top of page
  • Black Facebook Icon
  • Black Twitter Icon
  • Black Instagram Icon
  • Black YouTube Icon

Isometric Pixel Art Program: What is Isometric Pixel Art and Why You Should Try It

  • gingferbadeticno
  • Aug 16, 2023
  • 7 min read


Pixaki is the best pixel art app for iPad. It packs a whole load of features into a clean, modern interface, and it works great with Apple Pencil. So now you can make game sprites on the couch, animated backgrounds on your commute, or music videos in the park.


I recently started to work on a project which consists in developing a game similar to the Urbz on Gameboy Advance (the Handheld version of the game developed by Griptonite Games). This is mainly a project to learn how to make a video game from scratch, especially one in 2D (isometric in this case). I'm planning to use C++ with SFML for this project. I already have some skill in programming, but since I would also like to draw the art by myself and have no experience in that I was wondering how I could do that.




Isometric Pixel Art Program



I also made some research about developing a 2D isometric game engine. It seems that a popular technique is to draw the map from an isometric tileset (as shown here by eishiya for instance). However the team from Griptonite Games seems to have used several big maps, such as this :


All isometric game art is composed from tiles that look like this, can be broken down into tiles that look like this, or at the very least follows the principles that can be inferred from looking at these tiles and building off a foundation of 101-tier perspective construction knowledge:


When you consider a 3D form that'd fit inside a cube-shaped bounding box, I want you to try and imagine that cube being distorted into a (when viewed in 2D) hexagonal shape built primarily from (you may have guessed it!) straight up and down lines and lines that follow the slope rule. The resulting perspective is what defines isometric art (imo).


1.) create a low poly 3D model that I'd like to work with. it doesn't have to be perfect, but it should be as close as possible to reduce work down the pipeline2.) create a new camera and angle it until it shows the way i would like the character to be seen3.) keeping my 3D modeling software's default lighting setup, i would then assign flat color materials to different polygon sets on the mesh. the colors should be as close as possible to the most dominant hue/shade/tint/tone that'd be in that given region4.) look through the camera created and positioned in step 2, take a screenshot, and do a final pixel art polishing pass in an external 2D art program


1.) in a 2D art program, create or import an isometric grid (looks like cheesy wallpaper made of rhombus). layer this grid on top of whatever layer(s) you plan to create the art in, and optionally lower its opacity so you can see underneath2.) draw, paint, or pixel your Big Map artwork on the lower layer(s), respecting or ignoring the iso grid as much as you'd like, but making sure to consider/follow the general guideline of vertical or +-0.5 slope lines during your construction of rigid forms such as buildings, vehicles, and other hard surface objects. for organic forms like people or trees, simply decide how many iso tiles they "stand" in (1x1, 1x2, 2x2, etc.), place their feet or whatever connects them to the ground strictly within that defined grid space, and then build them up to be the height that you'd like. The height of (organic) objects does not necessarily have to adhere to the iso grid, but you may want to consider defining a sub-grid that applies only to height so that you can define each object as being x units tall for a consistent feel, if that's something you're after3a.) after completing your artwork, if you are comfortable with the asset just being one big image, feel free to stop here or to cut the whole thing into iso tiles to reuse for other artwork (works best if you strictly respect the grid)3b.) if you want individual objects to be animated or move, I'd omit them from the big background, create them separately, and follow step 3a instead. otherwise just make sure to create each new object on a separate document layer to make it very easy to isolate them and export them as a transparent .png or what have you


You are right in feeling it doesn't look like 'handcrafted' pixel art! Hopefully this process will give you the results you need. If you'd like an example of how something made with this process would look in a game screen mockup, let me know in the comments! I can whip something up for you to help completely answer your question.


You state you're new to art, which is totally cool! My answer involves knowledge of external programs such as Adobe Photoshop or Autodesk Maya. If those/their alternatives are too intimidating for you to use on this project that is rather immediately happening (or is it in pre-dev?), I'd consider looking into other ways to achieve a similar effect, perhaps even just making hand made pixel art that emulates this style!


This is a simple online pixel art editor to help you make pixel art easily. Pixel Art Maker (PAM) is designed for beginners, and pros who just want to whip something up and share it with friends. If you like making pixel art, and need an online drawing app like this, then hopefully it lives up to your expectations.


