Since my original post, the Pixel Logic eBook was ultimated (v1.0) with two new chapters added:
|Chapter 8. Sub-Pixeling
||Chapter 9. Animation
These two chapters are also availabe as HTML animated chapters viewable (offline) with the browser, via a cool book-like interface (showing 2 pages at the time) where the example images are shown as animations.
Also, all the image assets of these chapters are available in subfolders to allow detailed examination in graphic editing tools — which is rather cool since these chapters deal with advanced Sub-Pixeling techniques for improving animation frames, so having reak examples to study pixel-by-pixel is really useful.
These last chapters seal the tutorial cycle of the book, making Pixel Logic a really good book on the topic. It’s definitely an excellent book. Besides, I don’t recall many books being available on the subject.
I had bought a nice PDF tutorial on Pixel Art years ago, but unfortunately it went lost in a hard drive crash and I no longer have the email account with which I bought it, so I’ve lost it for good and can’t recover it.
But Pixel Logic is on another level altogether, for it explores the subject inside out. Also, the book features real pixel art images from some of the best video games of the past — e.g. sprites from Metal Slug, Mario, and other famous game — thus being able to provide high quality reference material.
Surely, there are some areas which I hope the book would have covered deeper (e.g. the technical aspects of preserving colors across devices, and a better overiew of the technologies of the video game industry, both hardware and software) but, as the book points out, these not being pixel-art specific topics there are plenty of resources available. The book tries to stick to what is specific to Pixel Art in this respect, but an appendix offering an overviwew on Pixel Art and games engines would have been nice.
Final Book Structure
The final Table of Contents of the book now is:
- Ch.0 — Introduction
- Ch.1 — Line art
- Ch.2 — Anti-aliasing
- Ch.3 — Colours
- Ch.4 — Readability
- Ch.5 — Dithering
- Ch.6 — Game perspectives
- Ch.7 — Clean Up
- Ch.8 — Sub-Pixeling
- Ch.9 — Animation
A French translation of the eBook is currently in the making (as of today, 4 chapters out of 9 are already translated), and available for early access on Gumroad: