I've created this representation of a "2D Game Art Spectrum" to aid me in finding an art style for my game. To my knowledge (based on all the 2D games I've played/researched) the spectrum consists of six visual genres: Pixel; Geometric; Cel Shaded; Illustrative; Painterly and Realism.
Pixel Art
Pixel art tends to be used in games that aim to evoke
nostalgia for games of the 8-bit and 16-bit era and, as a result, often appeal to the
post-core gamer demographic. It is characterised by it's
low resolution, raster graphics which are edited on a pixel level.
Mega Man X2 (Capcom 1994)
VVVVVV (Nicalis 2010)
Superbrothers: Sword & Sworcery EP (Superbrothers 2011)
Geometric Shape
This art style is characterised by heavy use of standard, you guessed it,
geometric shapes. Many games utilising t
his art style may have been developed by a team without an artist and thus turned to a minimalist geometric art style due to its ease of creation (this may have been the case for The Impossible Game, for example, pictured below). However other games have used this art style much more stylistically, almost crossing over to the "Illustrative" category of the spectrum. By making effective use of colour and mise en scène they achieve a simple yet beautiful geometric art style.
The Impossible Game (Flukedude 2011)
Thomas Was Alone (Mike Bithell 2011)
Chasing Aurora (Broken Rules 2012)
Cel Shaded
2D cel shaded games are characterised by their use of
simple block colours (usually consisting of a base colour, highlight and shadow) and
thick line art. I personally find 2D cel shading to be quite a
commercial art style as it seems to be used in a lot of casual/social games. This is likely because it is a very
neutral and therefore accessible art style that most target demographics find acceptable - as opposed to a very stylistic game where the art style would likely be more subjective.
BattleBlock Theatre (The Behemoth 2013)
Skullgirls (Lab Zero Games and Reverge Labs 2012)
Plants Vs Zombies (PopCap Games 2009)
Illustrative
Illustrative art styles are the most varied out of all the styles on this spectrum as they tend to depict the game artist's personality and personal art style.
Night in the Woods (Infinite Fall)
Tiny Wings (Andreas Illiger)
Child of Light (Ubisoft 2014)
Painterly
This is a popular art style and games that use a "painterly" art direction are often praised by critics for their
aesthetic appeal. A painterly art style "relies on colour and working with balancing the different hues to create value" and "is recognizable by 3 different factors: use of
colour shifting,
visible brushstrokes, and
fantastical lighting." [emboldening mine] (Von Rueden 2014)
Bastion (Supergiant Games 2011)
Dust: An Elysian Tail (Humble Hearts 2012)
Rayman Legends (Ubisoft Montpelier 2013)
Realism
From previous art tests for my game I can confirm that, although many find this style very
aesthetically appealing, realism is the most
time consuming and difficult style to achieve. This is likely the reason it is very difficult to find examples of realistic 2D games. Many early games, such as the first
Mortal Kombat games, attempted to achieve a realistic art style though were still bound to pixel art due to technical limitations. Nowadays most games that utilise realism tend to be games of the point and click adventure genre, as most only require
static background images and no complex animation (which would be very impractical to achieve in this style).
Tormentum (Ohnoo)
Mortal Kombat II (Midway 1993)
The 39 Steps (The Story Mechanics 2013)
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References