Canvas sizes  
       
      Printed From: Pixel Joint
        Category:  The Lounge 
       Forum Name:  Resources and Support
       Forum Discription:  Help your fellow pixel artists out with links to good tutorials, other forums, software, fonts, etc. Bugs and support issues should go here as well.
       URL: https://pixeljoint.com/forum/forum_posts.asp?TID=23265
       Printed Date: 04 November 2025 at 5:33am
      
 
  
      Topic: Canvas sizes
       
      Posted By: Crake
       Subject: Canvas sizes
       Date Posted: 26 May 2015 at 8:16pm
       
      
        
          
	
One thing about pixel art I've never really gotten is canvas sizes. I know that canvas size dictates the amount of detail you can add to pixel art (to a certain extent) or at least thats how I think it works.
 
 For example the picture here (http://www.pixeljoint.com/pixelart/84339.htm) shows different levels of detail. What would be the approximate canvas sizes for each tier of sprites? What are common dimensions to work in? Is there anything else I should know about sizes.
 
 
 
  
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  Replies: 
       
      Posted By: jalonso
       
      Date Posted: 27 May 2015 at 5:44am
       
      
        
          
	
There is no set formula or restriction of any kind.
  Sometimes the hardware determines the canvas size (overall) and then the sprites and assets are made to fit within.
  Sometimes its the programming that determines the asset/sprite sizes.
  When there is no overall size restriction or asset/sprite restriction then the artist make both so they make sense. For example, you want the viewer to get the scope of the 'world' but also be able to see and read the assets and sprites.
  One can also set restrictions for themselves or there can be more than 1 'canvas'. For example, Bitslap  http://www.pixeljoint.com/pixelart/94971.htm?sec=showcase - HERE  uses sprites/assets based on 16x16 on an overall 640x360 but the game 'screen' canvas the player sees at any time while playing is 160x240.
  My personal approach is to always try to find something important and pixel that at its smallest and once I find what reads best then I set all else based on that. For example, if I have a game project where the player will a knife to play then I'll work on the main player sprite until the knife is clear and reads well and then work from there. 
  -------------   http://www.pixeljoint.com/forum/forum_posts.asp?TID=9378&FID=6&PR=3 - PJs FAQ  <•>  http://www.pixeljoint.com/forum/forum_topics.asp?FID=6 - Sticky Reads 
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      Posted By: yrizoud
       
      Date Posted: 27 May 2015 at 8:00am
       
      
        
          
	
For game graphics, there are two factors :
 1) The ability to fit the right amount of detail in a specific pixel size, as described by Jalonso above. Personally, I have the following rule of thumb : 32 pixels high for a RPG character in Super Deformed style (Link to the past), 64 pixels high for a side-view detailed humanoid (Metroid, Metal Slug), 96 pixel high for a VS fighting character (all CAPCOM beat-them-all)
 
 2) The size of the game elements versus the play area. It dictates how much "room" a character can see around him, and even if this part doesn't affect gameplay, characters who are too tiny compared to the background will look 'lost'. Consider that a 16*16 character on a 160x160 surface represents only 1% of what the player sees. Also, if you use repeating tiles for background graphics, small tiles will repeat A LOT on the same screen, and it looks very poor.
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