#01ISSUE
Nov 2020 | RM10
History of
Pixel Art
Discover the origin of
pixel art and its emergence
into the interactive media
Creativity from
Limitations
The boom of creative pixel
game graphics from early
gen consoles
Renaissance of
Pixel Art Games
Rebirth of the pixel
aesthetic in modern games
Pixel Art Corner
Pixel artists and featured
artworks
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CONTENTS
6
History of
Pixel Art
Pixel Art 14
Creativity from
Limitations
21st Century 23
Pixel Art 32
Renaissance in
Video Games
Pixel Art
Corner
4 | PIXXY
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History of
Pixel Art
The compiled timeline of the
historical origins of pixel art
3rd millennium BCE
The first mosaics appear in
Mesopotamia. The art form
would reach new heights with
the Greeks beginning in the
4th century BCE.
A cave canem (beware of dog) mosaic
from Pompeii, 1st century CE
3rd century BCE
The date of the earliest
tapestries, products of
Hellenistic Greece.
A section of the oldest extant European tapestry, the
Överhogdal tapestry, created between 800 and 1100 CE,
during the Viking Age
2nd century BCE
The date of the earliest
cross-stitching
Nazca cross-stitch sampler, Peru. Collection of the Metropolitan
Museum of Art, NY
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c1500 CE
Wampum belts are made by the Eastern
Woodland tribes or North America. The
shell bead creations were used as a
form of gift exchange and certificates
of authority, and were later used by
Europeans as a form of currency.
Reproduction wampum belts at the Six Nations Reserve near
Brantford, Ontario
c1875
Colonial American furniture employs a
decoration strikingly similar to modern
pixel art.
American music cabinet with dyed wood inlays, c.1875,
collection of the Detroit Institute of Arts
1886
Neo-Impressionist movement founded
by Georges Seurat, featuring the
Pointilist and Divisionist techniques.
La Dance by Jean Metzinger, 1906 ; Parade de Cirque by
Georges Seurat, 1887-1888
1910
The first card stunt is performed by students
of UC Berkeley during a rugby match against
Stanford University, building on fabric stunts
between the two teams dating back to 1904. in
1922, The University of California, Santa Cruz
performed the first animated crowed stunt.
Example of a modern card stunt at North
Korea’s Mass Games
1927 Farnsworth holding a Cathode Ray Tube beside an
early electric television
An electronic CRT television
demonstrated by Philo Farnsworth PIXXY | 7
in San Francisco, based on the work
of Farnsworth, Vladimir Zworykin,
Boris Rosing, and many others.
1957
Russell Kirsch creates the first digital im-
age, a 176x176 px image of his son with a
bit depth of 1 bit per pixel. Shades of gray
were made possible by combining scans
made at different thresholds.
Scanned image of Russell Kirsch’s son Walden, 1957
; Russell & Son, 1957
1964
George H. Heilmeier invents the Liquid
Crystal Display (LCD). The technology
improved and became more widespread
in later decades, and pixel artists
responded by adjusting their techniques
to address the improved picture quality.
1972
Atari releases Pong,
the first commercially
successful video game.
Atari’s Pong game
1973
SuperPaint is released, a pioneering graphics
program and framebuffer computer system.
SuperPaint was one of the first to use a
graphical user interface and anti-aliasing, and
was developed Richard Shoup at Xerox PARC.
1977 The first superpaint computer
Atari 2600 debuts in system, 1973
North America.
Congo Bongo,
1983
1978
Taito releases Space Invaders, the
first blockbuster arcade video game,
responsible for starting the golden age
of video arcade games.
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1982
The Commodore 64,
ColecoVision, and Sinclair ZX
Spectrum debut
Turrican, 1990 on the Sega’s Zaxxon, 1988 Robocop on the
Commodore 64 on the ColecoVision ZX Spectrum
1984
Amstrad CPC is released, joining the
C64 and ZX Spectrum in the battle for
the 8-bit home computer market.
Contra, 1987 on Amstrad CPC
Flashback, 1992 1985
Commodore Amiga, Atari ST released.
1985
DeluxePaint released on the
Commodore Amiga. The DOS version
would become the standard for pixel
graphics in the 1990s.
1986
Famicom (NES) debuts in Japan.
