: What canvas size should I use to draw pixel art for an 8bit game? I'm working on the sprites for a 8bit game. The game is made for iOS so I'm working on a 16:9 radius. What I'm not sure
I'm working on the sprites for a 8bit game. The game is made for iOS so I'm working on a 16:9 radius.
What I'm not sure is whether I should make the sprites on a 1920x1080 canvas or if I work with a smaller canvas like 192x80 (which would be a lot easier) will we be able to scale them without losing quality (on Photoshop or the developer on Unity)?
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In a basic sense, there is no right choice.
However, in game programming (and libraries), there is or was a standard where you use powers of 2 for textures (e.g. 256 x 256, 512 x 512, 1024 x 1024 [...]). If you decide not to do this, there may be repercussions from a programming perspective (no mipmaps, limited filtering, massive memory lossage (1024x256 consumes 1024x1024 memory space) etc).
See for example: stackoverflow.com/questions/11069441/non-power-of-two-textures-in-ios
Check in with the programmer, if that is not you. If you are the programmer, check in with gamedev.stackexchange.com/
Set your canvas size so it correlates to the pixel size you want to use. That way you can use 1:1 pixel tools in photoshop. When it comes time to use the actual images, you can then re-scale in Photoshop or possibly in the app framework itself.
For example, if the physical device is 1920x1080 and you want your virtual "8-bit" pixels to be 8x8 device pixel, then divide everything by 8 and use a canvas of 240x135.
If you decide to scale up in Photoshop in the end, be sure to use the 'nearest neighbor' option in the resize dialog to prevent any anti-aliasing.
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