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Rae - gameboy sprite design & animation test

A test I did for a pixel artist job. I had to take the reference character design and translate it into a 16x32 pixels sprite usable in a gameboy game. That also meant the sprite was limited to 4 colors and no transparency. The mood was "narrative drama with a horror edge, rural house at the end of the 20th century". Due to this, I tried to keep to the 2 darker colors to fit the mood, only using the lighter ones to make sure the character would read enough in any environment.
Designing with such limitations was a fun and interesting exercise. Once I was happy enough with the design, I went on to make a walk cycle for the character.

Final walk animation. I chose not to add any bounce to the hoody because it felt cartoonish and didn't fit the mood of the game.

Final walk animation. I chose not to add any bounce to the hoody because it felt cartoonish and didn't fit the mood of the game.

Final sprite design

Final sprite design

Design iterations. I felt like the sideview was a better fit, and went on to adjust details for the readability of the character.

Design iterations. I felt like the sideview was a better fit, and went on to adjust details for the readability of the character.