Super Mario Brothers, 1985
PIXXY | 9
1987
TurboGrafx-16 is released, marking
the beginning of the 16-bit era of
gaming (though the console still uses
an 8-bit CPU).
The Legendary Axe, 1988
1988
SEGA Mega Drive (SEGA Genesis in North
America) is released in Japan
Sonic the Hedgehog, 1991
1989
Nintendo Game Boy released in Japan
and North America
Pokemon Red
1996
1990
Super Nintendo Entertainment
System (SNES) released in Japan
Chrono Trigger, 1995
1991
Street Fighter II is released, reviving the
arcade industry to a level of popularity not
seen since Pac-Man, and beginning the
renaissance of video arcade games.
Street Fighter II, 1991
10 | PIXXY
1992
SEGA Game Gear debuts in Japan.
Sonic Chaos, 1993
1994
The Hagenuk MT-2000
debuts with Tetris
installed, becoming the
first mobile phone to
feature a video game.
1996
Metal Slug debuts at the arcade.
PIXXY | 11
1997
Pixel art group eBoy is founded. The
often-published group would become
known for its clean style, pop culture
influences, and massive isometric
scenes (“pixoramas”).
Snake, perhaps the most popular early cell
phone game, is released on the Nokia 6610.
It is also the first multi-player cell phone
game, by way of the nokia’s infrared port.
1998
Game Boy Color
released worldwide
2001
Game Boy Advance released
worldwide
Metroid Fusion, 2002
The Legend of Zelda : The Minish Cap on the Game Boy
Advance, 2004
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2004
Cave Story is released for the PC by Daisuke
“Pixel” Amaya. This one-man project
popularized a simple style of pixel art that
made it easier for smaller indie teams to
create the graphics for an entire game.
Influences on the graphical style include
Shigeru Miyamoto’s 1981 Mario sprite
(then known as Jumpman).
2011
The massively popular video game
Minecraft is released, introducing a new
generation to pixel art techniques on a
global scale.
Superbrothers: Sword & Sworcery EP is
released, popularizing a new style of pixel
art that mixes retro nostalgia with filters,
lens flares, and other newer techniques.
2014 And thus began the
resurgence of the pixel
Shovel Knight was released. The aesthetic in present time
designers adopted the restrictive colours
from past pixel games to recreate the video games.
aesthetic of early 90’s games.
PIXXY | 13
PCLirxiemeailttAaivtriittoynsFrom
with Blake Reynolds,
co-founder and lead artist of
Dinofarm Games, the creators
of 100 Rogues and Auro: A
Monster-Bumping Adventure.
HD FETISHISM HAS
ALWAYS BEEN AROUND
HD is the current buzzword used to market both
hardware and software. The “high” in “high definition”
is relative. Twenty-five years ago, “16-bit graphics”
was the operative phrase, but it was ultimately the
same concept; 16-bit graphics was just the HD of its
time.
14 | PIXXY
Creators understand that screen size/ To the average person, I’m sure it’s self-
resolution is just a canvas like any other. A evident. Some may even be so taken with
good artist can make anything from a Game the spectacle of added color and resolution
Boy screen to a 60-inch LED television look that they might mistakenly think Bubsy has
good. Problems arise when it comes time to the better artwork.
convey to a layperson what constitutes good
art. An entire book could be written on why that is
absolutely not the case, but that’s the thing
It takes a lot of effort to explain how the pixel — it’s not the audience’s responsibility to
art in 1993’s The Legend of Zelda: Link’s read that book. It’s the artists’ responsibility
Awakening has much better art than the Bubsy to deliver them quality in a language they
game. However, it is easy to explain that the understand.
second image has a higher level of technology.
THE H-EST D fewer limitations imposed by We all get how pixels basically
Artists of any era tend to the medium. work. A computer divides
create with the best, most a display into squares, and
current tools available to them. All mediums have their each square can be assigned
Technology’s primary function limitations, however. Just one RGB value at a time. The
is to make human life as easy as the canvas has its edge, total squares supported by
and efficient as possible. This is graphics processors have the hardware is the device’s
no different in the case of art their thresholds. In the earliest “resolution.”
production technology. Greater days of game art, the extreme
production technology means technological limitations This square grid is the smallest
created serious adversity. possible subdivision of detail
available to an artist. It’s very
much like tile/mosaic art – you
can only add as much detail as
your smallest available tile.
