Game sprites: What's the right resolution?

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  • เผยแพร่เมื่อ 8 ก.ย. 2024

ความคิดเห็น • 72

  • @Gdquest
    @Gdquest  7 ปีที่แล้ว +29

    Many of you asked me this question: how do I know which size my art should be? Here's the answer! It's not as simple as "use THIS resolution", as different devices have different screen ratios and resolutions. When I worked on mobile browser games, the game's resolution was often 480*320 most of the time. On your computer you might go up to 2500 pixels on the wider side, that's quite a stretch! So the trick is: work at 2 times the game's resolution. Just so that you can use transforms, scale things up, and add details, but not too much. When you export the assets, you'll have to downscale the sprites (programs like Affinity designer or Photoshop can do it for you), making them look crisp again.
    The art in the video comes from my premium Krita Game Art course: www.gdquest.com/krita-professional-game-art-tutorial/

    • @wolfan20
      @wolfan20 7 ปีที่แล้ว +1

      i want to make a "megaman" game so do i make a resilution of 800x600 pixels since x4-x6 used a resolution of 300x240?

    • @SB9426Plays
      @SB9426Plays 5 ปีที่แล้ว +1

      this size is for the frame only. What size should be the characters and assets inside the frame?

    • @Rockysbeats
      @Rockysbeats 4 ปีที่แล้ว

      how does this work for animation? since you cant downsize an animation before importing it in the game engine

    • @hoseinbebany
      @hoseinbebany 2 ปีที่แล้ว

      Hey bro I have the same question, have u made it double the resolution or is it still the same pls reply as this guy is very confusing cause I have never heard any1 saying to double the resolution & am planning to make a similar game like Nes contra in pixel (aseprite) waiting for yr reply

  • @gallopr
    @gallopr 7 ปีที่แล้ว +12

    This was really helpful! I've been wondering about this for a long time and never got a true answer until now.

  • @monicaokami
    @monicaokami 7 ปีที่แล้ว +10

    This was still helpful to me even though I don't make games ^-^ my general set dimensions for what I do have been 720x1080, but it doesn't seem like a great quality so I've been messing with the ratios for a while. Doubling it was the simple solution right before my eyes.

  • @realchrishawkes
    @realchrishawkes 3 ปีที่แล้ว +2

    Thanks for the tips!

  • @IgorSkuhar
    @IgorSkuhar 7 ปีที่แล้ว +8

    Wow, thanks! This question always bothered me...

  • @astrorafhan
    @astrorafhan 4 ปีที่แล้ว +1

    And once again, i have a question about game making art and you give me the answer, thank you so much for all your vids, they are great

  • @andrewpullins8817
    @andrewpullins8817 3 ปีที่แล้ว +1

    This is exactly what I was looking for!

  • @Shadowsphere1
    @Shadowsphere1 4 ปีที่แล้ว +17

    Any techniques on keeping character animation frames the same size? Do we just put a box in the workspace and make sure not to design outside of it?

    • @Gdquest
      @Gdquest  4 ปีที่แล้ว +4

      That's how you do it, yes!

  • @3po_Orisen_Sithappen
    @3po_Orisen_Sithappen 4 ปีที่แล้ว

    dude so tallented love you work cool stuff

  • @japaneseextremme3811
    @japaneseextremme3811 ปีที่แล้ว +5

    So what do you do with the large scaled sprites when you go to import them to a game engine, do you downscale them before putting them in the game? Like if you have 2048x2048 sprite but want 1024x1024 for better performance, do you resize it to 1024x1024 before adding it into the engine, or use in-engine features to downscale the sprites?

  • @DotHackProject
    @DotHackProject 5 ปีที่แล้ว

    very enriching tips. Thanks.

  • @qwerttz1033
    @qwerttz1033 ปีที่แล้ว

    thanks this was really helpfull

  • @Asimov16
    @Asimov16 4 ปีที่แล้ว +1

    For this kind of art wouldn't vector graphics be better. I do a lot of illustrator work and a vector can be resized to any size without losing quality. Vector graphics now can be very complicated and have nice shading too

    • @stormstudios1
      @stormstudios1 3 ปีที่แล้ว

      vector graphics dont look good in games so no

    • @thedeathchimera
      @thedeathchimera 3 ปีที่แล้ว

      I think it’s really up to preference. If you use vector art, I’ve heard you might need to worry about optimization more in your game. Not sure why, but I think svg files are just poorly fit for game development. Whenever I search about vector graphics in game dev, I usually get a conversation about needing the right tools to make it work engine-wise - usually in reference to slowdowns ingame. I remember one guy made some kinda tool for his studio that converted these svg files to png or something at the target resolution. I can never find good enough info on these processes though, so I couldn’t tell ya how serious or complex it is to remedy. Probably not as bad as it sounds, but from the looks of it raster is easier to compute than vector is without any optimizations made.

