, this is where working with placeholders come in creating a rough draft size of your piece to implement into a game so the other team members can work without having to wait for you to finish your time consuming pixel art.
Something that you need to know for all pixel art is how to save out your art so it is thoroughly compressed without losing any quality, the short answer is save your pixel art as .PNG format its the best for pixel art, it supports alpha it can hold thousands of colors and it is very small, you can also use formats such as .GIF (colour loss) and .BMP (uncompressed) but .PNG is by far the best.
The last major difference compared to pixel art is that animation is used, animation is a large topic so i will focus on this in another post, but all you have to know right now is it is time consuming, plan to give yourself about as much time as you would spend on the static image for each frame in your animation and if you want a nice animation plan to be completely redrawing about 80% of the frames each time.
Next post animation