Early game artists had precious
few “tiles.”
PIXXY | 15
This constricted medium on the iris even implies other used in Mighty Final Fight, we
turned good artists into colors! have only retroactively come
problem solvers. Good artists to call “pixel art techniques.”
looked at the display like a The pixels in Mighty Final Fight If the artists of the time had
mosaic artist, and not-so- contain actual information. To access to better production
good artists looked at it like a illustrate, we drew a higher- tools, I’m sure they would
rock and chisel. resolution extrapolation based have been thrilled.
on the information coded into
In Mighty Final Fight , Guy’s these little squares. As we “Pixel art” was never a thing
eye is constructed with illusion can see, we were able to infer — nobody was thinking, “I
in mind. By strategically a ton of detail and depth from think we’ll go with pixel art for
grouping colors and observing Guy, but even though both this game.” Rather, they were
their relationships, more examples use virtually the simply working in the “H-est
complex shapes and forms same amount of pixels, we D” available to them.
were implied. The use of flesh could barely do anything with
tone under the eyelash and Rambo. Techniques like those
16 | PIXXY
PIXEL ART: A FORM
AFTER THE FACT
Only now, after the fact, is “pixel art” an
elective aesthetic style. In the early ‘80s, IBM
PCs could only display 4 colors for a full-screen
illustration (black, white, cyan and magenta).
Blending colors was impossible, so artists would
“checkerboard” two colors together. At a glance,
this looks like a color exactly halfway between
the two. This technique is called dithering.
Back then, they had to dither.
Nowadays, it’s used to achieve a
look. Modern screens can literally
display upwards of a billion colors.
PIXXY | 17
I think it’s safe to say that the transparent pixels), or
tricks of the trade employed software-side lighting/particle
to make primitive games look effects/shadows, a form of
good are no longer required. cheating.
Yet there is a small but vibrant
community of enthusiasts who All these aspects of the
not only keep these techniques community culminate into a
alive, but even add to the sort of sport-like atmosphere,
form with bold expressionist similar to the remnants
techniques. of the jazz scene. While
these communities are full
This community takes pride in of dexterous, blistering
doing extremely complex work performers and highly talented
while keeping the color count craftsmen, they are also very
very low. small and very insular.
The biggest sticklers and
purists consider the use of
an alpha channel (semi-
“IT’S GOOD,
BUT KIND OF
PIXELATED…”
This sort of “inside-baseball”
aspect of a niche movement
causes problems when it
comes to communicating with
people.
Sometimestheword“pixelated”
is used in a derogatory sense,
and sometimes not. Either
way, anyone who uses the
word clearly doesn’t grasp
the concept that pixel art is a
deliberate, predetermined art
style.
18 | PIXXY
The same goes for another term: THE ARTIST’S
“retro.” Dinofarm Games’ Auro: A RESPONSIBILITY
Monster-Bumping Adventure wasn’t
supposed to be retro. The “retro Though he never intended
game” aesthetic isn’t just pixel art, for Auro to be a “retro-
but an appeal to the specific sounds, style” game, what the artist
feedback, and look and feel of a intended doesn’t matter at
specific set of old-school games. all, and it’s 100 percent the
fault of the artist for failing to
Blake Reynolds, the creator of Auro communicate in a language
and lead artist at Dinofarm Games, people understand.
said, “While it’s true that Auro was
an homage to my favorite game art, As a game developer, time is
it was never intended to be retro. I the most valuable resource a
just wanted to make great pixel art, human can give you. Nobody
yet it inexorably gets lumped in with owes us their time or attention.
the retro aesthetic. But here’s the As such, when someone gives
clincher. It’s not their fault.” us their time, an implicit
agreement is made and we are
now in debt to that person. We
owe it to them to deliver value
for their time, and to deliver it
efficiently.
Blake Reynolds: “I am an
illustrator/animator. The kind
of value that illustrators/
animators are responsible for
is distinct among other types
of visual artists. We must
establish meaningful intent
as close to instantaneously
PIXXY | 19
as possible. By meaningful intent, I simply
mean that the audience has to internalize the
concept, motion, emotion, perspective, etc. of a
piece right away. The second the audience asks,
“How can he bend that way without breaking
his spine,” or, “Why is he shooting where he’s
not looking,” we have failed them. They don’t
owe us the time to look at our work in the first
place. They certainly don’t owe us the time to
squint and try to make sense of our work.”
