Learning

Game Boy Pixel Art · Reference

The Four-Shade Contract

The shade roles, the measured budgets, the outline law, the shape numbers and the contrast rule — the one page to keep open while drawing.

The compressed form of every lesson so far. Print it, pin it next to the canvas.

The four shades

Always ordered lightest to darkest. The index is the same order the Game Boy used.

# Name Job
0 Paper Highlight only. Eye glints, rims, wet edges. Never a fill.
1 Light The lit side. Half of all form description.
2 Dark The turned-away side. The other half.
3 Ink Silhouette and separation. Holds the shape against the background.

The budgets

Percentages of drawn pixels (transparent pixels excluded). Measured off the CC0 reference art with assets/build-examples.py, not asserted.

Characters

Asset Key Paper Light Dark Ink
Fluffy — idle + walk, 5 frames 1.90 2.8% 38.1% 25.7% 33.4%
Fluffy — jump 1.91 5.4% 33.3% 26.6% 34.7%
Fluffy — fall 1.89 4.9% 36.0% 24.4% 34.7%
Fluffy — roll (three shades only) 1.84 — 41.0% 34.0% 25.0%
GBJam ninja — run 2.10 6.1% 22.6% 26.1% 45.2%
GBJam ninja — jump 2.07 6.9% 22.4% 27.6% 43.1%
GBJam sensei — boss 1.92 19.7% 18.9% 11.0% 50.4%

Environments

Environment Paper Light Dark Ink
Platformer tiles, green (Chloe Wolfe) 5.2% 31.8% 45.3% 17.7%
Platformer tiles, brown (Chloe Wolfe) 3.6% 31.5% 44.5% 20.4%
GBJam platformer tiles (LittleSadNerd) 18.1% 40.0% 26.3% 15.6%

Character shape

Cropped to the sprite’s own bounding box. From Lesson 02.

Character Box Fill of box Outline Interior Gaps
Fluffy, idle 16×16 86.7% 23.0% 77.0% 0
Ninja, running 15×11 69.7% 37.4% 62.6% 0
Sensei boss 14×13 69.8% 37.8% 62.2% 1
Knight 14×22 61.0% 28.7% 71.3% 0

Interior mix

Silhouette-edge pixels removed. From Lesson 03.

Character Paper Light Dark Ink Two mids
Fluffy, idle 3.5% 49.1% 33.9% 13.5% 83.0%
Ninja, running 9.7% 34.7% 41.7% 13.9% 76.4%
Knight 7.5% 59.7% 32.8% 0.0% 92.5%
Sensei boss 31.6% 30.4% 16.5% 21.5% 46.9%

Reading against the ground

From Lesson 04.

contrast ≈ | outline shade index − average shade of the ground | — aim for 1.8+, below 1.2 the character dissolves.

Knight stands on… Ground average Contrast
Flat floor tile 1.00 1.99
Wall tile 2.57 0.44
Void tile 3.00 0.01

The outline law

On a character, every silhouette-edge pixel is Ink.

A silhouette-edge pixel is a drawn pixel with at least one transparent orthogonal neighbour — the pixels that touch the background. Measured on the reference character: 215 of 215, across all five walk frames. Not “mostly”. All of them.

Environment tiles do not obey this. Measured across five tilesheets, the share of outer edge pixels that are Ink runs 46–77%, never 100%. Tiles are allowed to open up along their edges, because they need to merge with their neighbours rather than stand apart from them.

Palettes

Ready to import into Aseprite (Palette ▸ Load Palette) or GIMP:

Tint is applied last and can be swapped at any time. Value is the art.

Checklist before an asset is done

  1. Exactly four shades used — no fifth value crept in from a resize or a paste.
  2. Every silhouette pixel on a character is Ink.
  3. On a character, Paper is under 6% and is doing highlight work, not fill work. On a tile, Paper is whatever the target key demands — it is the tone dial, not a ceiling.
  4. Ink share is a third to a half for a character; for a tile it is whatever the target key requires — near ⅕ for neutral, ≥ 40% for grim.
  5. The shape is solid, fills 60–85% of its box, and has no enclosed holes.
  6. No Ink inside the shape except for features that must read as holes.
  7. Contrast against the ground it will stand on is 1.8 or better.
  8. Squint until it blurs. If the shape still reads, it ships.

Terms

Defined in the glossary.