[HN Gopher] Pixel Art Tips for Programmers
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       Pixel Art Tips for Programmers
        
       Author : ibobev
       Score  : 152 points
       Date   : 2025-11-21 13:25 UTC (2 days ago)
        
 (HTM) web link (jslegenddev.substack.com)
 (TXT) w3m dump (jslegenddev.substack.com)
        
       | Daub wrote:
       | To these fine tips I would add: 'test on as many devices as you
       | are reasonably able'. Something can look fine on your laptop but
       | lousy on the platform for which you are aiming to disseminate.
        
         | spankibalt wrote:
         | > "[...] I would add: 'test on as many devices as you are
         | reasonably able'."
         | 
         | Testing on a _reasonable_ amount of _different_ screens (and
         | software-based filters etc.) is excellent advice for too many
         | people forget this. Of course that 's also always a money, time
         | or motivation (goal) question...
        
           | NooneAtAll3 wrote:
           | > and software-based filters etc.
           | 
           | ...and different screen brightness levels
        
         | zwnow wrote:
         | This also applies to webdev. I develop a lot with the chrome
         | devtools but once stuff is in mobile it doesn't quite work out
         | due to people using different browsers. The browser bar
         | sometimes being on top or on the bottom hiding controls... I
         | started to just center stuff in mobile ignoring like 20% of
         | space in top and the bottom.
        
       | spankibalt wrote:
       | These are just incredibly basic, and oft repeated, pixel art 101
       | guidelines. And, quite frankly, some of those tips are what _I_
       | consider bad advice (e. g. a pixel artist _has_ to deal with
       | color theory as much as a character artist or animator has to
       | deal with anatomy; a good understanding of color theory is also
       | necessary to nurture good taste in the first place... so the
       | quicker one gets into that, the better).
       | 
       | Also, just like in coding: Constraints don't hide your flaws (per
       | se); you fuck up, people will (let you) know. And pieces in
       | constrained environments can be much, _much_ harder to pull off.
       | 
       | I had hoped for something closer to the intersection of pixel art
       | and graphics programming. Well, maybe in the future.
        
         | Daub wrote:
         | > a good understanding of color theory is also necessary.
         | 
         | Agreed. I would also speak out again the uninformed use of pre-
         | configured color combinations. As someone who teaches
         | art/design these are the bane of my life... students use them
         | as a replacement for color theory. A designer should at least
         | know how to parse a color into its hue, saturation and
         | lightness components. Most everything else should follow
         | naturally.
        
         | __loam wrote:
         | It's for an uninformed audience so it's not like it's supposed
         | to be some deep insights
        
         | gyomu wrote:
         | I hate to be that guy but the quality of OP's showcased pixel
         | art is pretty mediocre. Strikes me as someone who's still
         | learning and figuring things out and not in a particularly
         | solid position to teach others.
        
       | __loam wrote:
       | I'm a programmer who started doing pixel art for a personal
       | project in 2022 and this is solid advice. I didn't really think
       | about it too hard but I do find myself negotiating with the
       | canvas to get something to look right when it's just a few pixels
       | off lol
        
       | codingdave wrote:
       | > Programmers are known to not have a strong suit for art related
       | disciplines
       | 
       | Full stop. There are quite a few coders with artistic talents.
       | And even if some specific individual does not have such talent,
       | they are allowed to have their own taste - we do not need to
       | train ourselves to mimic other people's preferences.
        
         | zwnow wrote:
         | Gotta agree, I used to draw portraits before I started
         | programming a few years ago... For reference, my last ever
         | portrait: https://imgur.com/a/sEQiLu4
         | 
         | I also know plenty of programmers who are great musicians.
         | Programming itself is creative work... Completely lost interest
         | in art due to AI though.
        
           | engeljohnb wrote:
           | I would wager that's how it goes for most people that are
           | both good artists and good programmers -- they were artists
           | first, then learned to program. It takes a lot longer to
           | become a reasonably good artist than it does to become a
           | reasonably good programmer. I suspect that might be why the
           | article opens the way it does.
        
             | spankibalt wrote:
             | > "It takes a lot longer to become a reasonably good artist
             | than it does to become a reasonably good programmer."
             | 
             | Such overgeneralizations are not helpful. People gravitate
             | stronger towards certain creative disciplines, or a
             | selection of them; how long it exactly takes to develop-out
             | "reasonable" skills is dependent on a litany of factors,
             | some of which cannot be controlled (e. g. force majeure).
             | Both programming and pixel art requires unwavering
             | commitment and exercise'; there is no way to "wing it" if
             | you are intellectually honest and take your craft
             | seriously.
        
               | engeljohnb wrote:
               | I think it is helpful for certain purposes, and I think
               | you'll be hard pressed to find exceptions to the general
               | rule.
               | 
               | Art is all about repetition. Even if you've done it
               | successfully many times, you still need to keep doing it
               | until it's second nature.
               | 
               | Programming is more like solving puzzles. Once you've
               | solved it once, you can pull the solution out of your
               | head as many times as you need, as long as you still
               | remember it.
               | 
               | With art, it doesn't matter if you remember how to do it,
               | it still takes practice to get reproducible results. Of
               | course it takes longer.
        
