• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 02:02
CEST 08:02
KST 15:02
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Team Liquid Map Contest #22 - The Finalists9[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy21
Community News
2026 GSL Season 1 Qualifiers5Maestros of the Game 2 announced22026 GSL Tour plans announced4Weekly Cups (April 6-12): herO doubles, "Villains" prevail0MaNa leaves Team Liquid18
StarCraft 2
General
Team Liquid Map Contest #22 - The Finalists 2026 GSL Tour plans announced Maestros of the Game 2 announced Weekly Cups (April 6-12): herO doubles, "Villains" prevail MaNa leaves Team Liquid
Tourneys
2026 GSL Season 1 Qualifiers Master Swan Open (Global Bronze-Master 2) SEL Doubles (SC Evo Bimonthly) Sparkling Tuna Cup - Weekly Open Tournament $5,000 WardiTV TLMC tournament - Presented by Monster Energy
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 521 Memorable Boss The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power
Brood War
General
ASL21 General Discussion BGH Auto Balance -> http://bghmmr.eu/ Data needed A cwal.gg Extension - Easily keep track of anyone [ASL21] Ro16 Preview Pt1: Fresh Flow
Tourneys
[ASL21] Ro16 Group B [ASL21] Ro16 Group A [ASL21] Ro24 Group F [Megathread] Daily Proleagues
Strategy
What's the deal with APM & what's its true value Any training maps people recommend? Fighting Spirit mining rates Muta micro map competition
Other Games
General Games
Nintendo Switch Thread Battle Aces/David Kim RTS Megathread Stormgate/Frost Giant Megathread General RTS Discussion Thread Starcraft Tabletop Miniature Game
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Reappraising The Situation T…
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1980 users

Game Making: Art Break

Blogs > Logo
Post a Reply
Logo
Profile Blog Joined April 2010
United States7542 Posts
February 12 2013 06:12 GMT
#1
Check out my previous entries here.

Art Break: My First Tileset.


In previous blogs I've mostly focused on the programming side of game making, but this time I'll be talking about art. Recently I was away from my development computer and was unable to get any programming done. Determined not to lose momentum on this project, I spent the downtime shoring up my art skills a bit.

Once I returned, I decided to continue with the art thing and start making some art for my game. By adding some polished art to the game, I'm hoping that I can start to feel out some final decisions in term of tile sizes and scale. I want my tilesize, which will later influence my character size, to be something that I feel comfortable working with. If I choose a tilesize too big, I won't be able to produce art myself and that will slow things down dramatically; too small and my game will struggle to look good.

Art Choice


Given my lack of art skills, my choice of style is pretty limited. I'm going to go one of two ways: pixel art or simplistic vector drawings. These are the only two mediums I feel at all comfortable with, and my lack of art skills means my 'style' in each medium is going to be very limited. Personally this isn't much of a choice; even though I feel like I can make passable vector art, I feel more comfortable working in pixel art, especially when it comes characters and animation. I want to keep it simple so I'm going to be intentionally limiting my color palette for each object I draw. No set limit or anything like that, but I'm going to make each color really count if I can.

Getting to It


I decide to start with 32x32 tiles using a 2x scale. So each tile is 64x64 pixels on the screen, but drawn at a resolution of 32x32. As a self imposed rule, I want each tile to look good at 1x and 2x so I can change my mind about the scaling later. My first goal is to create a working tileset, or at least a few tiles for a tileset.

In this case I decide to start with a sewer theme. I have some ideas about the theme and setting of my game, but it's not concrete. I feel comfortable making a sewer tileset right now because it's not going to immediately put me in a specific setting. I can tie sewers into several different settings and it features more simplistic shapes that seem like a good way to get my feet wet in art.

First up is a basic ground tile, I decide to have a brick floor with some of the rocks showing underneath. I'm also using Super Metroid's style of fading the tiles to black rather than filling in artwork for every inch of the foreground. Being a sewer theme I start with a drab green tinted color, a highlight of that same color, and black. I quickly sketch out some bricks and give them a dithered highlight. The rocks I start by sketching out some basic rock shapes and filling them in.

