spritework

anonymous asked:

I wish they used 3D models for Sonic Mania. They're kinda restricting the graphics potential with 2D sprites.

Not really, because creating fluid and vibrant sprites takes just as much time and effort as it does for 3D models.

I feel a lot of people don’t give enough credit to the spritework business in general, usually by viewing sprites as less impressive than 3D models due to how supposedly primitive they are by comparison. Even though, as shown by Mania itself, as well as the original Genesis trilogy and Sonic CD, spritework when done right can achieve the desired results just as well, to amazing results of it’s own kind.

Hell, just look at Mania’s now-famous title screen for example:

Regardless of how much time it actually took to complete, you can tell there was a lot of effort spent in order to make it look as smooth and expressive as it is. And this is just the title screen. The rest of what we’ve seen so far looks just as eye-catching and appealing. The character animations, the enemy animations, the zones and their intricate colour schemes and patterns…

Why should such obvious effort be disregarded purely because it’s not in full 3D?

FIGHT ME! - Cute Smash Buddy? Available on a variety of products on my Redbubble Shop!


IF your first thought was Kirby or Jigglypuff, I don’t blame you. If your Second was Fernandez from Waku Waku 7, You’re Awesome! If you thought of the Puchuu’s from Excel Saga, “WHY YOU KILL MEE!!!”, then *fistbump* All of this is one the right track, and you’re the kinda person I made this for!

So remember when I said that I thought that the back of the Goner Kid sprite might be an allusion to Monster Kid and another character,
specifically Suzy (Q?) the possible skeleton kid, 
being tied together (as their possibly adopted sister)? (link)

well I took inspiration from Papyrus’ face (his nose and upper mouth shape)

and I made a mockup of what Suzy Q could theoretically look like, if my assumptions are correct:


ANd GOSH Diddly Darn IT SHE LOoks FreaKing Adorable If I do Say so Myself!

9

Concept art and pre-alpha screens of Skullgirls.

Most of these images are from 2005-2007, and were contemporary with Alex Ahad’s original engine. The final image, circa 2010, is Mike Z’s build of Skullgirls; the very one that would evolve into the game that saw release in early 2012.