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Capcom VS SNK styled sprite study: Graves

This was a project I took on for DigiPen's Portfolio class, working on hand made pixel art animation with larger sprites, referencing the sprite styles seen in late 90's through late 2000's sprite based games, particularly off of Capcom VS SNK. This was worked on over the span of 3 months, and was an fun way of pushing my skills as a sprite artist further.

For this project, I conceptualized an OC to fit the type of character I wanted to make. His name is Graves, and his left arm mutated into a spiral of interlocking arms with a mind of its own.

For this project, I conceptualized an OC to fit the type of character I wanted to make. His name is Graves, and his left arm mutated into a spiral of interlocking arms with a mind of its own.

The arm being possessed led to a particularly unique approach to his attacks, where the arm is leading the motion, attacking rapidly and violently, while Graves is haplessly pulled along

The arm being possessed led to a particularly unique approach to his attacks, where the arm is leading the motion, attacking rapidly and violently, while Graves is haplessly pulled along

This was the initial style exploration for the project, attempting to replicate the sprite style seen in Capcom VS SNK 2

This was the initial style exploration for the project, attempting to replicate the sprite style seen in Capcom VS SNK 2

I had also done sprite explorations for the sprite styles of Street Fighter 3...

I had also done sprite explorations for the sprite styles of Street Fighter 3...

...and the sprite style of The King of Fighters XIII.

...and the sprite style of The King of Fighters XIII.

After settling on the sprite style of CvS to explore further, I messed with a few color schemes to properly emphasize the character's design properly. I eventually settled on the left most one, with the darker coat and the lighter mutant arm.

After settling on the sprite style of CvS to explore further, I messed with a few color schemes to properly emphasize the character's design properly. I eventually settled on the left most one, with the darker coat and the lighter mutant arm.

From there, I set up a pipeline I would work on to make these animations look as good as possible.

From there, I set up a pipeline I would work on to make these animations look as good as possible.

Stage 1 is the rough sketch phase, where I blocked out the motion I wanted the body and the followthrough motion of the coat and hair. In this animation in particular, a major emphasis was placed on his arm unfurling, much to Graves' horror.

Stage 1 is the rough sketch phase, where I blocked out the motion I wanted the body and the followthrough motion of the coat and hair. In this animation in particular, a major emphasis was placed on his arm unfurling, much to Graves' horror.

Second stage is the blocking phase, where I focused on rendering out the details properly and subdividing the design to make it easier to fully render. A particular focus here was getting the motion of the tattered ends of the coat to fit the motion.

Second stage is the blocking phase, where I focused on rendering out the details properly and subdividing the design to make it easier to fully render. A particular focus here was getting the motion of the tattered ends of the coat to fit the motion.

Stage 3 is the final render, adding in all of the shading to match that classic late 90's arcade fighter feel. This animation in all took a month to make on its own.

Stage 3 is the final render, adding in all of the shading to match that classic late 90's arcade fighter feel. This animation in all took a month to make on its own.

I had created 3 animations for this project: An idle loop, a light attack where Graves manages to catch the arm mid attack, and a grab attack where he can't control the arm in time. I'm very satisfied with the final product here.

I had created 3 animations for this project: An idle loop, a light attack where Graves manages to catch the arm mid attack, and a grab attack where he can't control the arm in time. I'm very satisfied with the final product here.