HackerTube
HomeLongsLikedHistoryWatch laterCategoriesPlaylistsSettings

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

GDC Festival of Gaming13 HN recommenders · recommended in 17 months, 2018-2026
YouTube
568K views · 9 years ago · talk · evergreen

Mark Ferrari, the LucasArts background artist, explains in a GDC 2016 talk how he draws 8-bit graphics. He covers color cycling and palette shifting to create complex animated scenery without frame animation.

HN repeatedly recommends it as a master class in limited-palette pixel art and palette cycling, from an artist behind Loom and Monkey Island.

Game history & retro gamingVisual arts, photography & architectureCreative coding & generative art#palettecycling#pixelart#markferrari#lucasarts#deluxepaint#gdc

20 comments from Hacker News

@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.

RecommendsView on HN
@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
@nthingtohide2025 · in “What makes a good engineer also makes a good engineering organization (2024)”

8 Bit & '8 Bitish' Graphics-Outside the Box ▶ 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 The lost art of color cycling - Animating with color link > Color cycling was born out of hardware restrictions but out of it came some beautiful artworks that characterized the 80s and 90s. In this video we will learn more about how this effect was produced and experience first hand the beautiful artwork created with it.

CitesView on HN
@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

Strongly recommendsView on HN
@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."

RecommendsView on HN
@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
@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
@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
@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
@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

Strongly recommendsView on HN
@netsharc2022 · in “Living Worlds: 8 Bit art animated with palette cycling (2012)”

The maker talks about it in this presentation (skipped to the part where he shows how he makes the waterfall): ▶ this video

CitesView on HN
@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 :)

RecommendsView on HN
@_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
@Macuyiko2021 · in “Loom EGA/VGA Comparison”

> The original EGA background art for Loom was made by Mark Ferrari Obligatory recommendation for this talk by Mark Ferrari: ▶ this video - truly an artist

Strongly recommendsView on HN
@rozab2020 · in “Designing 2D graphics in the Japanese industry”

You might be interested in this GCD talk. The speaker was an artist on various classic adventure games. I found it really interesting how he considered himself a traditional artist and doesn't really like computers at all. The things they achieved with pallette switching were unbelievable, especially considering the limitations of their tools. It's crazy how he managed to do this stuff just in basic paint programs. Some HNers will be horrified (just write some code!) but I think it's really inspiring. ▶ this video

RecommendsView on HN
@arexxbifs2020 · in “I wrote Task Manager and I just remembered something”

There's a lot of stuff available but the problem is knowing what to look for. For example, the book "Commodore: A Company on the Edge" chronicles quite a bit of Commodore lore, and there are numerous resources for both Amiga and C64 online. Too many to mention, really, and lots of them are heavily specialized. CSDb[0] for the C64 demo and cracking scene, for example. I also recommend The Early History of Smalltalk[1] by Alan Kay himself and Mark Ferrari's talk[2] on creating pixel art for LucasArts games. [0] link [1] link [2] ▶ this video

RecommendsView on HN
@kick2019 · in “A Pixel Artist Renounces Pixel Art (2015)”

I don't agree with that! Early personal computers also had pixel art, and it was mind-blowing what was done with it. Watch this talk from Mark Ferrari, for example: ▶ this video link Check out what he did with color cycling in this demo: it's amazing. I recommend looking at "May - Jungle Waterfall - Rain" to see how amazing this is. That's not a gif, it's a single image, just rotating the colors. That was to deal with storage constraints. Can you imagine? The techniques of early PC and applications are worth saving , too. The art shown in that tweet is amazing, too, but it's not the same thing! It's an entirely different thing, with entirely different constraints.

