Obligatory RPG Mockup

Obligatory RPG Mockup

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Obligatory RPG Mockup

Title: Obligatory RPG Mockup
Pixel Artist: Doppleganger  (Level 6 Yonkyu :: 6056 points)
Posted: 12/14/2007 13:51
Palette: 43 colors
Statistics:  40 comments    125 faves    0 avatars

Here are some pixels from a project that I'm working on. I tried to cram as many of the tiles as I could into the mock but, there're about a million that didn't make the cut. Of course there're several tilesets pertaining to a multitude of things so it makes perfect sense that I couldn't fit them all.

Technically this tileset is incomplete but I think it made for a relatively decent mockup. Enjoy!


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snv (Level 3 Private Eye) @ 11/26/2018 08:29

The palette! It is too bright!!!

upper0 (Level 3 Sergeant) @ 7/15/2017 23:32


GoldenOwl (Level 2 Flatfoot) @ 12/7/2016 20:47

I love it! everything is so polished :) Id feel really refreshed playing this game :3 one thing i guess would be the sides of the garden soil cuts off, there would be some grass overlaping the ground like on the bottom of the garden, great job with this!

Doppleganger (Level 6 Yonkyu) @ 11/27/2015 10:38

Oh wow, yeah. 8 years later I look back at this and primarily see numerous shortcomings in my artistic ability at the time. One thing I was proud of then that I can still see some of now is decent use of color, and the start of a sort of magical aesthetic. However, two major issues really hold that back. 



The first is my lack of understanding of shades and values. The value scale for any given object is really small, so much that we don't really get any darks or highlights on any specific object. The highlights end up being bright mid-tones, and the shadows are just darker mid-tones. Ultimately it washes out each object and reduces it a cluster of colored pixels. Further expounding on that, it makes objects pop in a weird way when they interact with the scene as a whole, such as the wheat field or tree trunks. The wheat field uses brighter colors than everything else (even in the shadows) whereas the trunks use darker colors than everything else (even in the highlights). This ends up making the focal points for the image, when both are really quite insignificant to the picture as a whole. The lack of cast shadows on or from any object also aids to confusion and makes it difficult for a viewer to parse the shot. 


Second, simply put, I had no concept of form or perspective at the time I made this. Combined with my poor color values, the whole image appears to feel flat. Only the very simple box and cylinder shapes have any real depth to them, and realistic lighting is not reflected on even the simplest of shapes. When it comes to the more complex objects you can really see that lack of understanding. The tree tops, cliffs, and house all stand out in a really bad way.


Aside from all that, the one thing I can reflect on vividly is how I applied excessive amounts of detail to things that I wasn't able to properly construct based on real world principals and understanding. This is something I was aware of, but thought was clever at the time. Pixel art was a crutch for my lack of artistic skill at the time. Because things were so small that I could just constantly rework them or add to them until they looked good individually, I was unable to step back and see my true potential or how that potential was being kept back. It wasn't until 3-4 years later when I got a job professionally and was surrounded by far greater artists as their art director that I was able to see and admit my shortcomings and grow as an artist. 

-DE- (Level 11 General) @ 11/27/2015 00:44

Wow, how the time flies! I'm curious what's your take on it 8 years on.

DragonDePlatino (Level 5 Detective) @ 10/27/2014 11:31

I don't know...I think the tileset is OK, but the way the haystacks blend into the cliff faces is a little odd. Personally, I think the latter should have a more brown-ish palette to set them apart.

estuardolh (Level 1 Rookie) @ 12/31/2013 11:14

lovely house and river. <3

Papermoon (Level 4 Button Man) @ 12/6/2013 03:49

It's good. : ) I wouldn't mind using it.
Although.... there is barely any contrast between the trees and the ground ( grass ) - that could use a little tweaking / optimisation imo.

digitalis (Level 1 Gangster) @ 4/19/2012 15:21

This is nice, but the small rocks look like they're suspended falling right in front of the cliff edges and the trees are much smaller than the house.

Slemsvamp (Level 6 Serial Killer) @ 1/28/2009 06:34
Epic, so professional, awesome

ToonQueen (Level 1 Rookie) @ 1/20/2009 11:04
Whoa, amazing!

Doppleganger (Level 6 Yonkyu) @ 12/4/2008 17:38

To be honest, I look back on this and am not incredibly fond of it. A lot has to do with the fact that it was unfinished, but just as much has to do with the poor lighting and excessive texturing that just seems to clump everything into a formless mass. Specifically the trees and the cliffs.

ManningKrull (Level 9 Executioner) @ 12/4/2008 08:51
This is one of the best mockups I've seen on PixelJoint. Beautiful.

X-wing (Level 4 Mercenary) @ 3/7/2008 12:05

Wow. I wish I could do that... someday, maybe. XD

Well, I noticed that the trees don't have shadows (the wood, not the leaves), it's kinda strange. Also, you could make a better tile transition between the grass and the sides of that tiny brown tile (i don't know the name of that in english... o_o').

