• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:07
CEST 07:07
KST 14:07
  • 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
[ASL19] Finals Recap: Standing Tall10HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
Weekly Cups (June 30 - July 6): Classic Doubles2[BSL20] Non-Korean Championship 4x BSL + 4x China9Flash Announces Hiatus From ASL66Weekly Cups (June 23-29): Reynor in world title form?14FEL Cracov 2025 (July 27) - $8000 live event22
StarCraft 2
General
The GOAT ranking of GOAT rankings The SCII GOAT: A statistical Evaluation Weekly Cups (June 23-29): Reynor in world title form? Weekly Cups (June 30 - July 6): Classic Doubles Program: SC2 / XSplit / OBS Scene Switcher
Tourneys
RSL: Revival, a new crowdfunded tournament series FEL Cracov 2025 (July 27) - $8000 live event Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays Korean Starcraft League Week 77
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ ASL20 Preliminary Maps [ASL19] Finals Recap: Standing Tall SC uni coach streams logging into betting site Flash Announces Hiatus From ASL
Tourneys
[BSL20] Non-Korean Championship 4x BSL + 4x China [BSL20] Grand Finals - Sunday 20:00 CET CSL Xiamen International Invitational The Casual Games of the Week Thread
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile What do you want from future RTS games? Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Summer Games Done Quick 2025! US Politics Mega-thread Russo-Ukrainian War Thread Stop Killing Games - European Citizens Initiative Summer Games Done Quick 2024!
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
Formula 1 Discussion 2024 - 2025 Football Thread NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
momentary artworks from des…
tankgirl
Culture Clash in Video Games…
TrAiDoS
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 627 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
Finland4549 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 4h 54m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 200
Tasteless 156
StarCraft: Brood War
GuemChi 1028
Leta 531
PianO 294
Snow 81
Dewaltoss 40
Bale 25
Icarus 9
League of Legends
JimRising 777
Counter-Strike
Stewie2K903
Super Smash Bros
Mew2King136
Other Games
summit1g9192
monkeys_forever410
WinterStarcraft364
SortOf82
NeuroSwarm60
Organizations
Other Games
gamesdonequick41266
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• Berry_CruncH304
• practicex 50
• Kozan
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• LaughNgamezSOOP
• IndyKCrew
StarCraft: Brood War
• Diggity2
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Lourlo1043
• Rush752
• masondota2379
• HappyZerGling62
Other Games
• Scarra2161
• Shiphtur322
Upcoming Events
Sparkling Tuna Cup
4h 54m
WardiTV European League
10h 54m
MaNa vs sebesdes
Mixu vs Fjant
ByuN vs HeRoMaRinE
ShoWTimE vs goblin
Gerald vs Babymarine
Krystianer vs YoungYakov
PiGosaur Monday
18h 54m
The PondCast
1d 4h
WardiTV European League
1d 6h
Jumy vs NightPhoenix
Percival vs Nicoract
ArT vs HiGhDrA
MaxPax vs Harstem
Scarlett vs Shameless
SKillous vs uThermal
uThermal 2v2 Circuit
1d 10h
Replay Cast
1d 18h
RSL Revival
2 days
ByuN vs SHIN
Clem vs Reynor
Replay Cast
2 days
RSL Revival
3 days
Classic vs Cure
[ Show More ]
FEL
3 days
RSL Revival
4 days
FEL
4 days
FEL
4 days
CSO Cup
4 days
BSL20 Non-Korean Champi…
4 days
Bonyth vs QiaoGege
Dewalt vs Fengzi
Hawk vs Zhanhun
Sziky vs Mihu
Mihu vs QiaoGege
Zhanhun vs Sziky
Fengzi vs Hawk
Sparkling Tuna Cup
5 days
RSL Revival
5 days
FEL
5 days
BSL20 Non-Korean Champi…
5 days
Bonyth vs Dewalt
QiaoGege vs Dewalt
Hawk vs Bonyth
Sziky vs Fengzi
Mihu vs Zhanhun
QiaoGege vs Zhanhun
Fengzi vs Mihu
Liquipedia Results

Completed

BSL Season 20
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Jiahua Invitational
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025

Upcoming

2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
CSL Xiamen Invitational
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
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 © 2025 TLnet. All Rights Reserved.