
Jinn (João Victor Gonçalves Costa) is a 21 year old computer graphics student from São Paulo, Brazil who joined Pixeljoint in August 2008. He is a book editor by day and a pixel artist in his free time; he began drawing on paper from early childhood, eventually migrating to digital drawing and pixel pushing.
 
  
  
  
 
Jal: How did you get started creating pixel art?
Jinn:  Like many others, I began editing and copying existing sprites, mostly  NES and SNES game assets. I was fascinated by these graphics and was  drawn to them. I stumbled upon RPGMaker,  a simple game creation tool for those who can't code their own games  and found a passion for game development. It wasn't long before I had to  explore creating my own game assets and sprites to fully express myself  and my ideas. Although I did have an understanding of art history,  traditional design theories, and some knowledge of color theory from  college courses; I found that game art limitations and restrictions  where very challenging! I began studying others’ work and with my own  experimentation I started to develop my own techniques. Finding sites  and joining communities, like Pixeljoint, helped me to gain confidence  and knowledge; I found that I began to improve with every piece.  Feedback from others helped me greatly, and still does.
Jal: Have you ever made a commercial game or worked professionally?
Jinn:  Not a complete game yet, but I have a mobile game project with a coding  partner that I’ve been working on and hope to release by Summer 2011.  It's been hard work, but I'm extremely happy with it so far and am  excited for it to finally be completed. I occasionally take on  commission jobs, but for the most part, I pixel as a hobby; all of my PJ  gallery is hobby work.
Jal: What applications do you use to create your pixel art and animations?
Jinn:  To pixel I use MS Paint 7, for animations I use Adobe Image Ready CS2,  to manage my images I use Thumbs Plus 3.2, and to record my video WIPs I  use Camtasia Studio 7. I mostly pixel with a mouse; I've tried using  tablets, but I never can get used to them, it just doesn't feel like a  pencil. Maybe someday I'll try using a tablet again. Last but not least,  not an app, but I almost always have game music remixes or podcasts  about games and cinema to keep me company when I pixel.
Jal: How would you describe your pixelling style and or pixel art sensibilities?
Jinn:  This is a very tough question, because 'pixel art' is already a style. I  do have some techniques that I repeat in most, if not all, my work. For  example, I almost always outline in black and dither a lot. I'm always  experimenting with colors and I like to create ramps which don't flow  smoothly or don’t seem to make much sense. I consider myself to be  mostly a spriter (most of my PJ gallery is composed of sprites); I find  that spriting frees me to explore and be creative. Since I'm kind of  lazy when it comes to scenes/backgrounds, or I find I’m not good enough,  I tend to mainly focus on characters and will usually just finish a  piece with a colored shape background or another kind of simple design  treatment.
Jal:  Using these colored shape backgrounds/design treatments is a very unique  and successful way of presenting your art. It’s almost a trademark of  your work now. In certain pieces, like Buzz,  it truly completes the piece. Many artists, in general, overlook  selling their work to the viewer through smart presentation. Can you  tell us a bit more about this?
Jinn:  Well, I started using these colored shapes because I was too lazy to  make decent backgrounds. Sometimes a sprite needs a background to smooth  the edges or just to complete the piece with somehow. Since PJ doesn't  have a pre-set background colour, the only way to fix it is by having a  solid background color, which I don't really like, so the shapes do  their job.
Jal: Do other pixel artists inspire you? If so, who?
Jinn: I really appreciate and respect the color usage and balance of Henk Nieborg’s scenes and sprites. I also admire Thorsten Mutschall, Aaron Kreader and Michael Woodroffe, these guys are awesome! 
Jal: Nothing wrong with that list. How about non-pixel artists?
Jinn: Mad Magazine,  which I read as a child, has always inspired me and is probably why I'm  attracted to caricatures. My sense of humor comes from Mad too. Artists  like John Romita Jr., Joe Quesada, Alex Ross and Frank Frazetta  have certainly made an impact on me; I've always wanted to be like them  and will always aspire to be like them. I think that all my work is  inspired by comics with a certain mix of Japanese art thrown in! I love Studio Ghibli and Toei Animation; they kick ass.
Jal:  Those influences can definitely be seen in all your work, especially  perspectives and the view angles you use. I admire your work, even when  you first joined and used a sh*tload of colors and often over-dithered. I  never had a doubt that you would polish yourself and improve in no  time, which you have. One day you posted a WIP animation of your 'Could you scratch my ear?'  piece and I was impressed to see you at work. Many create pixelart in a  linear pattern, i.e. lineart > color > dither > AA > etc.  almost like a factory production line. Your video however has an organic  way about it, jumping around in no specific way, you color block,  dither, AA, pick colors, define lineart all at the same time and not  even in the same area. Why is this? Is it madness or do you have a  method? 
Jinn: The coolest thing about pixel art is that you can revisit a  specific area at any time, it's not like you need to wait until the ink  dries. You don't need to worry how a particular color affects the  piece, since you can replace or adjust them easily. In pixel art you  don't need a set formula to create at all, you don't even need the  lineart to start from. When you make a mistake in a traditional piece of  art and don't notice it until the end all you can do is be pissed off  and leave it, try to fix the area, or start over. With pixel art you can  just remove/replace anything anytime you need to; in that WIP video,  you'll notice at some point I just erased the tail of the 'pig/monster'  and started that area again because it just didn't fit the piece as I  envisioned it.
I don't like to pixel under pressure and certainly wouldn't enjoy  working in a 'factory' style, so over time I've developed some habits to  help myself explore my creativity and not mess with all the technical  aspects of pixelart. Ever since the Two and a Half Men  piece I've been using the same color palette, which I now use in almost  every piece (at least to start with), unless the piece uses a set  palette like my Virtual Boy challenge  entry. I sometimes may have to adjust or shift a color or two, and  sometimes even delete colors from the palette. Overall, though, using a  set palette helps me keep the color count low and focus on shapes and  volumes instead of constantly choosing colors, which can be such a time  killer. This master palette I created for myself allows me to easily  develop unique ramps for a piece while knowing my color flow in  hues/values/levels/etc. are all balanced. Of course, minor adjustments  in certain shades, especially the neutral colors are usually required  depending on the piece itself.