Congratulations! \o

oKsOner (Level 1 Thug) @ 2/2/2008 05:44
i like this style, good job !!!

Stasis (Level 2 Corporal) @ 1/14/2008 18:27
I love the pastel colors. The whole styling kind of reminds me of Yoshi's Island. It'd be a bit nicer if there was another type of big tree so it doesn't repeat so much, though.

circuscommando (Level 1 Depressed) @ 12/20/2007 19:18


Verion (Level 1 Seaman) @ 12/17/2007 15:52
The clothesline should hang down at least a touch, for extra realism.

TheManuz (Level 5 Killer Klown) @ 12/17/2007 03:29
I like your mockup, but i think that the rocks are too "noisy".
I really like the grass tile, and the color choice!

Haze01 (Level 1 Intern) @ 12/16/2007 01:43
Okay, my crits haven't been said before. 

I'd also like to mention that the water, staying the same depth and clarity where it meets the jutting-out land as it is elsewhere, just doesn't work well.  It's not a "spot the tile" problem, but a "doesn't seem real" kind of problem.  That said, you mentioned that diagonal grass-water tiles would be coming, so I'm sure the problem would have been fixed anyway.

The whole "priority" issue makes sense, too.  I suppose you could say that this makes for a better piece of pixel art than a level for a game.  Though... I dunno.  I would probably enjoy playing a game with these tiles in it.

Too bad the game's being set aside for a while.

I love the colors, the trees, the grass, dirt and water, and all the little objects (except the bush).

Haze01 (Level 1 Intern) @ 12/16/2007 01:27
I definitely love this mock-up!

Sorry if things here have already been said before... I kind of got on a roll....

The first negative thing I noticed was the dark patch of earth in the middle-left.  It's the perfectly straight seams on either end of it.  After noting that and spending many minutes further admiring the picture, I noticed that the house's roof looks terrible.

The roof's coloring doesn't match the high-contrast, with dark-outlines, scheme of the house itself.  There's one area on our right where the roof tiles don't line up correctly.  And, while I can't be too confident in saying this, the tiles look better suited for ground than for a roof.  They just don't feel like shingles to me.

All that, however isn't quite the main problem - the roof just feels flat!  It really doesn't feel like it fits on the house!  Maybe it's because the house is flat.  Maybe because the house is a box-shape.  Maybe it's because the roof is made up of perfectly straight lines.  Maybe it's related to the way it connects to the front of the house.  Maybe it's because it's fairly rare (to my knowledge) for houses with tiled roofs to have flat sections on top.  I just can't put my finger on any one thing.

The more I look at the house, the more I hate it.  Love the pie, the door, the sign, and the chimney on it, though.

Haha, in the time I spent staring at this trying to figure out why I dislike the house, I've found some instances where I can "spot the grid".  The cliffs look great, and the 1 and 4 pixel speckle effect (as Scruffs has called it) works well for the most part, in my opinion.  I like it just fine in the trees.  However, their part of the problem in this case.  If you look at the absolute top left and see the cliff there, that line that starts the whole image is the one in question.

The problems are with some symmetry, some unbroken vertical lines, and a vertical area that's mostly "deep" as indicated by the dark colors.  I made an image to point out exactly why and where.  White for the main problem, blue for another area of tile, and red for a third area.

And while I was looking at that, I happened to notice this.  I couldn't un-see it, and now I see it everywhere, so now I gotta pass it on to you :P

Oh, last thing, I don't like the shadow under the bush.  If the bottom is shadow, it needs to be rounded at the bottom and underneath the upper parts.  If the bush is like a hedge and straight up, then it needs to not be shaded at the bottom and be light instead.

As I said; I love this mockup!  I wouldn't want to have spent this much time looking at it if it wasn't great.

Scruffs (Level 7 Assassin) @ 12/15/2007 15:53
the only thing id like to say is i don't understand the 1 and 4 pixel speckle effect you have in the trees and cliffs.  It doesn't work imo.  Good job man, i admire your ability to self critique.

Marina (Level 9 Necrophiliac) @ 12/15/2007 15:28
Well, you fix it! i think now looks much better :D
Nice work again

Adarias (Level 11 Bonsai) @ 12/15/2007 12:53
heh, you gleaned so much more from my 'critique' than I could have hoped for :D

should have mentioned the first time too that I actually love this piece.  I'm quick to make comments and sometimes forget to say what i appreciate >.<

Inarma (Level 1 Rookie) @ 12/15/2007 12:03
I like the style of the grass, and cliffs, but then again the  trees blend in too much with the grass, either make grass darker, or trees. Anyways it has a clean look to it, small tweaks could make this look a lot better. I probably couldn't do any better but I like to critique things.

