I’m often fascinated how someone can create illustrations out of tiny pixels. To me it’s no different than a more technologically-advanced form of Lite Brite art and it’s something, albeit jagged in appearance, that I’ve come to admire throughout the years.
Pixel art, now a full-blown art scene and experience depending on who you ask, was something I became familiar with in the early-80s (post Pong era) while playing video games in the arcade and on the Atari, where I clocked in several hours playing Frogger and Dig Dug. At the time it seemed a bit surreal that just a handful of green-colored dots represented Frogger.
Toss in a limited color palette and you (as Frogger) were faced with all kinds of enemies including speeding cars, hunger-surpressed gators and logs a plenty. Now it seems quite primative and even then it did as well, but still, it’s nothing less than admirable to think that we’ve (and by we, I mean those who enjoy gaming as a pasttime) been staring at colored squares for years on end.
In later years pixel art became more detailed and at times, depending on the game, there were sequences where I would be blown away at how beautiful the onscreen artwork looked. Games that stood out in my mind, even to this day, were the Castlevania, Contra and Super Mario series on the Super Nintendo as well as Another World and Flashback.
I’m sure there were others, but those games in particular inspired me to create my own pixel art after picking up a copy of the now defunct Klik and Play by Maxis (eventually resold to Clickteam), which I believe has since been rolled into other software packages after being acquired by another company years later.
According to the packaging, Klik and Play was the “ultimate game creation software for the PC” and allowed anyone, so long as you were willing to accept the rather steep learning curve, to create your very own 16-bit games with the aide of simple programming and pixel art.
Honestly, I paid less attention to the game creation aspects and instead focused on creating beautiful pixel art. Within a few moments of experimenting I realized that it wasn’t as easy as I had initially thought. Despite what I had convinced myself prior, this wasn’t the same as picking up a brush, dipping it in paint and spreading it across a canvas.
On the contrary, creating pixel art takes a great deal of patience and an understanding that whatever you’ve set out to create digitally is only a few hundred (thousand, million) pixels away. Yet, you need not let that deter you because once you’ve reached that goal and are able to look at something that’s complete, it’s a feeling like you’ve just been climbing Mt. Vesuvius and finally reached the peak.

How dare you… How dare you not mention the holiest of holy game creation system that we used to work on.. MegaZeux….. I can remember you spending hours creating the perfect pixel character.. I still believe our greatist creation was the Zelda game that never surfaced.. That game totally kicked ass… I miss the days of coding games, and you doing the artwork or visa vera.. It was story telling at its best.. I try to get in to it now, and its really boring.. Oh ya, James Brimberry and his wife Kim are expecting another one now.. Just thought I’d let ya know..:-D
I remember Klik and Play… was actually a brilliant introductory games creation program for the time. I even managed to make a Zelda clone, Metal Gear type game (with stealth!), an RPG and quite a few shoot ‘em ups. Got pretty good with pixel art as well (loved the bitmap editor).
In many ways, those games were better due to the limited technology palette available to creators.
Large teams making games today struggle with the multile options and fast paced growth of cg, often losing sight of style or any underlying metaphors, which has an effect on the audience. The limits of past games were the rules that made them work so well and that is why they are remembered fondly. Game makers today unfortunately have the daunting task of creating their own rules.
Here’s a little tutorial I found for creating pixel art out of an image you already have. Of course the quality and style of image you use determines a lot about how your pixel rendering will come out. Still, it’s something you might want to try if you have some spare time on your hands. :)
alanhettin...
Do a search for ‘pixel’ and you can find more tutorials on this subject at good-tutor...
Ah, Klik n Play.
Eventually rolled into Click n Create. Then came The Game Factory, and then Multi Media Fusion. The latter being actually quite an amazing peice of software. Strong, flexible, and easy. Although I still think gamers should go the code route (GameMaker being the intermediate point), MMF and TGF are great tools, to this day.
Excellent post by the way.
I think that Multimedia Fusion is the new iteration of the software you are referring to. I’ve always loved the 16-bit era of games the most and dabble in pixel/sprite art myself.
MegaZeux? Never heard of it. A far better “how dare you” would be that I can’t believe the entire article went by without a mention of the early 90s LucasFilm/Arts adventure games.
Phu: Good to know there were other “Klikers” out there. I believe it was around 1994 when Maxis released it intially. I remember picking it up at a now bankrupt computer store and thinking how cool it would be to “program” computer games. Oh, how naive I really was.
Tomas: Thanks, that’s a very slick tutorial!
Koray: Wow, quite the evolution! I wonder why Maxis sold the program in the first place? I suppose to focus solely on simulation games. Anyone remember SimAnt?
Ray: Nice stuff! Color me impressed. :)
SpiderMonkey: All I can say to that is: “D’oh!”. Seriously, my infatuation with early Lucasarts games can be saved for another post, but in the meantime, I have already written about Day of the Tentacle.
another world and flashback were rotoscoped I believe the process is called, not really the same as normal game art
You flatter me, sir!
I love Another World and Flashback. I’ve been playing them on my MAC lately and they’re still as frustrating and fun as they used to be!
Whee!
Awesome post! I never knew that TGF and MMF were such broadly known programs, and amoung such a wide age group! I remember being part of a forum and game creation group called Raindrop Studios and also Aidwe & co. Those were the days.
We spent all of our time and brainpower creating games. We were quite the producers. One of the best games we ever started on (but never finished) was Deep Unknown, a role playing game all handcrafted by my own pixels (terrible as they were) and my friends logical thinking.
Hopefully this summer, we’re gonna start up Aidwe & co once more and finish what we started.
One of my favourite pieces of pixel gaming work has to be Metroid Fusion. It had an awesome bundle of graphics and cut screens which blew my mind. It was a very tense game that sucked you right into the boots of Samus Aran. It had some sweet effects and addictive platform action.
Hi!
I’m Elizabeth Stuart, a Senior Producer at Backbone Entertainment. We’re located in Emeryville, California, near San Francisco/Oakland. We are currently seeking excellent 2D pixel artists/animators who have professional experience using Promotion and/or tiling systems and who have worked on GBA games or similar handheld game platforms. If you meet those qualifications and are looking for full-time work with a very stable game developer that offers a hardworking but casual, fun, non-bureacratic environment and excellent benefits, please send your resume and samples or web link to: 2dartjobs@backboneentertainment.com.
Thanks!
Thanks Elizabeth!
If anyone’s interested in doing this for a living, drop her a line and I’m sure Backbone will take care of you.
I remember Froggy and Dig Dug.
Dig Dug was simply one of my favorite games back then. My hand and eye coordination ability improved with too much playing of the game LOL.
Maybe it’s the designers’ thing, but back at that time I was only like 10 and I already wondered how the graphics were made. Only now at the age of 24 I get to learn them because I need to do the graphics for my company’s very first mobile game.