Pixel art knight (WIP, game art)

in #art8 years ago

Hi! Today I want to share some WIP art I'm doing for a game project I'm working on with a friend. The final asset will be 64x64, it's shown at 4x size on the images.

This is the "complete" knight:
Knight_wip.PNG

And this is him without the shield so you can see the rest of the body and such:
Knight_wip_no_shield.PNG

Bear in mind this is on an early phase, I still need to clean up the outline and add some details. I'm also thinking of changing the spear because, although I've been re-doing it like crazy until I got this, I still don't think is right. Also, I'm pretty new to doing art (I'm a programmer professionally, not an artist), so any advice will be greatly apreciated.

Images taken directly from Aseprite, the program I use for drawing.

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I had a bot resteem your post :)

Wow, thanks a lot, I wasn't expecting this to get any attention, much less after two weeks XD

I can't give you any advice but I do think it's looking good. I'm a programmer as well and I've always wanted to do something artistic but I've always been too lazy. Very good you're just doing it!

As a programmer I've attempted and failed to do art lots of times, and with this pixel art thing is the first time I've actually felt like I'm achieving decent results. I may write a post on it some day, when I have more to show, explaining the process and giving some resources or tips to get started. It's actually a lot easier than it looks like (unless it looks easy already XD).

I would be interested in reading how you make it. Let me know when you put it up.

Sure! I'm always afraid when preparing a post that it will be wasted time and no-one will read it, so knowing you're interested is a huge motivation to get it done, I'll be sure to let you know.

Really like the direction of this knight design. Even in WIP form, the silhouette and color balance already give it a strong game-art feel. Pixel art always looks simple at first glance, but getting that clean readability and atmosphere is actually pretty hard. Seeing projects like this got me more interested in how game visuals move from concept into full production. Recently I tried working with a Game Art Studio that focuses on 3D modeling, mainly to better understand the workflow behind modern game assets. I came across Nasty Rodent while researching different approaches to stylized game art, and I decided to test them on a small personal project. What I liked is that it felt less like ordering assets and more like collaborating with developers there were several stages with feedback, revisions, and polishing. The final result turned out really solid and matched the visual direction I had in mind much better than I expected. It definitely gave me more appreciation for how much work goes into translating an art style into actual in-game models.