8 Bit & '8 Bitish' Graphics-Outside the Box

569K views · 9 years ago · talk · intermediate · evergreen

Mark Ferrari, the pixel artist behind LucasArts adventure games, gives a GDC 2016 talk on making 8-bit and 8-bit-looking graphics. He shows how tight palette limits, dithering and palette tricks such as color cycling produced images that look richer than the hardware should allow.

HN sees it as a favorite GDC talk and the best demonstration of what limited-palette pixel art can do.

“If you are here and you haven’t seen Mark Ferrari’s GDC talk, you really should sit down and watch it.”

24 comments from Hacker News

c
@chongli2024 · in “How video games use lookup tables”
He gave one of my favourite GDC talks of all time [1]! I recommend this talk to anyone who is interested in the details and history of working on limited colour palette games! [1] ▶ this video
Strongly recommendsView on HN
c
@corysama2018 · in “GrafX2 – a bitmap paint program inspired by Amiga programs”
If you are here and you haven’t seen Mark Ferrari’s GDC talk, you really should sit down and watch it. He is perhaps the greatest pallete animator of all time. Even if you aren’t familiar with the games he worked on, HN folks have likely seen his gallery of single-image animations linked below. ▶ this video link
Strongly recommendsView on HN
c
@corysama2026 · in “Making Graphics Like it's 1993”
If you want to play with software rendering, here's probably the shortest code that will get an ARGB8888 2D array from main memory to the screen efficiently for all platforms using SDL2 in C link you'll need to do the translation from a 320x200x8-bit palletized framebuffer to ARGB yourself ;) If you want to get inspired by what can be done with palletized framebuffers check out link (click Show Options) and the GDC presentation by the artist ▶ this video With that you can fire up link for that classic Deluxe Paint IIe vibe. Or, link for something more modern.
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s
@sph2026 · in “Amiga Graphics”
You might enjoy this GDC talk by Mark Ferrari of LucasArts fame, where he goes over his pixel art technique, as well as how he did color cycling: ▶ this video
RecommendsView on HN
c
@corysama2025 · in “A Pixel Parable”
Mark was nice enough to invite me to his home studio when I was a new high school grad to talk working in games as an artist. He told me the story of the fight over dithering. I give him strong partial credit for ending up a game engine/art pipeline coder instead and got to thank him after his most excellent GDC presentation on the lost power of palettized textures ▶ this video You can see that power in action here link (Hit show options) link BTW: Deluxe Paint has been remade in Python if you want to give it a try link
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j
@jkbyc2024 · in “Boris Vallejo and the pixel art of the demoscene”
You might enjoy an entire talk on using a limited color palette for graphics in early games and how it stimulated creativity ▶ this video "In this GDC 2016 talk, Terrible Toybox's Mark Ferrari discusses and demonstrate some of his techniques for drawing 8 bit game graphics, including his celebrated methods for use of color cycling and pallet shifting to create complex and realistic background animation effects without frame-animation GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives."
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c
@corysama2024 · in “A Clone of Deluxe Paint II Written in Python”
If you want to see what a master of Deluxe Paint palette cycling can do check out Mark Ferrari's link (hit "Show Options) and ▶ this video
RecommendsView on HN
c
@corysama2024 · in “An Ode to Deluxe Paint (2023)”
If you want to see what a master of Deluxe Paint palette cycling can do check out Mark Ferrari's link (hit "Show Options) and ▶ this video
RecommendsView on HN
S
@SonOfLilit2022 · in “Living Worlds in HTML5 (2012)”
This is an amazing engineering and artistic achievement. I have the Live Wallpaper for Android and it's the most delightful $2 I've ever spent, even though it crashes every few days. Right now it's snowing. Yesterday night I spotted a shooting star. There's a great talk by Mark Ferrari about his work: ▶ this video
RecommendsView on HN
i
@imachine1980_2022 · in “Living Worlds: 8 Bit art animated with palette cycling (2012)”
this is incredible talk form the Background Artist of monkey island, about 8 bit and explain in details how palette cycling works, and modern way to doing the same more efficiently for modern games. 8 Bit & '8 Bitish' Graphics-Outside the Box ▶ this video
RecommendsView on HN
r
@rcarmo2021 · in “Super Pyxelate converts images to 8-bit pixel art”
This is very neat, but if you want to see a true (human) master at work, check out Mark Ferrari's GDC talk here: ▶ this video I'd love to see an algorithm that could approximate this degree of mastery :)
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@_dps2021 · in “Indiana Jones and the Last Crusade EGA/VGA Comparison”
If you have an interest in this kind of art, this GDC presentation by Mark Ferrari "8 Bit & 8 Bit-ish Graphics" gives lots of great detail about the art process, tools, and practices of the time (Ferrari worked on the EGA art for Monkey Island, among several others). ▶ this video
RecommendsView on HN