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Topic and Production
Research
Topic Research
Pixel Art Games
Pixel Art – The early years 1972 - 1983
Pixel art has been around for as long as videogames have been, in fact it was created
because of videogames. It was created in the 1960’s as graphics cards couldn’t render
above a few hundred pixels. The term pixel art was first published by Adele Goldberg and
Robert Flegal of Xerox Palo Alto Research Centre in 1982. Since its creation in the 1960’s,
we have had immense technological advancements, it's amazing to think that the first
game ever created pong used only a few hundred pixels to run now we have next gen
graphics cards and consoles that can run open world and graphically beautiful games.
When pixel was first introduced the games were basics and non-complicated, developers
didn’t have the knowledge of what to do and programming was a brand-new thing, the
only option they had was to learn as they work. Games like Pong, Space Race, Gran Trak 10
and Tank to name a few where the first of their kind, they only existed in arcade form and
until 1972 when The Odyssey the first game console was released with 12 games following
it, Table Tennis, Ski, Simon Says, Analogic, Hockey, Football, Cat and Mouse, Haunted
House, Submarine, Roulette, and States. As time went on arcade games became more
prevalent, with games like Pac-Man, Space-Invaders, Galaga, Street Fighter and Donkey
Kong.
Pixel Art – The 8 Bit Era 1983-1987
This era computers were getting more advanced, and developers were starting to
get the hang of programming, this allowed for pixel art to develop and become
more detailed, backgrounds were no longer black, they could have detail and be
relevant to the game. From this characters developed like, Donkey Kong and
Pacman. The art of these characters has been able to evolve over time and with
each game they got more a more detailed as technology advanced. This
development led developers being able to create stories with their characters,
games like Metal Gear, Zelda, The Super Mario Brothers, Mega Man, Final Fantasy
and Castlevania. These are some of the most influential games to this day, games
like the Mario Bros are a worldwide phenomenon and whether you’ve played the
games or not you probably know who they are.
Pixel Art – The 16 Bit Era 1987 - 1993
At this point technology has advanced to the point where people don’t need to go
into arcades to play games, consoles have become the new way to game as they
can show exactly what an arcade machine can. Developers were now able to be
more creative, they weren’t confined to an arcades capabilities and could create
worlds and stories on their own terms. At this time 3D rendering was in its early
days and developers used this at times blended with pixel art in their environments
to give them more character and individuality. Games like Super Metroid, Mortal
Kombat 2, Sonic & Knuckles, Super Mario RPG and World, Final Fantasy VI, Legend
of Zelda: A Link to the Past and Chrono Trigger. Games known for their art at this
time were, Sonic the Hedgehog, Ecco the Dolphin and Yoshi’s Island. They used
pixel art to their advantage making really detailed backgrounds that matched the
game well and sprites/characters that stood out and had good animations.
Pixel Art - The Slow Downfall of Pixel Art -
1993-2006
As the market and need for videogame grew the want for better looking games
grew alongside it, the want for 3D games was a massive wave and developers
wanted to get more advanced games out there leaving pixel art in the dust. A new
style had emerged, and people wanted a more realistic experience, the demand
subsequently grew. After games got more advanced there not a lot of pixel art
games out there as there was no market for it. Although there were a few
companies who decided to keep making them the old way only to be lost in the sea
of videogame companies doing what the majority wanted. Games that came out
between this divide were: Doom, Heretic, Tekken, Warcraft II, The Need For Speed,
Quake, Final Fantasy VII, Half Life, Unreal, The Sims, Counter Strike, Grand Theft
Auto 1,2 & 3, Max Payne, Halo, Mafia, Call of Duty, World of Warcraft, Far Cry, Elder
Scrolls IV – Oblivion, Prey, The Witcher and Fallout 3. However, in the next section
this all changes.