Meaningful intent applies to medium as well.
In choosing to make their game with pixel art,
they have accidentally undertaken a war on
two fronts. Their job was to make Auro’s art
polished, inviting and clear to the audience, not
to also educate the audience that pixel art is a
deliberate style.
Blake Reynolds: “It’s not their problem that
they don’t know what pixel art is, and it’s not
their fault. Choosing pixel art was ultimately
self-serving, and wound up confusing and even
frustrating people. This is all because we failed
to embrace the medium.”
20 | PIXXY
Earlier we mentioned that every medium EMBRACING THE
has limitations. We said that the artists MEDIUM
endeavour to eliminate these limitations so
that nothing comes between them and their
vision. Paradoxically, good artists also embrace
limitations. Limitations force ingenuity and
innovation, and push a form forward.
Pixel artists appropriate the limitations that
existed 25 years ago and self-impose them.
Keeping the color count low, as mentioned
before, isn’t just for the sport of it. A harmonious
palette creates a cohesive piece. This principle,
along with many others, applies to all visual art,
pixel or otherwise.
No matter the period, there were artists who
embraced the limitations of their time. That
could mean using pixel art techniques to make
the most out of a low-resolution screen rather
than digitizing high-resolution 3D models and
cramming them into a low-resolution sprite.
Embracing the medium could mean working
with a low-polygon model by using simple,
symbol-like textures rather than against it by
stretching a compressed photograph across a
polygon slab.
PIXXY | 21
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21st Century Pixel
Art Renaissance
in Video Games
Use of 8-bit graphics-style in modern games
has gained a lot of momentum in recent years.
One of the biggest reasons why gamers world
over are embracing modern 8 bit games, like
Super Mario Bros. and Shovel Knight, is that
they evoke childhood nostalgia. A throwback
to video games of bygone era is a reason
that modern 8-bit games are also popularly
called “Retro Games”.
When talking about 8 bit games, mentioning
“Pixel Art” becomes inevitable since the
majority of graphics in the past were created
using 8 bit Pixel Art. From Space Invaders to
Super Mario, 8 bit pixel art was predominant
in the games of yore.
That 8 bit pixel art games are on the rise
again, it’s worth taking a deep dive into
what pixel art and 8-bit graphics style are,
and what impact they are likely to have on
the future of gaming industry.
PIXXY | 23
ORIGIN AND BASICS OF PIXEL-ART
The use of 8-bit graphics is called pixel art. Pixel art
dates back to 1970s, but it largely became popular
after game app developers began using it for game
design and development in 1980s and 1990s.
The term Pixel, which stemmed from the words
picture and element, is the smallest unit of a digital
image that can be seen on a digital display device.
Any digital image, video or text that we see on our
computer screens, or on any digital display device
for that matter, is formed by combining pixels. Super
Mario, Pokemon and and Zelda are the reminiscent of
that old pixel-art era.
24 | PIXXY
The gaming industry has gone a long way For instance, the 8-bit NES system had
since then, now offering us games with highly only 54 pixel colors. Besides, only 25 colors
detailed 3D graphics capable of mimicking could be used on screen at once, including
reality. But, lives of game makers were not one background color, four sets of three tile
easy when computers and console video colors and four sets of three sprite colors.
games in 80s and 90s were still young and Total screen resolution was of 256x240 pixels,
incapable of displaying the number of pixels whereas sprites were to be used at either 8x8
required to create a clean and smooth or 8x16 pixels. The below image can give
image. As a result, pixel artists back then you a better idea what’s been talked about.
had to figure out ways to create a believable
image from a limited number of pixels.
Although advent of RAM-heavy 3D graphics
gradually started to make pixel art obsolete
in professional gaming industry, pixel art in
video games is witnessing a resurgence now,
with a plethora of unique sub-styles. The way
artists generate 8 bit pixel art has also sought
significant improvements, filling our gaming
world yet again with our beloved 8-bit games.