               | spankibalt wrote:
               | > "Art is all about repetition. [...] Programming is more
               | like solving puzzles. Once you've solved it once, you can
               | pull the solution out of your head as many times as you
               | need, as long as you still remember it. With art, it
               | doesn't matter if you remember how to do it, it still
               | takes practice to get reproducible results. Of course it
               | takes longer."
               | 
               | First and foremost, contrary to you it seems, I see art
               | as a measure of quality, not as a simple descriptor of
               | manifestations of human personal, and therefore cultural,
               | expression (albeit using a, naturally technically
               | imprecise, colloquialism such as "pixel _art_ " to
               | describe a school of aesthetics, or style). See also: The
               | _Art_ of Programming. Et cetera.
               | 
               | And furthermore, I see both disciplines as fields which
               | humans engage in to solve _specific_ identified problems,
               | rationally or intuitively; in both it takes practice to
               | get reproducible results, in both you need to keep doing
               | it until it becomes  "second nature". This refers to the
               | process itself, the process to hone one's craft.
        
               | engeljohnb wrote:
               | >I see art as a measure of quality.
               | 
               | I don't understand what you mean by this. Do you mean to
               | say the worth of an artwork for you is tied to how well
               | it executes technque? "Art" is a word so nebulous that
               | it's hard to pin down a definition, but I think the
               | millions of people that prefer a punk rock song over an
               | academic figure drawing study would disagree with this.
               | 
               | >And furthermore, I see both disciplines as fields which
               | humans engage in to solve specific identified problems
               | 
               | Well, I'm both an artist and a programmer, and I can tell
               | you I engage in neither to solve problems. I do both
               | because the process of doing them is enjoyable. If they
               | stop being fun, I'll stop doing them, and there wouldn't
               | be any lingering problem in my life to go unsolved.
               | 
               | If you say you picked up art faster than programming I'll
               | believe you, because I only meant it as a general
               | observation.
               | 
               | Art is like playing Dark Souls -- maybe you beat the
               | hardest boss once, but that doesn't mean you won't die
               | tent more times before beating them again.
               | 
               | Programming is like Zelda. Once you know the solutions to
               | the puzzles, you're basically going through the motions.
               | 
               | This isn't me guessing based on philosophy -- this is my
               | lived experience as both an artist and a programmer.
        
         | airstrike wrote:
         | Just because they are "[generally] known" for not having
         | artistic skills doesn't mean there can't be a few exceptions.
         | 
         | Besides, they could be known for this and it could be a
         | misconception! The sentence is still true.
         | 
         | Finally, "full stop" is what you say when something isn't up
         | for debate. It's like saying "Apple makes better hardware,
         | period." Like the conversation ends there. It doesn't mean you
         | stop reading.
        
           | piafraus wrote:
           | Have you ever heard the famous "he did not have enough
           | imagination to become a mathematician" quote? There is a
           | reason it is famous and it could be very much projected on
           | programming. Programming requires be creative.
           | 
           | So I don't know where did the "generally known" comes from.
           | In my 20 years experience, I knew hundreds of programmers and
           | probably majority of them were extremely artistic. Writing
           | games as a hobby, drawing miniatures, some were writing
           | books, music bands...
           | 
           | > Finally, "full stop" is what you say when something isn't
           | up for debate.
           | 
           | Is it the only way you can say "full stop"? Can't you just
           | say it to yourself in the way of "full stop, this shows ME
           | this is based on wrong premise, and I don't need to waste
           | time on keep reading it"
        
             | stavros wrote:
             | This debate strikes me as misguided. It's just basically
             | "someone who's really good at one thing is unlikely to be
             | really good at a second thing".
             | 
             | Well yeah, there are only so many hours you can put towards
             | a thing. It's not a statement about programmers or artists,
             | it's just about how effort works.
        
           | 7bit wrote:
           | Why is it generally known? It's a completely anecdotal
           | statement, that the author should have just avoided. General
           | statements like that are hard or impossible to prove and
           | insensitive to those it does do wrong.
        
           | numpad0 wrote:
           | yeah, it's just that programmers tend to have self images as
           | ultimate polymaths, and such a person can't have poor taste
           | in art, therefore...
        
         | NewsaHackO wrote:
         | Yes, I agree. It comes off as condescending. I guess he is
         | trying to peddle pixel art assets, so gatekeeping is beneficial
         | to his future sales.
        
         | throwaway314155 wrote:
         | As someone who in fact _doesn't_ have a strong suit for art
         | (and is a programmer) - I don't feel this is an unfair
         | statement. It says "programmers are known" which is not an
         | absolute statement but more of a vibe - and it's a vibe I would
         | definitely say is true on average.
         | 
         | Does that discount your personal experience as an artist? Of
         | course not! That would just be reading into the phrasing way
         | too much.
        
       | itomato wrote:
       | They're your pixels for your project, not some conformation
       | challenge.
        
