Forget nostalgia, modern pixel art is more than retro gaming

Think pixel art, and you'll likely think of the best retro games from the 8-bit or 16-bit era in the 1980s and 90s. It's perhaps why when we see a modern game with pixel art, we can't help but prescribe it as being 'retro-inspired'. It's an admittedly narrow definition in the same way that this aesthetic isn't necessarily tied to gaming.

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Hattori Graphics pixel art

If you think you know pixel art because you love retro games, think again. Shingo Kabaya art is uniquely abstract and meaningful. (Image credit: Hattori Graphics)

Pixel art had nonetheless been a fascination from a young age, as he recalls his earliest attempt at the aesthetic in an unusual way: "The first time I ever drew something that 'looked like' pixel art was a doodle I created using the custom character editor - a feature that lets you manually register characters and symbols not included in the system’s standard character set - on a Japanese-made word processor my father owned."

Xbox 360 JRPG Lost Odyssey. It wasn't until 2009, when he was a support graphic artist for the Japan-exclusive Zelda spin-off DS title Color Changing Tingle's Balloon Trip of Love, that he actually began creating characters and backgrounds with pixel art.

He explains, "Through this project, I realised that pixel art suited my personality better than 3D modelling, so I began pursuing my own creative work with a focus on pixel art."

Hattori Graphics pixel art

The girlman takes an recognised shape, the foot, and turns it into an abstract character design. (Image credit: Hattori Graphics)

retro game consoles, Kabaya believes there is also a universality to the form: "What makes pixel art so powerfully universal is precisely its clarity - the ability to grasp its entire structure at a glance - despite being a digital medium," he says.

It sounds almost counter-intuitive when we often think of pixel art as being more abstract or impressionistic compared to say a photograph (to that extent, also photorealistic visuals). But in the case of a photograph, he argues, "it exists alongside a vast amount of information - the subject, the lens, the image sensor, the light, the aperture, the shutter speed, the file format, whether it’s been retouched. On the other hand, no matter how intently you examine most pixel art, there is nothing hidden."

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Kabaya adds: "The collection of rectangles the viewer sees is the entirety of the work, and if you were to hand that person the same number of pixel pieces, they too could assemble it. I believe that this clarity - which allows one to directly engage with and understand the artist’s intent - is what connects to universality."

Hattori Graphics pixel art

(Image credit: Hattori Graphics)

concept art may be, it’s meaningless if it can’t be reproduced at lower resolutions," Kabaya explains.

An exception is the spaceship hub seen in Romeo is a Dead Man, for which Grasshopper had, in fact, produced concept art for the interior. This was then a case of adapting the design into pixel art while maintaining the overall aesthetic, which Kabaya found an enjoyable challenge.

Hattori Graphics pixel art

The artist worked on the pixel art for indie game Urban Myth Dissolution Center. (Image credit: Hattori Graphics)

Adobe Photoshop. "I’m always trying out various newly released specialised tools, but I’ve grown so accustomed to Photoshop that I just can’t bring myself to switch away from it," he admits, though this is also perhaps down to the fundamental process of creating pixel art remaining "almost laughably unchanged".

As he details, "Photoshop retains nearly all of its ancient features from the days when every aspect of computer graphics was pixel art, and in fact, it is an exceptionally capable pixel editor. It now comes fully equipped with animation creation capabilities, and since it can easily share resources with Adobe After Effects - which I use for video editing - it’s incredibly useful."

While Kabaya states that creating pixel art is not as demanding as it might be perceived, in comparison to, say, the manual pressure and precision of holding a drawing pencil or brush, he does, however, warn of the aesthetic challenges from external factors. (Read our guide on how to break into pixel art.)

Hattori Graphics pixel art

The pixel art spaceship hub seen in Romeo is a Dead Man was created from concept art, an unusual workflow for Shingo Kabaya. (Image credit: Hattori Graphics)

"The most widely used compression formats on the internet today - such as JPEG and H.264 - completely destroy the beautiful pixel edges, and GIF, which used to be the ideal medium for pixel art, is automatically replaced with MP4 on the web, and the number of services that support it has dwindled significantly," he laments.

"To avoid the damage caused by this, pixel artists have to go through the trouble of manually applying upscaling before submitting their work to the web. It’s a huge hassle. On top of that, some home TVs come equipped with a default feature designed to 'enhance image edges' - an effect that is, to us, highly destructive. It’s safe to say that pixel art is undeniably at odds with our high-resolution society."

Nonetheless, pixel art continues to evolve, and although game publishers like Square Enix are guilty of questionable ports of classic games with smoothed-out pixels, the HD-2D aesthetic seen in Dragon Quest III HD-2D Remake has helped give the genre a modern edge. While Kabaya acknowledges this new coming together of old and new, he is ultimately most interested in the universality of pixel art, neither modernised to the point that what makes it so appealing is lost, nor merely reproducing what was done in previous eras.

He says, "I believe that the constraints of today’s pixel art are not technical limitations, but rather ones we create or choose for our own purposes," he concludes. "At their core, there should be some kind of joy in creation."

For more of Hattori Graphics' work, check out the website or follow on Instagram.

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