Pixel images were originally the only type of image which could be displayed on computers due to resolution constraints. Their colour values were also restricted to a small subset of the colours used on computers today. After black and white came 8-bit colour, leading to the distinctive 8-bit pixel art that we know today. Due to these constraints, all early computer games had to use pixel art for their visual elements. Of course, as screen resolution increased and computing power became better, the pixellated quality of game art assets became less visible.


Presently, there are still many games which employ a pixel art style. These are usually indie games, or games where a pixel art style makes the game more visually appealing. People who draw and paint pixel art are (predictably) called pixel artists.


Professional pixel artists generally use expensive software like Adobe Photoshop to create their art and sprites, but of course, this is not necessary for a beginner. Online pixel art apps like this one allow you to create pixel art on a simple grid and instantly share it with friends.


Browse free open source Pixel Art software and projects for Windows below. Use the toggles on the left to filter open source Pixel Art software by OS, license, language, programming language, and project status.


All tiles have been rendered as *.png with black backgrounds and have seamless tiling. Useful for prototyping isometric designs, creating map templates, or lining up isometric tiles. Every filename lists two separate dimension sizes, the first is the size of the actual image as a whole, while the second set of dimensions represents the size of each individual tile in the grid. Easily imported into any graphics program, like GIMP or Photoshop, and can be tiled endlessly or used as patterns to create endless isometric grids. There are three Isometric Tile Sizes to choose from as well as 5 different Grid Sizes with 2 different corner styles, making for a total of 30 Isometric Grid textures.


From low poly to 3D pixel art through isometric rooms. All those fantastic 3D drawing artwork is possible with Vectary. Draw in 3D space and apply your own colors and textures as easy as drag and drop. Finish your 3D art with real-time rendering.


Brier: In Unpacking it felt impossible to separate art, level design and narrative design, as the three were so closely intertwined. As such, I actually greyboxed every room in Aseprite, the pixel art program we used to create the art assets for the game. I drew in grids where items could be placed on the floor, on shelves, inside cupboards and so on. After adjusting the art to accommodate the grids better (e.g. making sure there weren't odd gaps where you couldn't place items), I broke up the furniture into pieces to create the illusion of depth, imported all the art assets into Unity and reconstructed the room there. Then I used the tools my partner Tim created to place grid nodes all over the room on top of the ones I drew in Aseprite.


Brier: We knew from the beginning we wanted to use pixel art because that's one of my core skills as an artist. We decided to go with an isometric style because it lent itself well to the grid-based gameplay we had in mind. I was experienced with pixel art but had actually never attempted isometric art before Unpacking, and it turned out to be a steep learning curve! I also had to change the software I was using.


I started with GraphicsGale which was previously my go-to pixel art program, but it didn't have layer groups, which was something we really needed to keep all of our items organized. It also didn't have good exporting tools. So I switched to Photoshop, which has great exporting tools and layer groups, but not very good tools for creating pixel art. Finally, I found Aseprite, which could do absolutely everything I wanted, and haven't looked back since!


Brier: That was a suggestion from Witch Beam co-director Sanatana Mishra! After our high-speed unpacking gif went viral, he suggested giving players the option to create a high-speed gif of their own unpack that they could then post online. As for the technicalities of implementation, I'll pass the question on to Tim Dawson who designed and programmed this feature:


Wherever possible I relied on interpreting actions -- for instance, hanging a t-shirt on a clothes hanger would just record "item placed" on a specific grid index. During playback, the system would know what item was being placed (as a 'take item from box' or 'pick up item' event had preceded it) and if the grid index was currently occupied by a hanger, we could assume the t-shirt was being hung on that hanger. Where I could, I relied on game systems for triggering animations and placing items, as there were a lot of specifics when it came to setting masking groups, configuring depth, and all the other complicated rules required to correctly sort densely packed sprites occupying a three-axis isometric projection. 2ff7e9595c


 
 
 

Recent Posts

See All

Comments


Contact

Representation

Commercial Agent

Magnum - Steven Macfee

Email - info@mysite.com

Tel - 123-456-7890

  • White Facebook Icon
  • White Twitter Icon
  • White Instagram Icon
  • White YouTube Icon

Manager

Bruce Robertson

Email - info@mysite.com

Tel - 123-456-7890

SF Agent

Pinnacle - Nathan Kelly

Email - info@mysite.com

Tel - 123-456-7890

© 2023 by Daniel Martinez. Proudly created with Wix.com

bottom of page