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size matters? (Forums : 2D Graphics : size matters?) Locked
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Dec 21 2014 Anchor

Hey everyone, I'm new here and I'm not sure if this is the right place for my post. Basically, I am an artist and I want to make my own 2d video game and I will be doing all the artwork for the game by hand first and scanning it into photoshop then doing all the coloring digitally, but the question that I have is....how big do I draw my characters, backgrounds etc? for example, I want to draw a 6 foot man in a room with an 8 foot ceiling. would I need to draw my man 2 inches tall or 18 inches tall? or is the size proportional so real physical size doesnt matter any more ? I ask because someone could play the game on a small tv or a big tv and I don't want the detail to be lost. also, should I stop thinking of size in terms or inches but rather think of it in terms of pixels? Thanks for reading and to anyone who can clear up my confusion.

Jan 2 2015 Anchor

It doesn't matter in what size you draw your artwork. In the end, you'll have to think in pixel size, because that's what the game is going to work with. Usually, scalability in games is achieved with multiple versions/sizes of each graphic (lowes, midres, highres, etc.). All the graphics are going to get scaled down/up a little bit for devices in between certain resolutions, which are not covered otherwise.

Jan 11 2015 Anchor

thanks iQew, ya ive been trying to wrap my head around the whole thing and thinking of size in terms of pixels is what i started to get from everything ive read online so far. The thing i really need to do is to do some simple drawings at various sizes like you mentioned and throw them into unity and see whats what till i get what i like.

Feb 24 2015 Anchor

But what is the correct sprite sheet design, i mean I would like to know, ¿how am i suppose to export the sprites?, ¿am i suppose to exported a little bit bigger so that when is rendered on a tablet it doesn't loose definition because of the scaling process? ¿Which is the correct way of handling the different devices resolution?

Mar 9 2015 Anchor

Holmes221Baker wrote: But what is the correct sprite sheet design, i mean I would like to know, ¿how am i suppose to export the sprites?, ¿am i suppose to exported a little bit bigger so that when is rendered on a tablet it doesn't loose definition because of the scaling process? ¿Which is the correct way of handling the different devices resolution?


As I already mentioned, this is usually handled with multiple versions of the graphics in various resolutions. If there are resolutions used, which are inbetween, you'll either use the graphics from the lower resolution and scale them up or use the bigger versions and scale them down. Which type you pick comes down to how you want to handle performace and whether it's more important to you to have a nice looking game, which needs more processing power or a game that always runs fast, but might lose quality in art assets.

Mar 10 2015 Anchor

Vector images help make the issue of scale and pixels easier to manage.

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