       | engeljohnb wrote:
       | After classical art training, I thought pixel art would be fast
       | and easy -- the low resolution would disguise any mistakes.
       | 
       | Quite the opposite. The fewer pixels, the more each one has to be
       | perfectly in place. Honestly should've been obvious in hindsight.
       | If I have any games left in me after my current one's finished,
       | I'll just use as high a resolution as I'm comfortable with.
       | 
       | Unless the sprites are truly tiny, like 16x16 with 2 or 3 frame
       | animations, I don't know if pixel art makes a good shortcut to an
       | aesthetically appealing game. Then again, it might be easier than
       | six years of every day practice.
        
         | rockskon wrote:
         | If you want to see someone who has truly done wonders with
         | pixel art - the game Look Outside has so much incredible (and
         | disturbing) pixel art.
        
         | torginus wrote:
         | More than a dozen artists I've talked to told me pixel art is
         | entirely it's own discipline - they're no more comfortable
         | approaching it than a layman would.
         | 
         | The traditional workflow of creating a rough sketch on paper or
         | tablet then progressively refining it just entirely doesn't
         | apply.
        
           | spankibalt wrote:
           | > "The traditional workflow of creating a rough sketch on
           | paper or tablet then progressively refining it just entirely
           | doesn't apply."
           | 
           | For many a pixel artist that is a typical workflow,
           | especially when working _from_ reference, e. g. by retracing
           | /"converting", say, an architectural period piece such as a
           | street view to be used in a period- and location-accurate
           | adventure game. In other words a classic line-to-pixel A/D
           | conversion.
        
         | amelius wrote:
         | Makes me wonder if GenAI can get these kinds of subtleties
         | right.
        
           | Minor49er wrote:
           | I've seen at least one indie game (Ta*dQuest) use Midjourney
           | to create pixel art sprites for some NPCs that appear in the
           | dungeon. Extra art, like portraits for those NPCs, was drawn
           | by hand to complement the sprites after they were generated,
           | so it all feels deliberate. I would have never guessed
        
       | merelysounds wrote:
       | Good advice. I draw pixel art for an image logic puzzle game [1]
       | and these resonate, especially 2. (Negotiate) and 5.
       | (Constraints).
       | 
       | Another thing that helped me was to experiment with different
       | canvas sizes and styles. I was surprised how changing these
       | affects my process, speed and results. Then again, this can be
       | difficult in an ongoing project.
       | 
       | [1]: https://apps.apple.com/app/nonoverse-nonogram-
       | puzzles/id6748...
        
       | the_gipsy wrote:
       | I don't think the author's two samples look good.
        
         | mock-possum wrote:
         | The samurai one looks pretty good to me. The Kirby and Mario
         | ones are... well they're awfully derivative, natch.
        
       | jasonkester wrote:
       | Well timed. I've been going through this process as a non-artist
       | forced to churn out some tiles for a game I'm building [1].
       | 
       | I started off simply cribbing all the tiles from Ultima IV for
       | the Apple II, then gradually adding some rudimentary new tiles as
       | the need arose. Starting with a pixel "rock" and "stick",
       | changing the clothes on existing characters, then eventually
       | gaining a bit of confidence and launching off on more complicated
       | things. Eventually coming back and redoing all the "borrowed"
       | tiles, and launching off into new, more detailed, characters and
       | items.
       | 
       | "Constraints hide your flaws" got me a long way. I've relaxed
       | those constraints a bit as I got better at shading, so it's easy
       | to tell which tiles were drawn at what point in my "career"
       | 
       | [1] https://valtima4.com/, the Survival Crafting RPG you would
       | have played on you Apple II in the '80s. It's essentially Valheim
       | crammed into Ultima IV's interface.
       | 
       | Single player works up through the first couple bosses, but it's
       | not really ready to ship into early access yet.
        
       | Lonrer wrote:
       | Constraints help because they favor harmony. If you reuse the
       | same limited palette for all your sprites it's more likely all
       | objects will seem like they share the same lighting. It's very
       | similar to making music. You can create sounds on a full spectrum
       | of of frequencies but we have constraints like tonality to limit
       | our pitches to semitones and center our compositions around keys.
       | Sometimes we actually want to create feelings of dissonance and
       | then stepping out of these limitations while adhering to them
       | otherwise helps contrasting them even more.
       | 
       | Contrast seems to be also one of those things I see even very
       | experienced pixel artists get wrong, especially in the context of
       | games where visibility can be crucial. There's many games with
       | beautiful spritework but actually playing them is very tiring
       | because all of the sprite work uses the same range of the
       | palette. You want to consider if things are in foreground or
       | background, interactable or not, dangerous or friendly and then
       | limit how much the range of their colors intersect. Creating
       | contrast through hues is more common (, see red hostile vs blue
       | friendly), but differentiation through saturation and
       | value/luminosity is much more effective and readable at a glance
       | while also being more accessible to color blind people by
       | default.
        
       | nickdothutton wrote:
       | From great constraints comes great creativity.
        
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