15 September 2005
       


So far all the art work (sketches and animation and line tests) was being done normal size. These now had to be colored and adapted to the small mobile screen.

2 things are extremely important here. The physical size of the graphic and art assets as well as the filesize of the assets had to be as low and optimal as possible.

Enter Pixel Art.

Paradox' Van Damme Kickboxing : The Graphics Team

For an onlooker not very well accquainted with it, Pixel Art is nothing short of magic. Even with those in the know, the cisp sharp images, their color depth and clarity, and all this at extremely low file sizes continues to stun and overwhelm.


Here's some illumination for those new to this Art.

Generally there are 2 kinds of 2D graphics, Vector and bitmap. While Vector art is mathematically calculated and can be scaled up without loss of quality, bitmaps are made up of a sequence of differently colored pixels. When a bitmap image is scaled up, these pixels are interpolated to create a new image. The addition of new pixels which are the result of an approximate caluclation results in loss of sharpness.

Pixel Art Sample
Pixel Art is created by painting pixel by pixel
See above (400 zoom)
At Normal Size
(100 )

 

An artist creating pixel art using a tablet, quicker way but needs more experience

The pixels in a bitmap show up when zoomed in at high magnification. Bitmaps just like Pixel art are made up of Pixel patterns and sequences. There is however one difference in the sense that most bitmaps are anti aliased so as to give a smooth look. Pixel art is aliased, and sharp. The sharpness helps it look clear and well defined even at extremely low sizes on the tiny mobile screen.

A substantial amount of graphics and characters on a mobile game are Pixel Art. It is created by painting one pixel at a time while keeping the reference image open in the same software for e.g Macromedia Fireworks or Adobe Photoshop. Pixel Artists sometimes also use digital ink and paint tablets to create their graphics, this proves a quicker way but needs more experience.


To the left is an antialiased image of Van Damme and to the right is pixel art created from the same image.

(Note the sharpness and pixel edges in the pixel art. Also note the smooth color flow in the anti aliased image on the left)
Alternate pixels of high contrast values to create an illusion of added color depth.

For Van Damme Kickboxing, the pixel artists took over and reated some extremely stunning looking sequences. They also used some tricks to create the illusion of enhanced color depth by using a technique called Alternate pixels where in alternate pixels of two different colours create an illusion of the third colour. This technique is quite unique and helps in reduction of file size.

For Van Damme Kickboxing itself, the technique was used mainly to give depth wherever required, create shadows of objects and create backgrounds like rocks, fire, clouds etc. Though a maximum of four colours were used per object, the technique helped get the desired effect and textures that completely enhanced the look and feel of the game.

Pixel Art does not stop at creating still images, the entire reference animation in the game was created by running frames of pixel art in a loop. The pixel artists redraw all the hand drawn animation sketches and color them pixel by pixel to create the animated moves.

The pixel artist's work does not stop at this stage. Further into the developement life cycle of the game, when it reaches the testing and porting stage, the pixel artists have to recreate backgrounds and also re do the color callibration to match specific devices. This is a generic activity to all mobile game development and was the case for Van Damme Kickboxing too.

The Splash Screen & Menu






Some of the Animation samples - along with the static frames to show the keys.

Split Punch & Land (Jean Claude Van Damme- Signature Move)
Frame 1
Frame 2
Frame 3
     
Frame 4
Frame 5
Frame 6
     
 
Frame 7
 
Animated Gif
     
 
The 360 Jump (Jean Claude Van Damme)
Frame 1
Frame 2
Frame 3
Frame 4
       
 
Frame 5
Frame 6
Animated Gif
 
 
The 360 Kick (Jean Claude Van Damme)
Frame 1
Frame 2
Frame 3
Frame 4
Frame 5
         
     
Frame 6
 
Animated Gif
 
 
 
Reaction Fall (Jean Claude Van Damme)
Frame 1
Frame 2
Frame 3
Animated Gif
       
 
Somersault (Jean Claude Van Damme)
Frame 1
Frame 2
Frame 3
     
Frame 4
Frame 5
Frame 6
     
 
Frame 7
 
Animated Gif
     
 
Sweep Kick (Jean Claude Van Damme)
Frame 1
Frame 2
Frame 3
Frame 4
Animated Gif
         
 
 
Terror Twins Win
1
2
3
4
5
6
7
8
9
10
Final
                     
 
 
Armoured Leader (360 special Punch)
1
2
3
4
5
         
 
6
7
8
 
Final
         
 
 
Boxer Punch downNup
1
2
3
4
5
6
           
   
   
   
Final
   
           
 
Body Slam Crush to the Ground
1
2
3
4
       
   
5
   
Final

Interestingly owing to the optimisation technique of body parts, all the animated gifs & pngs were only used for reference and not directly loaded onto the game...

*(Animation 'xpress case studies are now enabled with Text Tips. Hover your mouse over a technical term to read its definition. All Text Tips are highlighted)

                      The Development Life Cycle
 
 
 
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