<story><title>8-Bit and &apos;8 Bitish&apos; Graphics [video]</title><url>http://www.gdcvault.com/play/1023586/8-Bit-8-Bitish-Graphics</url></story><parent_chain></parent_chain><comment><author>corysama</author><text>Actually leveraging the power of palletized graphics has been a lost art for well over a decade.  Mark Ferrari is the only person I know of that I can call a master of that art.&lt;p&gt;When I was working on PlayStation 2 games, it was frustrating that all of the artists I worked with were creating textures that would ultimately end up palletized, but none of them had any concept of the techniques presented here even then.  These days GPUs are getting powerful enough that I occasionally see kids reinventing these techniques using tricky shaders from first principles without knowing that they used to be the only way to get things done.&lt;p&gt;In the HN circles you have a chance to be familiar with Ferrari&amp;#x27;s work through [1][2]&lt;p&gt;[1] &lt;a href=&quot;http:&amp;#x2F;&amp;#x2F;www.effectgames.com&amp;#x2F;effect&amp;#x2F;article.psp.html&amp;#x2F;joe&amp;#x2F;Old_School_Color_Cycling_with_HTML5&quot; rel=&quot;nofollow&quot;&gt;http:&amp;#x2F;&amp;#x2F;www.effectgames.com&amp;#x2F;effect&amp;#x2F;article.psp.html&amp;#x2F;joe&amp;#x2F;Old_S...&lt;/a&gt;&lt;p&gt;[2] &lt;a href=&quot;https:&amp;#x2F;&amp;#x2F;news.ycombinator.com&amp;#x2F;item?id=3890267&quot; rel=&quot;nofollow&quot;&gt;https:&amp;#x2F;&amp;#x2F;news.ycombinator.com&amp;#x2F;item?id=3890267&lt;/a&gt;&lt;p&gt;But, in gaming circles, you might be more familiar with his work in Loom, Secret of Monkey Isle and Indiana Jones and the Fate of Atlantis.</text></comment>
<story><title>8-Bit and &apos;8 Bitish&apos; Graphics [video]</title><url>http://www.gdcvault.com/play/1023586/8-Bit-8-Bitish-Graphics</url></story><parent_chain></parent_chain><comment><author>mattl</author><text>It seems with graphics and especially with games, there are two uses of &amp;quot;8-bit graphics&amp;quot;&lt;p&gt;- One, like this, refers to 256 color (or less) graphics&lt;p&gt;- The other, refers to graphics made using the constraints of real world common 8-bit computers (in the US, the Apple ][ or C64, in Europe, the ZX Spectrum and Amstrad CPC, etc) or 8-bit consoles, such as the NES and Sega Master System.&lt;p&gt;There are a lot of games which try to emulate these styles, and there are very few true accurate 8-bit (or 16-bit in the case of SNES, Genesis&amp;#x2F;Mega Drive, Amiga, ST) games. I always appreciated the constraints of having small amounts of memory and so few colors to play with when I was messing around with my Amstrad CPC as a kid.</text></comment>