45
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
this post was submitted on 18 Nov 2023
45 points (100.0% liked)
games
20539 readers
345 users here now
Tabletop, DnD, board games, and minecraft. Also Animal Crossing.
-
3rd International Volunteer Brigade (Hexbear gaming discord)
Rules
- No racism, sexism, ableism, homophobia, or transphobia. Don't care if it's ironic don't post comments or content like that here.
- Mark spoilers
- No bad mouthing sonic games here :no-copyright:
- No gamers allowed :soviet-huff:
- No squabbling or petty arguments here. Remember to disengage and respect others choice to do so when an argument gets too much
founded 4 years ago
MODERATORS
I also like sprite art; it's literal art frame to frame. The original 90's doom is more fun to me than the new ones and in my honest opinion feels better to look at.
This is why unfortunately. KoF XIII tried that and it looks absolutely fantastic, but the amount of time it takes an artist or even a team of artists to do 500+ drawings per character is intense.
High quality sprites are expensive and difficult to work with. Think about if they were to release a new fighter like slayer. The number of hours to get good sprites for thr transformation makes it prohibitive. Also, there are way fewer artists skilled in that anymore. 3d is still cheaper and easier. And, now that they can do it well all kinda of cool options are opened up with rotation and transformation that couldn't be imagined before
Bespoke pixel art is an unbelievable amount of work. I always like the example of Dead Cells where the art guy had too much work to do by hand so he went with low-poly models run through a pixelization filter and exported to a prerendered sprite sheet. Much, much faster than working by hand, and it also allowed him to do things like easily adjust animation timing and minor movements without needing a whole new sprite or a weird visible pause in the sprite animation. It's like the opposite of Donkey Kong Country, which did prerendered sprites for the high amount of detail at the time, he did it because it's so much less work these days.