[image loading]
Sketching out my first tile.


The sketched out rocks are filled in with shading and highlighting as I go. I'm using 6 colors total that span from a highlight to black. I could use more colors, but I know from what I read that this should be plenty when used properly. The pure black is used only for the bottom fade-to-black area, and isn't used for any of the actual art. In most cases a very dark shade can get me further than pure black will. The trick is to really get everything you can out of the colors you select. In the case of my rocks I can create a shading effect by shifting the tones. What serves as a shadow for the higher up rocks becomes the highlight for the rocks deeper down. By reusing colors I can really get a nice consistent looking tile.

[image loading]
A fully drawn ground tile.


Another small trick is something I picked up from Metroid Fusion and Zero Mission. I give the top of the tile a red tinted outline instead of a black. This gives the foreground a little extra pop, and when the game is in motion it's barely noticeable. I darken my red more than what you see in the video below, but I may brighten it up a few notches later on.


In practice the red gives the game a nice pop without being overbearing. Keep in mind this is a Game Boy game stretched out on an emulator.

It's at this point I get some artistically inclined people to lend me some advice. From them I learn two important things about my tile; the middle section is pretty ugly, and my tile is too monochromatic. In my newbiness I've used colors that are all the same hue and only vary in brightness. The result is something that feels really flat and looks like it belongs on the game boy.

The solution is to use a better range of colors. The highlights are warmed up and given a more yellow-ish hue. The shadows deepen into first a darker green then a blue-ish shadow. Immediately the effects are noticeable and things are looking a lot better. I'm still using the same six colors, seven with the red highlight, but it's a better six colors. I also give my tiles a bit of a re-arrangement and create a few different ones using the same starting form I had.

[image loading]
Much better, the progression in hues make the tiles stand out a lot more.


I'm feeling pretty good at this point. I'm going to give the entire layout more variety as I fill in the background and add some other details. This should help to add some more color variation as things go along.

Getting these tiles to tile has been really easy. Since the design is so chaotic all that I've had to do is put a little effort into sewing up the seems between adjacent tiles. I have a lot of possible connecting tiles, but the rocks on the boarders can be filled in multiple ways allowing me to mask the tile seams and create a more fluid look.

Conclusion

Happy with the results overall, I've gone and built out more tiles including a ramp and both sides of a pit. There's still some clean-up to be done, highlighting the edges of the ramp have proven to be difficult, and I have some dithering mistakes to fix, but overall it's progressing well. I've also put the tileset into my game and rigged up a test level so I can see things in motion.

[image loading]See the whole image here.


Hopefully as I improve I can produce art faster. Right now progress is constant, but slow. I'm especially nervous because my top-left lighting means that I can't just flip tiles horizontally. I need to flip them and redo the shading for them to look right. I'm getting more comfortable with my art program at least, and progress does seem to be speeding up.

Not bad for my first real attempt at art. I know there's a lot of improvements I can make, and I'd love to hear critiques*, but for the first time I feel like I've made art that's good enough to actually get me somewhere. Next up will be some basic enemies and anything else I want to craft for a basic 1-1 level.

I'd also like to thank both Keith Burgun and Kayin for helping me with my art. You should go play their games, they're quite good.

Recommended Reading

A great pixel art introduction.
Vector Art Tutorials for Programmers

*Though there are some known issues: the messed up dithering on the right, there being only one wall tile right now, and the ramp's having too dark of an outline.

*****
Logo
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
February 12 2013 06:19 GMT
#2
Great blog, this is actually very helpful to me, definitely bookmarking. I'm currently working on a game, and I'm gonna be making a lot of pixel art as well. What do you think is a good way of differentiating between foreground elements and background elements? Like for example if I have a car, if the car is moving against a still background, that should be obvious to the player, but if the car is still, I need the player to know that they should be looking at the car.
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
February 12 2013 06:38 GMT
#3
Hey very interesting read! Had a relaxing time going though it. I thought I'd share my favorite pixely stuff too: http://kiwinuptuo.deviantart.com/gallery/27054576
Aerisky
Profile Blog Joined May 2012
United States12129 Posts
February 12 2013 08:42 GMT
#4
Whoa CecilSunkure, that link is amazing as well. It's pixel art...yet...it looks sooo good.