Kayos (Level 1 Private) @ 12/15/2007 11:57
The washing line seems to end in midair when I look at it.

iLKke (Level 9 Nidan) @ 12/15/2007 08:42
Very promising, but also very unfinished.

Remove 'sprinkles' from the cliffs and treetops. Change cliff palette a bit from yellow to brown, or just darken a lot. Add shadows under the trees wells etc, and some shape shading to the treetops. The hole of the chimney on the slanted roof makes no sense, it has to be slanted too.
Excuse me if I am repeating things, but I can't be really bothered to read ALL the comments. :P

Badassbill (Level 11 Psychopath) @ 12/15/2007 05:46
Just make the cliffs darker and the greenery more lush, put more shadows in and it's perfect.

Doppleganger (Level 6 Yonkyu) @ 12/14/2007 21:29
You make an extraordinarily valid point.

With you saying that- I see about a million different things can be changed/fixed.

I noticed that the haystack was one the better aspects of the piece and I didn't really think about why. Upon you saying what you said, I can now see that the reason it stands out as being good is because the texturing is far more simplistc than other aspects of the scene.

There're a ton of other things that suffer or benefit from the same reasonings and it is slightly disappointing, however, I feel that that tidbit of insight is precisely what I need to take my work to the next level.

Whether or not we have the funds or time to address those issues in this project, I'm not really sure but, I most definitely will take that bit of advice to heart.

Other things I've noticed from that simple statement:
  • The cliffs are too vibrant- given their role and abundance in the picture
  • The trees do not stand out as they should even though they're quite exuberant
  • The transition from light grass to dark grass is too harsh
  • The grass is excessively detailed (to the point of distraction)
  • The water with it's subtle contrast within the texture of itself and its stark contrast with the rest of the tiles works well (same reasonings why the haystack works)
I suppose that's the majority the issues I see. I'm usually able to see objectively in my work but something about this kept me from thinking that way. That's enough rambling though. :p

Adarias (Level 11 Bonsai) @ 12/14/2007 20:30
priority alert! or more like, there's no priority!  that's the only thing that keeps this from being a masterpiece.  try separating out more defined macro-forms, better choices about detailing, etc.  texture is only appreciated when it is complemented by smooth, business by calm, brightness by shade, etc.

Marina (Level 9 Necrophiliac) @ 12/14/2007 20:08
Is it a really nice work! i love it!!
But i think you can fix something... It's about the "rocks wall" in the top, the floor on top of the rocks, it looks so strange, i think if you do the lawn like the tiles in downstairs about the water, it's gonna look much better (in my opinion
Anyway, you do great work

Sabata (Level 3 Hatchikyu) @ 12/14/2007 19:49
It reminds me of Harvest Moon

jalonso (Level 11 Godfather) @ 12/14/2007 19:25
The cliffs are a tiny bit hard to read, but sexy otherwise.

Doppleganger (Level 6 Yonkyu) @ 12/14/2007 16:13
Yeah it's the cliff tops and the water that are most incomplete. The water lacks any diagonal or edge pieces (ie; it's just designed to be a rectangle atm) and the cliff tops need to have grass on them instead of the black line it has now.

The trees do blend in a bit much and hopefully one day I can address that. Unfortunately I've been moved to a different project currently and any work on this one will have to wait until we've got a handle on the other one.

Doomcreator0 (Level 5 Assistant Manager) @ 12/14/2007 15:47

Great colors.

The trees are a bit rough really, make them more distinct. You've got some colors, why not detail some more of the planks on the house?

Where the rock meets water's edge, it's too straight. On the very right. It should be more bumpy.

Good job overall.

greenraven (Level 2 Hired Gun) @ 12/14/2007 15:26
That looks pretty nice. But the pipe coming out of the house seems to have odd lighting when compared to the rest of the house. (Nevermind Cure already explained it, I read his post after typing mine.)

But this looks awesome.

cure (Level 11 Bonsai) @ 12/14/2007 14:45
I think the trees' foliage could do to stand apart from the grass a little more.  Something about the sudden end of the cliff's edge irks me, perhaps the lack of shadow underneath?  The edge that borders the river is fine though.  Mayhaps this is the incompleteness that you speak of?  Finally, the chimney looks a little out of place, so detailed and purdy, compared to the simplicity of the house.  All in all though, of course, this is great work, it's always great to see new stuff from you.

Acherhar (Level 5 Lieutenant) @ 12/14/2007 14:44

Wwwwow! Really nice, I like the faded colors. My only suggestion is that maybe you should make the clothes a bit less flat.

Edit: Hmm, I just realized that the point where the ledge turns from going down to going right seems cut off, as if you put a water tile there instead of a "land" tile.

soda (Level 10 President) @ 12/14/2007 13:52
Wow, this is just pure love.  Fav?

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