Background
Art (introduction)
At long last,
We are going to break away from the sprites and explore the other
major realm of pixel art for game related purposes. In this installment
we are going to create a full-fledged background from start to finish,
breaking our picture into bits and peices to examine every detail
of our creation. There are alot of new concepts and techniques that
we will need to explore in order to help our environments flourish.
Before we begin i would just like to point out the similarities between
pixelling environments and painting them or coloring them with a dry
medium. When we explored sprites, the main empasis which shaped our
pixels into fighting champion sprites was the anatomy and line art
of that sprite. This time around we have two new forces to deal with,
and without further ado i introduce "composition" and "color"!
These two elements are going to be the very backone of any background
that you do. It is our composition that is going to "wow"
the onlooking crowd, and it is our use of color that will bring it
alive. We will talk about composition a little later, but for now
i want to say a thing or two about color usage for backgrounds in
general.
It was two years ago that my painting professor at college spoke these
words to me, "It is rare to find an object in nature who's color
is of pure intensity...". Of course there was alot that followed
that which i probably should have listened to, but i thought the guy
was too insane for his own good (very eccentric person) so i declined
to pay further attention. It was only later when i saw him painting
this huge masterpeice, in awe of his masterful color usage did i start
to take what this man said to heart. Of course at that point i had
painted a few stills of my own, and they turned out ok, but I realized
then how important color was to any painting. I looked at my classmates
paint and noticed how they would use the blue's and red's straight
from the tube to paint their environments. They always had this fake,
sort of 'commercial coloring' look to them that you might find on
a poster. I noticed when my professor painted, he was always mixing
in browns, olive greens, and 'ochre' (or "ocre" ive also
seen it spelled, heh). At first it seems pretty silly to be mixing
in browns with his blues and other brilliant colors, but he did this
for 2 very important purposes. First, he was creating a very specific
atmosphere, which is something thats unique to any painting or artwork,
but more interestingly, those browns, dull greens and ochre always
sapped alot of the color intensity out of the commercial made colors,
making them much more "natural" looking. Long boring story
to bring about a simple point (sorry I suppose i could have condensed
this, but im an elaborative typer), Most colors in nature are only
mid intensity at best.
To prove this point, our professor made us take a look at an apple
and an orange. He argued that these two items seemed to have some
of the most brilliant colors found in nature (lightsources dont count
:P ). He then stuck the fruit next to a color swatch of both red and
orange, with full intensity (very 'factory'ish looking colors indeed,
almost blinding). The apple and orange couldnt really compare to the
brilliance of the swatches. Whenever I feel i am having troubles picking
out the right types of 'shades' of color, i always think back to this
simple comparison.

The
first image shows a full on intense red color selection while the
second image shows what the deepest red color of an apple would look
like if you were to use your color grab tool in your favorite paint
program.
I dont know how many times i look at someones grass tile and am overtaken
by the blindingly bright greens used by the artist. (if i ever do
an indepth grass tutorial im sure this very statement will pop up
again someday). What we want to do is break away from the "factory
color" mentality that we are all used to and have all come accustomed
to while making sprites, or other colorful pixel illustrations. So,
as im sure you get the point by now, we want to stay away from insanely
intense or artificial looking colors.
Now on to more exciting stuff. Let us start to talk about composition
of our image, and get a basic example started. If youve ever taken
any art course, whether it be in highschool or college or kindergarten
or wherever, 9 times out of 10 youre going to hear the word "composition"
within the first day, heh. (or at least within the first week). Basically
composotion is how we portray the image to make it look interesting
to the viewer. A good example of a great use of composition would
be the movie "The Matrix" (thinking of a more contemporary
example than, lets say Dahli, let alone the countless other masters
before his time). If you can recall back to the movie "the matrix"
and think of the scene on the rooftop right after Neo dodges all those
bullets the agent shot at him, and then Neo says something like, "Trinity...help!"
and the agent says "Only human...." and then you see Trinity
pointing the gun straight at the camera (and proceeds to say "Dodge
this"). Now imagine that freezeframe of Trinity pointing the
gun at the camera. It sort of gives a very deep perspective view of
her arm and the gun chamber, and the whole 'foreshortening' effect
going on there, and then her head seems rather distant in the background
as her body is poised ready to fire. What makes this camera shot so
different from any regular "gun to head" film shot is the
fact that the camera films it at such an extreme angle. Theres alot
of 'action' going on in that freeze frame shot, just indicated by
Trinity's body language and the odd perspective of her and the gun.
Interestingly enough, that very shot was story boarded before it was
filmed, and they placed the camera to film the shot so it would mimick
the perspective that was drawn in the storyboard image. Meaning that
they put the camera there on purpose to capture that bazaare, yet
interesting perspective. Now not every composition has to be as 'actiony'
as that example, it really depends on what type of mood you are trying
to set. I just wanted to get across the difference between the standard
"sideview of someone shooting" and the "camera staring
down the barrel of the gun" perspectives, because it very much
applies to the sort of compositional decisions we will want to conciously
think about when we block out our backgrounds.
Trinity
holding gun to agents head with city skyline in background.