I can create almost anything with just those 45 colors alone, and if  not, I just have to add two or three more colours, at most. Should the  color count get too high for me, I can easily remove colors by creating  tones that can be shared by several color ramps. I think that explains  all the jumping around when I'm working.
Jal: Well that explains why so much of your work depends on  dithering. Dithering is such a basic, yet complex pixel art technique.  It alone helps a piece define itself as 'pixel' art more than anything  else to the casual viewer, yet dithering can easily ruin a piece.  Dithering is something you have excelled at. Only rarely does anyone  critique your work based on the dithering *cough-Big Brother-cough*  and you even use it on flesh which is something many feel should be  avoided. Dithering on animated game sprites seems to be something to  steer away from too but not for you; you make it work. Can you elaborate  further on dithering and de-mystify it for us?
Jinn: I like dithering; it’s often needed. I usually make  backgrounds using just two or three colors that don't form a smooth  ramp, so I dither the area as a design choice. It can sometimes look  'furry' as Big Brother says, but refining your palette forces certain  concessions on any given piece; it depends on what the piece demands so  it reads well once complete. I don't mind solid backgrounds and often  use them, but just as often there is so much detail in the foreground  that a single color background just doesn't work…it all depends on the  piece. I actually find that dithering gives a natural feeling to faces  and clothing, and it’s so good for textures. A glass of water, on other  hand, would never be dithered, even with a limited palette, as it would  kill the glass effect. I think that dithering, like all pixel art  techniques, has its place.
Jal: I don't especially find a lot of conscious use of  neutralizers* in your work yet, you use them instinctively. You seem to  always make smart color choices so it probably doesn't even matter in  your case. Even your selective outlining has a certain dithered quality  to it. I think selective outlining is the hardest technique to master;  while your selectrive outlining is not conventional or even properly  applied, it still works in your pieces. What are your thoughts on this?
Jinn: The whole concept of neutralizers is still somewhat new to  me and is not something I consciously do or depend on. I use neutral  shades in my ramps so just dithering tends to work for me. Proper  selective outlining still escapes me, but most of my work does have some  on the lineart because certain lines and curves don't always read well  at 1x. I do normally AA the inside of lines, however; as I said earlier,  I think of myself as a spriter first and foremost, so I try to make my  pixel art work on any color background. I mostly try to smooth the  'jaggies' instead of focusing on whether the selective outlining is  perfect or not. Hopefully it will improve with some more practice.

I love Jinn's pixel art. I still don't understand how he does his colors.
what is the best program to make pixel art? (sorry, my English is not very good )
)
Just had the time to read this. Smashing interview, not to mention Jinn is one of my favorite active pixel artists.
Amo seus trabalhos, é e sempre será minha inspiração. GO BRASIL
Ah, I thought Jinn just had a love for odd & saturated colors but it didn't occur to me that they were all part of the same master-palette. The Tamagotchi comment was really funny! :D
Nice interview Jinn, you deserve it. I especially loved the colors part.
And no doubt you're at least one of the most popular brazilian pixel artists! =)
congrats for the feature, you deserve it. Also an great interview.
Ha, what took you guys so long? Really informative, especially on the pallete!
I heart it! Love you Jinn! <3
-------------------------------------
Representaste os Brasucas! Valeu João!
Hey, grats on the feature.
I'm waiting for the return of the Russians. I mean, really, every Brazilian but Jinn and 7even seems to suck real hard at pixel art (myself included), and they keep doing it! It's annoying. At least the Russians know what they are doing. :P
The Russians will have their day again, mark my words. 
Interesting interview, thanks to both of you for taking the time to have it.
Great Interview. And good info on those neutrailizing colors which I'm still trying to comprehend.
I've watched quite a few Jinn pixeling videos. Really makes it look very relaxed and fun.
Idolo! Go Brasil!!