Pixel Art – Modern Day – 2006 – Present Day
The modern game scene is a lot different to what it was 50 years ago, graphics have evolved
to a point where you can barely tell the difference from real life, it's unbelievable how far
they come considering that it was only 1970's when the first game came out. In today's
games world pixel art has made a massive comeback, with games like Stardew Valley,
Minecraft, Dead Cells, Thomas Was Alone and Terraria. The success of these games is getting
people back into the art-style, myself included, and showing how good a game using past
technology can be. Going off of this I think it will make more of comeback aside from these
games, vintage/retro is coming back in style and in general the art style is really nice and with
today's technology and the right story I think games using this style could be as good as some
AAA games. In the article I found that helped me write this section there is a passage at the
end that I think sums this up quite well, "The development of pixel art has always been a
captivating prospect. Though starting as a workaround for technical limitations, it was utilized
and refined to the point that it was ubiquitous in gaming culture. The highs and lows it faced
eventually resulted in developers using pixel art as an artistic choice instead of a shortcut for
primitive tech."
Production Research
Production Research - Animation
Unfortunately, I don’t have a lot of production research to do as I am doing an
animation and there isn't a lot to research in my opinion, despite this I don’t know
how to animate a few things so it's important that I use this time to look at how to
draw certain sequences.
For my animation I'm challenging myself to animate certain movements that I'm
not sure how to do so, I'm going to look on YouTube and view tutorials on how to
do them, for example a running cycle. I have experience with walking cycles but not
with a fighting sequence for example so it's imperative I learn how to animate them
if I want to the end product to be as I envisioned it. I also am going to look at
Stardew Valley animations as they are use the same art style as me and I think that
will be useful to look at.
I'm aiming to look at 3 specific animations, running cycle, a jumping animation and
a punching sequence. This is because they are the main 3 movements that I will use
the most and any other movements will be in cutscenes and most likely only be
used once.
Running Cycles
https://youtu.be/jggdbxTJPG4
In this video by AlanBeckerTutorials on YouTube, he details how to do a run cycle and the
different ways you can go about doing them, the first thing he talks about the 2 main ways
of doing them, the old version and the new version. In the images on the right, you can see
two images, the top one is the old version and bottom one is the new version. In the old
version there is 4 key frames to the animation, contact, down, passing and up. There is also
less emphasis on the contact with the ground before the front leg does down, whereas on
the new version animators tend to combine the passing and down keyframes and instead
opt to using a new 4th keyframe which is called up, but the jump has more height to it and
the up keyframe changes slightly to look like it's about to jump and is called kick-off. he
also talks about the arm movements and how they should look and correlate with the rest
of the frame which I found really useful as that wasn’t something I had thought of. He also
talks extensively about how to plan the movements by drawing circles where the
characters feet will land so you can better determine where the rest of the sequence will
go. He also talks about a skipping cycle and giving personality to the run, but I don’t think
this will be need for my animation as it doesn’t relate to the character and the animation
as a whole. This video makes it really easy to do the cycle, you can quite easily copy what's
on screen and transfer it into your own work, which will be especially beneficial to me as I
don’t have a lot of time to figure out what each frame needs to look like, having this video
will increase my work efficiency and hopefully allow me to get more work done.
I think in order to make what I'm looking at more relatable to my choice of art style it's
important that I look at what pixel art run cycle looks like, to do this I've looked up a basic
Stardew Valley of the character running, I then as its on YouTube, decreased the playback
speed to 0.25 and took pictures of each of the frames. I think doing this along with the
knowledge I've gained from the other video I have a really good idea of how to animate
this cycle and will be able to make really good experiments from it.
Jumping Animation
https://youtu.be/lCuXCLX1UHs
Jumping is a pivotal part to a platform game and in my opinion is the main way to
traverse the game, so it's pretty important and I want to get it right, otherwise the
whole trailer will look weird and it wont turn out how I imagined it. To start my
research into jumping animation is found that most of them were for adobe animate,
3D animation or I had to pay for a course to able to learn it until I found this video,
it's by Flipastick on YouTube and details a pretty basic and easy jumping cycle, they
also show how to animate it properly which I think was very useful and did give me
an idea for what I could do. However, I think I want mine to be a bit more detailed, I
think this video is a really good starting point and if I need to, I could definitely use
this as base and then add other things on to it. Despite this I decided to look further
into it on YouTube and found a video animating a run and jump by narris on YouTube.
