Tsugumo's Chapter 7 focuses on game sprites—especially the main character—and how limited sizes force clearer pixel choices. It walks through shrinking a concept from large mockups down to classic 16×16 (and 16×24 battle) scales, then shows why outlining every piece floods a sprite with black. Using Final Fantasy map and battle examples, it teaches color division: separating cloth, hair, and armor with contrast instead of black lines, saving pixels for faces and detail while keeping silhouettes readable.
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