I can't do it myself, but definitely some eye candy and looking at the progress is awesome.
Jim while Johnny had had had had had had had; had had had had the better effect on the teacher.
0x64
Profile Blog Joined September 2002
Finland4612 Posts
February 12 2013 10:31 GMT
#5
Good stuff, Logo.
Given your art skill... Hmmm.
Most of my game artist friends are considering pixel art harder than any other form.
Vector Graphics, would be easier/easiest but It tends to produce a very typical .

One artist pointed me out this link:
http://cgcookie.com/concept/cgc-series/pixel-course/
Maybe you have missed it.

Cheers!
Dump of assembler code from 0xffffffec to 0x64: End of assembler dump.
Logo
Profile Blog Joined April 2010
United States7542 Posts
February 12 2013 19:41 GMT
#6
Thanks guys! Those are some great tutorials. I had already seen the rock one posted by Cecil, but had no idea the same artist had additional tutorials.

@Chairman, you may want to seek the advice of more experienced artists for that question. From my understanding your main tools are going to be using contrast through both hues and brightness differences. Depending on the perspective one of the best pieces of advice is to look at existing games using the same perspective. For something like a car you're probably going to want to use some loud colors to draw focus to the car while being more subtle/darker with the background elements. A big part of it is selling it with animation and sound though. In the classic (or modern) shumps where the player is keeping a stationary screen position the ship or vehicle works best with an animation indicating it's moving. When paired with sound effects your brain will fill in the gaps and switch its perception from moving background/stationary object to stationary background/moving object.
Logo
Please log in or register to reply.
Live Events Refresh
Next event in 2h 59m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 94
StarCraft: Brood War
GuemChi 5888
Snow 245
Tasteless 223
Leta 89
scan(afreeca) 39
soO 19
Bale 16
Icarus 11
NaDa 8
Dota 2
febbydoto19
Counter-Strike
Stewie2K672
Super Smash Bros
Mew2King57
Other Games
summit1g9607
C9.Mang0424
hungrybox295
PiGStarcraft215
-ZergGirl80
Organizations
Other Games
gamesdonequick496
BasetradeTV352
Counter-Strike
PGL161
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo1636
• Rush1358
• Stunt794
Upcoming Events
Replay Cast
2h 59m
Kung Fu Cup
5h 59m
Replay Cast
17h 59m
The PondCast
1d 3h
WardiTV Map Contest Tou…
1d 4h
CranKy Ducklings
1d 17h
Escore
2 days
WardiTV Map Contest Tou…
2 days
OSC
2 days
Korean StarCraft League
2 days
[ Show More ]
CranKy Ducklings
3 days
WardiTV Map Contest Tou…
3 days
IPSL
3 days
WolFix vs nOmaD
dxtr13 vs Razz
BSL
3 days
Sparkling Tuna Cup
4 days
WardiTV Map Contest Tou…
4 days
Ladder Legends
4 days
BSL
4 days
IPSL
4 days
JDConan vs TBD
Aegong vs rasowy
Replay Cast
4 days
Replay Cast
5 days
Wardi Open
5 days
Afreeca Starleague
5 days
Bisu vs Ample
Jaedong vs Flash
Monday Night Weeklies
5 days
RSL Revival
5 days
Afreeca Starleague
6 days
Barracks vs Leta
Royal vs Light
WardiTV Map Contest Tou…
6 days
Liquipedia Results

Completed

Proleague 2026-04-13
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
StarCraft2 Community Team League 2026 Spring
Nations Cup 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026

Upcoming

Escore Tournament S2: W3
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
RSL Revival: Season 5
2026 GSL S1
WardiTV TLMC #16
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.