(https://youtu.be/_PttirihJKE )I thought this fit perfectly into what I was looking for, I
decided to look at only the part where they jump because I already know how to do
a run cycle and it didn’t seem necessary to do it again. The animator shows separate
frames for each of the movements which will be useful as it will make it easier to
transfer it into my own work. Unfortunately, there isn't any talking in the video, but I
think just having the keyframes to work from will be enough and I will be able to
make a pretty decent jump from this, I'm relived I found this as I was scrolling for
longer than usual trying to find a video on how to do this.
Unfortunately, there isn't any jumping in Stardew Valley, so I am not able to refer to
that, but I think what I have so far is good and enough for me to create what I need.
Fighting Animation
https://youtu.be/CQV6pQOvfQ0
So, for this animation I had no idea what I was doing going into it as I've never drawn let
alone animated fighting before, so I was pretty nervous when I started my research, I think I
was afraid it was going to be incredibly difficult but thankfully I came across a video that was
perfect for what I needed, its only 5 frames and looks fairly easy to animate, its again by
Flipastick on YouTube. As I've not animated fighting before I thought I'd go easy on myself
and not push myself to do something unachievable. I decided on punching as her fighting
technique. I think that punching is the most reasonable way to fight considering my
characters origin, general know how and accessibility to certain weapons, this because she's
not going to have access to a gun, and she doesn’t really seem like the type to know how to
use a weapon anyway. At the start of the video, they show the five key frames, standing, in-
between, anticipation, punch and after effect. Throughout the video the author
demonstrates how to do each step live so you can see how each section is done, I found this
really helpful as I said before I'm not used to animating these sort of sequences so having it
explained thoroughly helped a lot. They start by drawing the first frame and then the 3rd one
to make it easier to draw the second one later, then the 4th, the 5th and finally the 2nd one.
I think that doing it this way will help a lot and am glad they suggested doing it that way.
There is no talking on the video, but they do include text prompts which does the same job
and gets across what they are doing well and makes it clear what steps to take to create the
animation.
Unfortunately, again there is no punching in Stardew Valley so I wasn’t able to add in any
input from that but think what I've got from this video is enough and will allow me to create
the animation I want.
Bibliography
• Wikipedia. (2022). Pixel artist. [online] Available at: https://en.wikipedia.org/wiki/Pixel_artist#:~:text=Computer%20art%20started%20in%201960s
[Accessed 10 Mar. 2022].
• The Factory Times. (n.d.). The History Of Pixel Art. [online] Available at: http://www.thefactorytimes.com/factory-times/2018/9/27/the-history-of-
pixel-art.
• Techopedia.com. (2019). What is Pixel Art? - Definition from Techopedia. [online] Available at: https://www.techopedia.com/definition/8884/pixel-art.
• Ettleman, T. (2018). 8 Best Games of the Year…1987. [online] Medium. Available at: https://trettleman.medium.com/8-best-games-of-the-year-1987-
39f6145b10b4 [Accessed 10 Mar. 2022].
• TV Tropes. (n.d.). The 16-bit Era of Console Video Games / Useful Notes. [online] Available at:
https://tvtropes.org/pmwiki/pmwiki.php/UsefulNotes/The16bitEraOfConsoleVideoGames.
• www.pcworld.idg.com.au. (n.d.). The 10 best 16-Bit games ever! - Slideshow - PC World Australia. [online] Available at:
https://www.pcworld.idg.com.au/slideshow/317712/10-best-16-bit-games-ever/ [Accessed 10 Mar. 2022].
• www.youtube.com. (n.d.). ALAN BECKER - Animating Run Cycles - YouTube. [online] Available at: https://youtu.be/jggdbxTJPG4.
• www.youtube.com. (n.d.). The EASIEST Jump Animation Tutorial (Flipaclip 2021). [online] Available at: https://youtu.be/lCuXCLX1UHs [Accessed 14
Apr. 2022].
• www.youtube.com. (n.d.). Run and Jump Animation | Timelapse | Krita. [online] Available at: https://youtu.be/_PttirihJKE [Accessed 14 Apr. 2022].
