~/talk

Beyond Authentic Pixel Art in Unreal Engine

slides:none on file

Cardboard Sword adapts pixel art to Unreal Engine by keeping strict rules—orthographic camera, tilemap grid of 32×32 tiles, and a restrained palette of about 80–90 colors—then selectively bending them: grayscale lookup tables for visibility states, localized pixel distortion for flicker, and hand-painted normal maps to sculpt broad shapes. Development moves from Gamemaker to UE4/Paper2D, limits lights to roughly 5–10 lights per scene, and accepts extra artist labor rather than automatic shortcuts.

AI-written summary · about

  1. 0:00Introduction
  2. 1:21My Background
  3. 1:42Stealth
  4. 1:54Exploration
  5. 2:15Pixel Art
  6. 2:35Artist Background
  7. 3:16Batman
  8. 4:00Zelda
  9. 4:21Metal Slug
  10. 4:42Common Themes
  11. 5:16Photoshop Mockup
  12. 5:44Animations
  13. 7:00Dev Grant Pitch
  14. 7:26Material & Lighting
  15. 8:42Authenticity
  16. 9:49Pixel Limitations
  17. 10:52Limited Colour Palettes
  18. 13:07The Rules - Summary
  19. 14:19Distortion
  20. 15:45Tilemap Specs
  21. 15:55Half tile placement
  22. 16:25Tilemap Layers
  23. 17:05Final pass
  24. 17:18Siege 2017
  25. 18:06Normal Maps
  26. 20:37Particles
  27. 21:59Colour Shift-Converting Characters
  28. 23:27Moving to the Perspective Camera
  29. 25:06Performance
  30. 25:39World Size
  31. 26:13Getting started with Paper 2D
  32. 27:17Orthographic Camera
  33. 28:13Make Something Authentic
  34. 29:03Make It With UE4
  35. 29:54Dev Live Streams
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