Howdy folks! Our second production blog post is about sprites and how we generate characters, props and locations in that old school, 8-bit style.
We start in Photoshop. Zooming in close, I work around 800%-1200% zoom, although Photoshop can go a close as 3200%.
Below, you can see the actual size of the pixels I generate compared to the size (via zooming) at which I draw.
Using the pencil tool and the eraser tool (mode set to pencil) I can then begin drawing whatever is needed. I do what I can to avoid leaving trapped, negative space pixels (I call these “orphans”) as they will cause me trouble in the vectorizing step (more on that in a bit). Below, you will see two Keikos (“Keikoes?”). The one on the left, I made the mistake of leaving an orphan, while the one on the right, I added a nearby color (or at least a color that made sense).
Protip: While working on sprite art in Photoshop, be sure to set your Image Interpolation settings to Nearest Neighbor. This prevents Photoshop from anti-aliasing your layers should decide/need to rotate a sprite or (god forbid) enlarge or shrink a sprite. You can find these settings in Photoshop under Edit>Preferences>General, or by hitting CTRL(CMD)+K.
When I’m finally ready to begin principal animation, I drag the needed sprites from Photoshop over to Flash. Flash places what I had selected on the stage in the form of a Bitmap. It’s a crappy, unusable bit of data that I can’t use until I select it and tell Flash to “Trace Bitmap” which will convert it from a raster image to a vector image. I have the Trace Bitmap function bound to Shift-F8. Notice the settings.
Once the bitmap has been transformed into a super rad vector element in flash, I have to remove all orphans (remember those?) Any white space must be cleared away before I can select a character. This is insufferable sometimes when I work on Jamie’s pixels because he wears a white lab coat and I forget to fully encase it within his outline pixels.
After killing all the orphans, I then select the character and hit F8 to turn those newly minted shapes into a Symbol. Symbols are collections of objects like all the pixels that make up a character, and are used in Flash to make life easier for the animator. More on Symbols, Objects and Flash in a future blog post.
I label objects I’m turning into a symbol, putting the character’s name first if the sprite is a character, otherwise, I put PROP or BACKGROUND followed by what the object is. This lets me organize my symbols per character, or props and backgrounds.
And that’s how we get characters, backgrounds, props and effects to look 8-bit.
Thanks for reading,
-M.S.








