The guidelines for user-generated content submitted to Pixels are below. Please read these guidelines thoroughly.
Content
PLEASE READ THE FOLLOWING:
Pixels has the right to refuse artwork that:
Is similar to what currently exists in-game
May incur in a future iteration of the game
Is associated with Pixels IP (including Pixels' artwork)
Does not meet our artwork standard, guidelines, or in-game style
Does not follow community guidelines
Includes IP that does not belong to the user submitting
Examples of items that will be denied are, but are not limited to: farm animals, fences, sprinklers, tractors, building materials, gardening materials, plants/trees, items with the Pixels logo, NSFW content, etc.
Please note:
Pixels is not responsible for reimbursing the cost of any artwork created if the submission is denied
Objects created through UGC will not have any function
Objects created through UGC must be decorative or environmental, and may not be alive. Animals, people, and other living beings are not suitable for UGC and will likely be denied. Some latitude may be considered, as in a goldfish bowl with an endlessly circling goldfish
A maximum of 3 submissions concurrently under review are allowed at any given time
Graphics
Graphics are limited to 24kb max file size.
Graphics are limited to 128-pixel maximum width or height.
Sprite sheet can be no longer than 1024px wide.
The outline edge of objects in the Pixels world are “jaggy”, not anti-aliased with variable transparencies. The edges of a graphic used in Pixels is either full opacity color, or completely transparent.
The exception is a shadow, which in its entirety should be at 38% opacity, but the shadow edges should still be “jaggy”.
Colors
Below is a rough color palette that can be used for making object match in-game style.
Please note: Pixels colors are generally a little muted. Submissions created in very bright and luminous color are likely to feel out of place in the game environment and potentially rejected.
Please note: Pixels graphics rarely use pure black as a color, either as fills or outlines. For outlines, pick a dark version of the color being delineated.
Light
Light is generally a warmer, brighter and more saturated color.
Shadows are generally a cooler and less saturated in color.
General Rule for Shadows
Sun is hitting objects, Buildings and decorations from South West, and creates a 45-degree cast stretching North East.
Color:
#0A1B36, 38% opacity
R:10 G:27 B:54 Alpha 94
Perspectives
Generally speaking, the game’s perspective we are using is a top-down one (commonly used on old school RPGS); buildings, nature and human-made structures will follow this rule. But in the case of characters and items, we are using a horizontal view, to show them clearly.
Circles in perspective on the overworld will have this proportion:
Example of the top-down perspective used:
Example of the horizontal view on characters and items:
Size
Assets have different sizes depending on their purpose and real-life scale, but everything is designed around the size of the character models, being their base body being something smaller than 32 x 32 px.
Graphic size integrity in the game:
Graphics are not to be resized within the game through code, they must be displayed in the game at the original source dimensions and size [or a whole number enlargement, i.e. 1:1, 2:1, 3:1].
If a graphic was created by an artist at 56 x 56 pixels, then the game must display it at 56 x 56 pixels (1:1), or 112 x 112 pixels (2:1), or 168 x 168 pixels (3:1), etc.
Add blurb about objects - size relative to what they are/makes sense in-game etc
This is the actual size these graphics were created, 1:1.
Goose’s dimensions, as created, are 28 pixels wide by 37 pixels tall.
Fuy Gieri’s dimensions, as created, are 22 pixels wide by 48 pixels tall.
In the Pixels game, they are generally increased in size by a factor of 2, 2:1.
Goose’s apparent dimensions in game are 56 pixels wide by 74 pixels high.
Fuy Gieri’s apparent dimensions in game are 44 pixels wide by 96 pixels high.
Relative sizes are also important. Appearing to fit naturally in the Pixels environment is necessary, so scale of objects relative to other elements near it should be somewhat realistic.
NPCs in Pixels are generally about 37 to 40 pixels high as created, before being enlarged 2:1 in the game.
Similarly, most doorways to buildings are created about 40 pixels high.
Ground tiles are all created at 32 pixels by 32 pixels.
Interior walls of buildings are generally created at 75 to 80 pixels high.
The arcade machine from the Drunken Goose, as one arbitrary example, is created 43 pixels tall from floor to top edge of the machine, but an additional 7 pixels of the top is also visible, making the total graphic 50 pixels high.
Pixelation Resolution
The resolution of items/objects must be of the same quality across Pixels.
Collision Boxes
Collision Boxes generally reflect the area where an object meets the ground. This is to realistically allow Players to navigate around items in expected ways.
Whereas it sounds straightforward, some objects require a subjective determination for a proper collision. However, drawing the Collision Box where it appears the object touches the ground is a pretty good default approach.
Animations
Frames
Animated UGC submissions should be limited to a maximum of 10 frames, though on rare occasions additional frames may be accepted.
Looping Animation
Animations should loop in a natural way where the restart of the animation flows naturally. A firecracker exploding, disappearing, then miraculously reappearing out of thin air as the animation starts again, would not be accepted.
Spritesheets
Spritesheets should be arranged from left to right, with a maximum of 10 frames.
Each frame needs to be an identical size.
Try it out
Thanks for reading. Now go submit your decoration ideas at here!