• www.youtube.com. (n.d.). Punch Tutorial in 5 Frames! (Stickman Animation 2021). [online] Available at: https://youtu.be/CQV6pQOvfQ0 [Accessed 14
Apr. 2022].

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Topic and Production Research.pptx

  • 3. Pixel Art – The early years 1972 - 1983 Pixel art has been around for as long as videogames have been, in fact it was created because of videogames. It was created in the 1960’s as graphics cards couldn’t render above a few hundred pixels. The term pixel art was first published by Adele Goldberg and Robert Flegal of Xerox Palo Alto Research Centre in 1982. Since its creation in the 1960’s, we have had immense technological advancements, it's amazing to think that the first game ever created pong used only a few hundred pixels to run now we have next gen graphics cards and consoles that can run open world and graphically beautiful games. When pixel was first introduced the games were basics and non-complicated, developers didn’t have the knowledge of what to do and programming was a brand-new thing, the only option they had was to learn as they work. Games like Pong, Space Race, Gran Trak 10 and Tank to name a few where the first of their kind, they only existed in arcade form and until 1972 when The Odyssey the first game console was released with 12 games following it, Table Tennis, Ski, Simon Says, Analogic, Hockey, Football, Cat and Mouse, Haunted House, Submarine, Roulette, and States. As time went on arcade games became more prevalent, with games like Pac-Man, Space-Invaders, Galaga, Street Fighter and Donkey Kong.
  • 4. Pixel Art – The 8 Bit Era 1983-1987 This era computers were getting more advanced, and developers were starting to get the hang of programming, this allowed for pixel art to develop and become more detailed, backgrounds were no longer black, they could have detail and be relevant to the game. From this characters developed like, Donkey Kong and Pacman. The art of these characters has been able to evolve over time and with each game they got more a more detailed as technology advanced. This development led developers being able to create stories with their characters, games like Metal Gear, Zelda, The Super Mario Brothers, Mega Man, Final Fantasy and Castlevania. These are some of the most influential games to this day, games like the Mario Bros are a worldwide phenomenon and whether you’ve played the games or not you probably know who they are.
  • 5. Pixel Art – The 16 Bit Era 1987 - 1993 At this point technology has advanced to the point where people don’t need to go into arcades to play games, consoles have become the new way to game as they can show exactly what an arcade machine can. Developers were now able to be more creative, they weren’t confined to an arcades capabilities and could create worlds and stories on their own terms. At this time 3D rendering was in its early days and developers used this at times blended with pixel art in their environments to give them more character and individuality. Games like Super Metroid, Mortal Kombat 2, Sonic & Knuckles, Super Mario RPG and World, Final Fantasy VI, Legend of Zelda: A Link to the Past and Chrono Trigger. Games known for their art at this time were, Sonic the Hedgehog, Ecco the Dolphin and Yoshi’s Island. They used pixel art to their advantage making really detailed backgrounds that matched the game well and sprites/characters that stood out and had good animations.
  • 6. Pixel Art - The Slow Downfall of Pixel Art - 1993-2006 As the market and need for videogame grew the want for better looking games grew alongside it, the want for 3D games was a massive wave and developers wanted to get more advanced games out there leaving pixel art in the dust. A new style had emerged, and people wanted a more realistic experience, the demand subsequently grew. After games got more advanced there not a lot of pixel art games out there as there was no market for it. Although there were a few companies who decided to keep making them the old way only to be lost in the sea of videogame companies doing what the majority wanted. Games that came out between this divide were: Doom, Heretic, Tekken, Warcraft II, The Need For Speed, Quake, Final Fantasy VII, Half Life, Unreal, The Sims, Counter Strike, Grand Theft Auto 1,2 & 3, Max Payne, Halo, Mafia, Call of Duty, World of Warcraft, Far Cry, Elder Scrolls IV – Oblivion, Prey, The Witcher and Fallout 3. However, in the next section this all changes.