  • @utkucamldap3242
    @utkucamldap3242 5 ปีที่แล้ว +1

    Nice ! But what we shold do if player screen resolution not double of my frame or my assets (e.g my scene is 640X360 and someone playing my game this resolution 1136x640(iphone 5 resulotion) probobly the picturess will mess) what should I do

  • @vanezcha
    @vanezcha 7 ปีที่แล้ว +4

    I was expecting you to tell the resolution and not doc size. I meant, 72ppi? 300ppi? 350ppi?

    • @Gdquest
      @Gdquest  7 ปีที่แล้ว +10

      The pixel density is not important for game art: it is used for printing. Basically you use it to tell the program how many centimeters the document should be as far as the printer is concerned. You can experiment with that: set your document's resolution and then in the properties change the PPI - the image will stay untouched on the screen. But if you print it, it won't be the same size. And we make art for screens.

    • @vanezcha
      @vanezcha 7 ปีที่แล้ว +1

      GDquest I knew about print. but I'm relatively new to 2d game art while in 3d I am concerned about the texture I make.

    • @Gdquest
      @Gdquest  7 ปีที่แล้ว +7

      Makes no difference then, you don't have to worry about ppi.

    • @vanezcha
      @vanezcha 7 ปีที่แล้ว +2

      GDquest oh oké thank you.

  • @mecsimoto7010
    @mecsimoto7010 3 ปีที่แล้ว

    very good video Sir, get my like.

  • @zamanyolcusu1586
    @zamanyolcusu1586 4 ปีที่แล้ว +1

    Hello, how should the sprite resolution (size) be for Unity?

  • @OsadeTOOT
    @OsadeTOOT 6 ปีที่แล้ว

    Thanks

  • @RizaBochiza
    @RizaBochiza 7 หลายเดือนก่อน

    Hi, the krita brushes for game artists is no longer working. How can I access this?

  • @ricardovelazquez7017
    @ricardovelazquez7017 8 หลายเดือนก่อน

    I am using the technique of 2 times the game's resolution, but I feel really limited when I am drawing. Is it ok? or should I switch to 4 times the resolution of the game?

  • @Gamer-zu5ob
    @Gamer-zu5ob ปีที่แล้ว

    how to export my large game art(space ship art) to 100*100 size without loosing quality(i mean in hd quality) not showing any export size options there please help me

  • @maixshinra6152
    @maixshinra6152 4 ปีที่แล้ว

    Very good video. A question. If I design the art of my game with an iPad pro and I want it to be in 4k, should I do everything at 8k then? Thank you very much.

  • @eliasfog6353
    @eliasfog6353 6 ปีที่แล้ว +1

    Hi. You created the document with the target resolution, and only then you changed size to double. Why don't create already with double size?

    • @Gdquest
      @Gdquest  6 ปีที่แล้ว

      It's not very important but working this way you can let Krita multiply the document size by two

  • @cyberdrunkdev5256
    @cyberdrunkdev5256 4 ปีที่แล้ว

    Hey! How do you choose your UNITY settings, PPU, bilinear etc? For the glittering edges.

  • @tangsothyda7527
    @tangsothyda7527 7 ปีที่แล้ว

    super awesome

  • @Shadowthevampire
    @Shadowthevampire 2 ปีที่แล้ว

    Can you show this in clip studio aswell?
    Also why do my vrush still look fuzzy or uncrisp in krita while at this reoslution?

  • @white_light8924
    @white_light8924 6 ปีที่แล้ว

    hello there that was very informative, thanks man.
    I want to know what is the process to draw the land that the character will be moving on ,because I try to draw it in the area that is allowed for me in the canvas ,but when I put it in the engine a line appear between the 2 segments of land ….. (what I want to do , is to draw the land completely on my own without drawing any segments so I won't find a piece of land that is similar to the other ) if my thinking is wrong or this is not how it's done , please tell me I have been running in circles for a long time now

  • @rikuf.8107
    @rikuf.8107 3 ปีที่แล้ว

    In temrs of tiles I want to use 16x16 px. Does that mean I would have to create the tiles in 32x32 px first? Would I have to do this for sprite characters as well?

  • @misterkarthik
    @misterkarthik 7 ปีที่แล้ว

    Very useful video. Thanks, I had this question in mind for a long time... What is your monitor's native resolution ? Mine is a 24", 1920x1200 and I am considering a second monitor with 4K (29", 3840 x 2160). Would you recommend a 4K monitor for Krita ? Or would it be counter productive to paint the details ?

    • @Gdquest
      @Gdquest  7 ปีที่แล้ว +5

      1920*1080 here. I avoid high pixel density because although it looks sharper, it puts extra strain on the eyes (i.e. retina displays). Got a 27 inch display.

  • @terrillwilson1345
    @terrillwilson1345 6 ปีที่แล้ว

    is there anyway we can get just the art videos? I use clip studio paint but I will try to translate what you did in that

  • @Rockysbeats
    @Rockysbeats 4 ปีที่แล้ว

    how does this work for animation? since you cant downsize an animation before importing it in the game engine

  • @Mixolydian7712
    @Mixolydian7712 6 ปีที่แล้ว

    Thanks for the explanation. Does this mean i have to make different assets for each resolution? Id like to have a game in 720p,1080p, and possibly 4k would i have to make everything 3x over? D:

    • @Bobsican
      @Bobsican 6 ปีที่แล้ว +2

      Just make it in 4K in mind, the systems will then just downscale the resolution as needed.