PIXXY | 25
8-BIT GRAPHICS STYLE EXPLAINED The reason why many modern games are
now made to look pixelated is that they
8-bit graphics refers to the capability of every intend to provide the look and feel of old
pixel to use 8 bits for storing the amount of games in which using 8 bits per pixel was
colors that can be displayed. In a nutshell, necessary. Adding a retro flavor to game art
8-bit graphics refers to maximum 256 colors by choosing a limited number of pixels in
that can be displayed, whereas 16 bit means order to emphasise the individual squares
65,536 colors and 34 bit means 16,777,215 has become a new trend in the gaming
colors. Among the big players of the 8-bit industry, which many game makers are now
era, The Atari 2600 and the Nintendo following to bring advantages to their core
Entertainment System (NES) top the charts. areas of business.
However, when we talk about 8-bit now, we
often think of slow computers, low-resolution
graphics and simplistic sound due to hardware
constraints of that time. Most computers of
70s and 80s had the maximum word size
capability of 8 bits, meaning they were
capable of storing and processing a maximum
of 8 bits per data block. And this limitation
was largely due to the microprocessor
architecture technology of that time.
In the past, 8 bits for graphics not only limited
the color palette, but the screen resolution to
a maximum of 256 in each direction as well.
However, in the current era of 32-bit and
64-bit processors, 8-bit graphics style is no
longer restricted to 8-bit color palette or low
resolution monitors.
26 | PIXXY
THE FUTURE OF PIXEL ART
AND 8-BIT GRAPHIC STYLE
No matter however advance
computer design software
becomes, there will always
be place for pixel art and
graphics style in 8 bit
video games. There
will always be gamers
thirsty for retro games and
arcade games.
Besides, a video game
doesn’t look good because of
its high resolution graphics
alone. Using pixel art, game
designers can reinforce the
game’s visual identity and add
unified aesthetic to it.
Some of the biggest
contributors in the revival
of retro games are Terraria,
Superbrothers: Sword &
Sworcery, Super Mario Bros.,
and Shovel Knight.
PIXXY | 27
Sega is also on the move to
fill people with nostalgia by
providing many of its most
loved titles on mobile devices
for free.
Glauber Kotaki, a professional
pixel artist who has worked
on indie titles such as Rogue
Legacy, Deep Dungeons of
Doom and Duelyst, says, “Pixel
art brings a unique beauty to
almost anything and can get
you all nostalgic while doing
so. It’s also literally a cheap
and quick solution for most 2D
games, from its conception to
its execution, for things such
as animation and polish.”
28 | PIXXY
The nostalgia effect is so strong among gamers
that Nintendo’s NES Classic Edition, a miniature
version of its video game console from the 80s,
recorded skyrocketing sales of 196,000 units
only within a few days of its launch in November,
2016.
However, it’s not only nostalgia that all pixel
games including rpg games bank on, but a good
gameplay, game design, and interaction with
the environment also play a big role in bringing
pixel games to the fore again. If you have played
the first mario Bros. game, you can clearly see
the awe-inspiring improvements that have been
made in the pixel game art in the third Mario
Bros. game.
A strong push in pixel art has also lured game
makers into building 3D video games using
pixel art. A good example to support the
aforementioned statement is The Last Night,
an adventure game inspired by Flashback and
Blade Runner, bringing players a nice blend of
traditional pixel game art and 3D composition.
PIXXY | 29
Another good example is
The Deer God, a 3D pixel art
adventure game that challenges
a gamer’s religion and
platforming skills. Many gamers
like it as they enjoy running
around the beautiful serene
landscapes as a majestic deer.
30 | PIXXY
Pixel game art makes it easier to optimize graphics for
handheld devices and make consistent animation. Pixel
art also allows game designers to work on numerous
styles. Similar to Street Fighter or Super Mario World,
a pixel artist can devise a unique style of their own as
well. Without a shred of doubt, pixel artists and 8-bit
game concept designers have endless opportunities to
produce sharp and crisp art on screen for video games
of the future and keep gamers enthralled.