  • 7. Pixel Art – Modern Day – 2006 – Present Day The modern game scene is a lot different to what it was 50 years ago, graphics have evolved to a point where you can barely tell the difference from real life, it's unbelievable how far they come considering that it was only 1970's when the first game came out. In today's games world pixel art has made a massive comeback, with games like Stardew Valley, Minecraft, Dead Cells, Thomas Was Alone and Terraria. The success of these games is getting people back into the art-style, myself included, and showing how good a game using past technology can be. Going off of this I think it will make more of comeback aside from these games, vintage/retro is coming back in style and in general the art style is really nice and with today's technology and the right story I think games using this style could be as good as some AAA games. In the article I found that helped me write this section there is a passage at the end that I think sums this up quite well, "The development of pixel art has always been a captivating prospect. Though starting as a workaround for technical limitations, it was utilized and refined to the point that it was ubiquitous in gaming culture. The highs and lows it faced eventually resulted in developers using pixel art as an artistic choice instead of a shortcut for primitive tech."
  • 9. Production Research - Animation Unfortunately, I don’t have a lot of production research to do as I am doing an animation and there isn't a lot to research in my opinion, despite this I don’t know how to animate a few things so it's important that I use this time to look at how to draw certain sequences. For my animation I'm challenging myself to animate certain movements that I'm not sure how to do so, I'm going to look on YouTube and view tutorials on how to do them, for example a running cycle. I have experience with walking cycles but not with a fighting sequence for example so it's imperative I learn how to animate them if I want to the end product to be as I envisioned it. I also am going to look at Stardew Valley animations as they are use the same art style as me and I think that will be useful to look at. I'm aiming to look at 3 specific animations, running cycle, a jumping animation and a punching sequence. This is because they are the main 3 movements that I will use the most and any other movements will be in cutscenes and most likely only be used once.
  • 10. Running Cycles https://youtu.be/jggdbxTJPG4 In this video by AlanBeckerTutorials on YouTube, he details how to do a run cycle and the different ways you can go about doing them, the first thing he talks about the 2 main ways of doing them, the old version and the new version. In the images on the right, you can see two images, the top one is the old version and bottom one is the new version. In the old version there is 4 key frames to the animation, contact, down, passing and up. There is also less emphasis on the contact with the ground before the front leg does down, whereas on the new version animators tend to combine the passing and down keyframes and instead opt to using a new 4th keyframe which is called up, but the jump has more height to it and the up keyframe changes slightly to look like it's about to jump and is called kick-off. he also talks about the arm movements and how they should look and correlate with the rest of the frame which I found really useful as that wasn’t something I had thought of. He also talks extensively about how to plan the movements by drawing circles where the characters feet will land so you can better determine where the rest of the sequence will go. He also talks about a skipping cycle and giving personality to the run, but I don’t think this will be need for my animation as it doesn’t relate to the character and the animation as a whole. This video makes it really easy to do the cycle, you can quite easily copy what's on screen and transfer it into your own work, which will be especially beneficial to me as I don’t have a lot of time to figure out what each frame needs to look like, having this video will increase my work efficiency and hopefully allow me to get more work done. I think in order to make what I'm looking at more relatable to my choice of art style it's important that I look at what pixel art run cycle looks like, to do this I've looked up a basic Stardew Valley of the character running, I then as its on YouTube, decreased the playback speed to 0.25 and took pictures of each of the frames. I think doing this along with the knowledge I've gained from the other video I have a really good idea of how to animate this cycle and will be able to make really good experiments from it.
  • 11. Jumping Animation https://youtu.be/lCuXCLX1UHs Jumping is a pivotal part to a platform game and in my opinion is the main way to traverse the game, so it's pretty important and I want to get it right, otherwise the whole trailer will look weird and it wont turn out how I imagined it. To start my research into jumping animation is found that most of them were for adobe animate, 3D animation or I had to pay for a course to able to learn it until I found this video, it's by Flipastick on YouTube and details a pretty basic and easy jumping cycle, they also show how to animate it properly which I think was very useful and did give me an idea for what I could do. However, I think I want mine to be a bit more detailed, I think this video is a really good starting point and if I need to, I could definitely use this as base and then add other things on to it. Despite this I decided to look further into it on YouTube and found a video animating a run and jump by narris on YouTube. (https://youtu.be/_PttirihJKE )I thought this fit perfectly into what I was looking for, I decided to look at only the part where they jump because I already know how to do a run cycle and it didn’t seem necessary to do it again. The animator shows separate frames for each of the movements which will be useful as it will make it easier to transfer it into my own work. Unfortunately, there isn't any talking in the video, but I think just having the keyframes to work from will be enough and I will be able to make a pretty decent jump from this, I'm relived I found this as I was scrolling for longer than usual trying to find a video on how to do this. Unfortunately, there isn't any jumping in Stardew Valley, so I am not able to refer to that, but I think what I have so far is good and enough for me to create what I need.