  • @leatherDarkhorse
    @leatherDarkhorse 6 ปีที่แล้ว

    can my texture 256x128 or 512x128 for 2d sprite, base on forum is under power by 2?

  • @maixshinra6152
    @maixshinra6152 3 ปีที่แล้ว

    Hi! I use clip studio paint to ink my art. Do I need to make characters for my 2d game twice as big if I use a vector brush? I want the game to be viewed in 4k and top down. And I'm worried it might look bad. Thanks a lot.

    • @thedeathchimera
      @thedeathchimera 3 ปีที่แล้ว +1

      I don’t think vector art should have a problem scaling up and down, though I’ve heard it can slow games down if poorly optimized. I’ve heard one guy made a system for a mobile game using vector art where it took the target resolution and rasterized the images somehow, which boosted game speed immensely. I don’t know enough about it though, there are barely enough resources on the topic online that I could find. Trial and error may be key here

  • @LeandroCavalcanteLeandrw
    @LeandroCavalcanteLeandrw 7 ปีที่แล้ว

    Wich version of Krita are you using?

  • @asddsasdasdasadsda4447
    @asddsasdasdasadsda4447 4 ปีที่แล้ว

    If you double either JUST the width OR the height, but keep the other one the same size, then it's doubled in size. If you double both width and height, then it's actually 4 times as big.

  • @ShadowStiver
    @ShadowStiver 6 ปีที่แล้ว +1

    my sprites need to be 60 by 60 when I made picture thing 60 by 60 it looks like pixel art I'm making a match 3 game

  • @shirray5854
    @shirray5854 4 ปีที่แล้ว

    can you convert a painterly style art into svg? please someone reply. Thank you :(

    • @thedeathchimera
      @thedeathchimera 3 ปีที่แล้ว

      Kind of wondering this too, I’ve never seen a vector art tool that supports things like blending though. Most likely you would have to limit the resolutions available using things like black bars and such if you don’t want the art to stretch or anything. Scaling up from your target resolution would probably be the best option IMO

    • @the_grass_trainer
      @the_grass_trainer 3 ปีที่แล้ว

      @@thedeathchimera Affinity Designer is the closest thing to this as we can get. It IS vector art, but has raster painting tools available, and you can combine them together with clipping masks. But you would have to make two sizes (large, and small) and do the raster painting for each size separately.

  • @thaumatechdev1115
    @thaumatechdev1115 3 ปีที่แล้ว

    Do you downscale in engine?

  • @davidboygenius6843
    @davidboygenius6843 5 ปีที่แล้ว

    2:08 whats the name of that game in this video?

    • @_JPkun
      @_JPkun 5 ปีที่แล้ว +2

      Dust An Elysian Tail

  • @formerlyscottie8026
    @formerlyscottie8026 7 ปีที่แล้ว

    You keep saying double the size, but by doubling each dimension, you are quadrupling the size e.g. you'll have 4x pixels in your image.
    I like the rule of thumb to double each dimension though. It's nice and clean.

    • @Gdquest
      @Gdquest  7 ปีที่แล้ว +4

      For me, double size means double dimensions - quadruple the surface or the pixels. Is that wrong? I say that because if you open the resize image window, and set the document to 200% size, that's the result you get. I didn't think this could be misleading.

  • @melindaburns5782
    @melindaburns5782 5 ปีที่แล้ว

    It seems like you've cut off at the end. Can you still elaborate?

  • @T8BB
    @T8BB 6 ปีที่แล้ว

    if the background was for example 480*320 what is the perfect size for the character then ?

    • @Gdquest
      @Gdquest  6 ปีที่แล้ว

      None, depends on the game and the gameplay. May be small in a platformer or action game, large in an adventure game

  • @nickmudd
    @nickmudd 4 ปีที่แล้ว

    I figured out my problem! I'm a crappy artist hahahaha. Great tips tho

  • @juanmena3648
    @juanmena3648 5 ปีที่แล้ว +1

    Lol... vectors

  • @pastuh
    @pastuh 6 ปีที่แล้ว

    How about pixel art? :)

    • @TheLingo56
      @TheLingo56 5 ปีที่แล้ว

      Pixel art it depends on the engine, but usually the engine provides perfect crisp scaling for your low resolution artwork so you don't have to think about this at all.

    • @thedeathchimera
      @thedeathchimera 3 ปีที่แล้ว

      Yea, I’d just worry about what platforms I’d be porting to, and make sure that the game is nicely visible if scaled up or down. Black bars usually come into play at out-of-bounds resolutions though, so it’s usually no biggie.

  • @levprotter1231
    @levprotter1231 7 ปีที่แล้ว +2

    But that is actually 4 times as big....you should actually multiply your resolution by the square root of 2.
    lol jk...