Turn-based combat, Mad Gear style.
Street Fighter Alpha 2 by Capcom
Thanks for linkage, ianbrooks!
These were my favorite sprites from 2013. I’m not sure if they’re technically the best ones I’d done, but they were either characters I’ve wanted to sprite for a long time (LoZ sprites, a better scratch-made Haggar), sprites that turned out better than I expected (Casey Jones, Jason Voorhees, the Dragon’s Crown NES sprites) or both (’80s Brainiac, Zod, Neff).
carving the turkey - Final Fight (Capcom - arcade - 1989)
That’s how my dad does it every year.
"Good God Almighty! Phone Booth! Phone Booth! As God as my witness he is broken in half!"
The next time we see each other. We need to play Final Fight with you pulling a J.R. during the game LMAO.
I’ve always had a huge love of game art—not necessarily artwork in games (although I’m a big fan of bitmap art as well); to me, the old-fashioned, handcrafted art used for games during the first two decades of the industry is almost as much a part of classic gaming as low resolutions, limited color palettes and synthesized sound. Nowadays, it’s common for high-profile games to use computer-rendered images (often ultra-high resolution 3D assets from the game itself) for covers and promotional art. In the olden days, however, when a publisher wanted to make an impact with the game, artists would be commissioned to create art—usually front covers, but sometimes back and even interior designs—for games. In a day before the Internet, social media and easy word of mouth, a striking poster or cover was key to getting your game noticed amongst the others on the shelf.
Take a look at the big-name titles coming out for the current and next generation of systems—Call of Duty: Ghosts, Ryse: Son of Rome, Forza Motorsport 5, Assassin’s Creed IV, Battlefield 4, Killzone and so on. How many of these games’ covers have a human hand’s touch? In the drive to make games look as technically stunning as possible, the artistry in the game’s packaging has lost its vibrant, organic nature and taken on an almost sterile feel, disquieting and isolating you from the game’s atmosphere before you even pick it up.
I’ve spent a lot of time (even more before I discovered Tumblr) working with the artwork of older games, tracking down the highest resolution images possible and spending hours (sometimes weeks) editing them in Photoshop to remove store labels, age artifacts, or game text. For me it’s relaxing and helps to preserve a part of gaming history that could otherwise be lost forever. I’ve mentioned it before and I’ll probably do so again before I’m done, but if you’ve never visited my Video Game Art Gallery, I recommend doing so for some fond and illustrious trips down memory lane.
"JAPAN" - Final Fight (Capcom - arcade - 1989)
"Sodom" - Final Fight (Capcom - arcade - 1989)
More Final Fight. This time it’s enemy characters from all three games; Poison, Eliza and May.
I love how a lot of people who cosplay Poison have embellished her outfit with fishnets, thongs, gloves etc so I wanted to incorporate that in my design. I tried to make some tweaks along the same lines for Eliza and May as well, but I guess in the end that didn’t amount to much more than making them a bit skimpier. :P For the most part, I’m pretty happy with how the designs came out, though.