PIXXY | 31
NOV 2020 PIXEL ART CORNER ARTIST OF THE
MONTH
PAUL
ROBERTSON
the artist behind
‘Mercenary Kings’ and
‘Scott Pilgrim: The Game’
You might not know Paul Robertson’s Pilgrim vs. The World: The Game and Wizorb.
name, but there’s a good chance you’ve More recently, he teamed up with Tribute
seen his pixels. Robertson made his first Games for the Metal Slug-style shooter
big splash with the animated short Pirate Mercenary Kings, which just launched through
Baby’s Cabana Battle Street Fight 2006, Steam’s Early Access program and will be
a 12-minute-long black-and-white movie coming to the PlayStation 4 later on. We took
depicting an amazing, though sadly fictional, a few minutes to talk to Robertson about pixel
side-scrolling action game. Since then he’s art, the new game, and whether Pirate Baby
gone on to produce art and animation for will ever be something we can actually play.
a number of terrific games, including Scott
What classic game inspired you the pixel art to the limit so games like Metal
most and why? Slug, The King of Fighters, Street Fighter
III, etc. were pretty huge for me, too.
I’m not sure if any one game is my
inspiration. Growing up I played a lot of What attracted you to pixel art
Taito games like Bubble Bobble, Rainbow in the first place? When and
Islands, Liquid Kids, etc. They had really why did you first get into it?
colorful, bright palettes and lots of cute
characters so I was pretty into that. As When I was young I always liked drawing
I got a bit older I started getting into and cartoons, and one time my friend
SNK and Capcom games. In the mid to gave me a DOS animation program
late ‘90s they really started pushing and I just started messing around with
32 | PIXXY
“I just like ridiculous
and extreme things.”
it, and making little films, and it grew from
there. I didn’t really think of it as “pixel art”
at the time. It just had a low resolution and
limited palette so it just turned out that way.
What’s your process like and
how has it evolved or changed
with new technology and such?
Actually it hasn’t changed that much,
it’s just become more refined and I think
I have a better sensibility as an artist.
But I still use old programs and classic
pixel techniques. I’m just faster and more
efficient with them. You really don’t need
any fancy high-end tech to make pixel art.
PIXXY | 33
There are some themes
that are common through a
number of your pieces, like
really sexualized females,
disturbing monsters, and
vomiting. What is it about this
imagery that makes you keep
going back to it?
Whenever I make a piece I
always try to make something
that I’d want to look at. I just
like ridiculous and extreme
things, so that’s what I try to
create. I always try to push my
art as far as it can go. Even if
it’s a stupid idea, something
awesome and ridiculous can
still be made out of it.
Not many pixel artists are
known by name. What do
you think it is about your
style that makes it stand out?
I don’t think I have a
particularly special style,
there are loads of pixel artists
more skilled than me. My stuff
is largely inspired by video
games and pop culture so
there’s already a big crossover
audience that can relate to it.
34 | PIXXY
What was it like working
on Scott Pilgrim? Were you a fan of the
books already?
It was actually a pretty stressful
experience. We worked on it for about
a year, with the first half at Ubisoft
Montreal where we were very poorly
managed, with a mostly unqualified
team and inappropriate tools for
what we were trying to do. The game
got postponed for a while and then
cancelled and then revived and
finished in China at Ubisoft’s Chengdu
studio. I went back home and did the
rest of my work remotely. It’s pretty
surprising it came out as good as it did.
PIXXY | 35
How did you get involved with Tribute
Games? What was it about them that
made you want to work with them?
Tribute games is made up of
ex-Ubisoft guys that I met while
working on Scott Pilgrim. We had a
similar taste in games and had talked
about making stuff together so it was
just a natural progression from there.
36 | PIXXY
What are your plans now that
Mercenary Kings is out? Will you be
working on more games in the future?
Not sure yet. I’d like to keep working
with the Tribute guys on whatever they
do next, but we’ll see what happens.
What are the chances of Pirate
Baby ever becoming a real game?
I’d say there’s approximately
zero percent chance. I want to do
something new, and zombies are way
too played out these days anyway.
PIXXY | 37
A Kickstarted Metroidvania RPG
about a young wizard pursued
by a terror in the sky.
Created by
Alonso Martin
For more info, visit
http://www.alonsomartin.mx/hfa/
Coming soon!
2020
eastwardgame.com
38 | PIXXY
Raji: An Ancient Epic is an action adventure
game set in Ancient India. Raji, a young girl
is chosen by the gods, to stand against the
demonic invasion of the human realm, her
destiny to rescue her younger brother and
face the demon lord Mahabalasura.
https://www.rajithegame.com
PIXXY | 39