RecommendsView on HN
@corysama2019 · in “Making a Game Boy Game in 2017”

Every Deluxe Paint fan out needs to watch this video of the master of that tool explain his craft Mark Ferrari: 8 Bit & '8 Bitish' Graphics-Outside the Box ▶ this video

Strongly recommendsView on HN
@codetrotter2018 · in “Dithering Process, Return of the Obra Dinn (2017)”

Came across this in a thread on Reddit. It’s been discussed on HN before as well but I think it’s worthy of being resubmitted. Previous discussion: link In that discussion multiple people said that they preferred the non-stabilized dithering, and they argued that that is “how it was” on the old 1-bit Macs. “The original effect is how it's supposed to look and how it would have looked on an old computer with 1-bit graphics.” says one commenter. I think these comments are missing the forest for the trees. It’s not about faithful recreation, it’s about artistic inspiration and invoking certain feelings. See also the talk “8 Bit & ‘8 Bitish’ Graphics - Outside the Box” by artist Mark Ferrari. ▶ this video If you artificially constrain yourself too much, your game will suffer and no-one will want to play it. On the other hand, if you can give a nod to the past and a feeling of nostalgia but at the same time acknowledge that we have had progress, and incorporate that progress in your game, then there is potential for a game that is actually fun to play.

RecommendsView on HN
@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
GuiltyGearXrd's Art Style : The X Factor Between 2D and 3D58:59

GuiltyGearXrd's Art Style : The X Factor Between 2D and 3D

GDC Festival of Gaming
710K views • 11 years ago
what did you do22:13

what did you do

Noodle
1.5M views • 11 months ago
Procedurally Crafting Manhattan for Marvel's Spider-Man1:07:26

Procedurally Crafting Manhattan for Marvel's Spider-Man

GDC Festival of Gaming
89K views • 7 years ago
I painted a Landscape with Mathematics42:00

I painted a Landscape with Mathematics

Inigo Quilez
812K views • 4 years ago
CGA Graphics - Not as bad as you thought!11:27

CGA Graphics - Not as bad as you thought!

The 8-Bit Guy
2.4M views • 10 years ago
HandmadeCon 2016 - History of Software Texture Mapping in Games1:22:13

HandmadeCon 2016 - History of Software Texture Mapping in Games

Molly Rocket
15K views • 9 years ago
How "oldschool" graphics worked Part 1 - Commodore and Nintendo7:08

How "oldschool" graphics worked Part 1 - Commodore and Nintendo

The 8-Bit Guy
5.7M views • 11 years ago
Animation Bootcamp: An Indie Approach to Procedural Animation26:13

Animation Bootcamp: An Indie Approach to Procedural Animation

GDC Festival of Gaming
786K views • 9 years ago
The History of 3D Graphics on the Gameboy Advance | minimme34:29

The History of 3D Graphics on the Gameboy Advance | minimme

minimme
667K views • 6 years ago
Crafting A Tiny Open World: A Short Hike Postmortem31:07

Crafting A Tiny Open World: A Short Hike Postmortem

GDC Festival of Gaming
521K views • 6 years ago
Elevated by RGBA and TBC3:36

Elevated by RGBA and TBC

BUTTONTANG
974K views • 17 years ago
Exclusive: Metro Exodus Enhanced Edition Analysis - The First Triple-A Game Built Around Ray Tracing40:45

Exclusive: Metro Exodus Enhanced Edition Analysis - The First Triple-A Game Built Around Ray Tracing

Digital Foundry
915K views • 5 years ago
New Voxel Engine Reveal - Crystal Islands Experiment5:05

New Voxel Engine Reveal - Crystal Islands Experiment

John Lin
394K views • 5 years ago
elevated by Rgba & TBC | 4k intro (FullHD 1080p demoscene demo)3:36

elevated by Rgba & TBC | 4k intro (FullHD 1080p demoscene demo)

Demoscene High-Quality Videos (Annikras)
317K views • 15 years ago
Coding Adventure: Ant and Slime Simulations17:54

Coding Adventure: Ant and Slime Simulations

Sebastian Lague
2.2M views • 5 years ago
I wrote a Raytracer for DOS, 16 VGA colors15:00

I wrote a Raytracer for DOS, 16 VGA colors

Bisqwit
905K views • 15 years ago
Refterm v2 - Resource usage, binary splat, glyph sizing, and more29:51

Refterm v2 - Resource usage, binary splat, glyph sizing, and more

Molly Rocket
68K views • 5 years ago
Making a heart with Maths10:14

Making a heart with Maths

Inigo Quilez
112K views • 9 years ago
Learn to Paint with Mathematics24:02

Learn to Paint with Mathematics

Inigo Quilez
191K views • 12 years ago
Painting a Character with Maths24:46

Painting a Character with Maths

Inigo Quilez
458K views • 5 years ago