  • 12. Fighting Animation https://youtu.be/CQV6pQOvfQ0 So, for this animation I had no idea what I was doing going into it as I've never drawn let alone animated fighting before, so I was pretty nervous when I started my research, I think I was afraid it was going to be incredibly difficult but thankfully I came across a video that was perfect for what I needed, its only 5 frames and looks fairly easy to animate, its again by Flipastick on YouTube. As I've not animated fighting before I thought I'd go easy on myself and not push myself to do something unachievable. I decided on punching as her fighting technique. I think that punching is the most reasonable way to fight considering my characters origin, general know how and accessibility to certain weapons, this because she's not going to have access to a gun, and she doesn’t really seem like the type to know how to use a weapon anyway. At the start of the video, they show the five key frames, standing, in- between, anticipation, punch and after effect. Throughout the video the author demonstrates how to do each step live so you can see how each section is done, I found this really helpful as I said before I'm not used to animating these sort of sequences so having it explained thoroughly helped a lot. They start by drawing the first frame and then the 3rd one to make it easier to draw the second one later, then the 4th, the 5th and finally the 2nd one. I think that doing it this way will help a lot and am glad they suggested doing it that way. There is no talking on the video, but they do include text prompts which does the same job and gets across what they are doing well and makes it clear what steps to take to create the animation. Unfortunately, again there is no punching in Stardew Valley so I wasn’t able to add in any input from that but think what I've got from this video is enough and will allow me to create the animation I want.
  • 13. Bibliography • Wikipedia. (2022). Pixel artist. [online] Available at: https://en.wikipedia.org/wiki/Pixel_artist#:~:text=Computer%20art%20started%20in%201960s [Accessed 10 Mar. 2022]. • The Factory Times. (n.d.). The History Of Pixel Art. [online] Available at: http://www.thefactorytimes.com/factory-times/2018/9/27/the-history-of- pixel-art. • Techopedia.com. (2019). What is Pixel Art? - Definition from Techopedia. [online] Available at: https://www.techopedia.com/definition/8884/pixel-art. • Ettleman, T. (2018). 8 Best Games of the Year…1987. [online] Medium. Available at: https://trettleman.medium.com/8-best-games-of-the-year-1987- 39f6145b10b4 [Accessed 10 Mar. 2022]. • TV Tropes. (n.d.). The 16-bit Era of Console Video Games / Useful Notes. [online] Available at: https://tvtropes.org/pmwiki/pmwiki.php/UsefulNotes/The16bitEraOfConsoleVideoGames. • www.pcworld.idg.com.au. (n.d.). The 10 best 16-Bit games ever! - Slideshow - PC World Australia. [online] Available at: https://www.pcworld.idg.com.au/slideshow/317712/10-best-16-bit-games-ever/ [Accessed 10 Mar. 2022]. • www.youtube.com. (n.d.). ALAN BECKER - Animating Run Cycles - YouTube. [online] Available at: https://youtu.be/jggdbxTJPG4. • www.youtube.com. (n.d.). The EASIEST Jump Animation Tutorial (Flipaclip 2021). [online] Available at: https://youtu.be/lCuXCLX1UHs [Accessed 14 Apr. 2022]. • www.youtube.com. (n.d.). Run and Jump Animation | Timelapse | Krita. [online] Available at: https://youtu.be/_PttirihJKE [Accessed 14 Apr. 2022]. • www.youtube.com. (n.d.). Punch Tutorial in 5 Frames! (Stickman Animation 2021). [online] Available at: https://youtu.be/CQV6pQOvfQ0 [Accessed 14 Apr. 2022].