06-06-2024
Pixel Art
A deep dive into the pixel art style and techniques used in Highland Hearth.
One of the biggest challenges of developing Highland Hearth has been creating all of the artwork myself.
When I first started the project, I had very little experience with pixel art. I knew I wanted the game to have a cosy, colourful style inspired by the Scottish Highlands, but turning that vision into a complete game world was something I would have to learn along the way.
Over the years, pixel art has become just as much a part of the project as programming or game design.
Why Pixel Art?
I've always been drawn to pixel-art games. Titles like Terraria, Stardew Valley, and Core Keeper showed how expressive and atmospheric pixel art can be, often creating worlds that feel far larger and more memorable than their simple visuals suggest.
There is something timeless about pixel art. A well-crafted sprite can be instantly recognisable, and a carefully designed world can feel just as immersive as one built with far more complex graphics.
When I started Highland Hearth, I knew I wanted to create a world that captured some of that same charm. The difference, of course, was that this time I wasn't playing the game — I was creating every texture, animation, and interface element myself.
Learning Pixel Art
Like many new artists, my first attempts were... questionable.
Creating even a simple tree, villager, or building required a surprising amount of practice. Pixel art often looks simple from a distance, but every pixel matters, and small changes can completely alter how something looks.
I spent a lot of time studying other pixel art games and learning from artists online, gradually improving my understanding of colour, shape, lighting, and animation.
Slowly, Highland Hearth began to develop its own visual identity.
Creating Villagers
The villagers are the heart of Highland Hearth, so they needed to feel varied and alive.
Rather than drawing every possible villager combination by hand, I designed the character system using multiple sprite layers. Hair, clothing, and other visual elements can be combined to create a large number of unique villagers while still maintaining a consistent art style.
This approach also allows villagers to visually change as new professions, clothing options, and customisation features are added to the game.
Using Shaders for Variety
Creating large amounts of artwork as a solo developer requires finding efficient solutions.
One technique I use throughout Highland Hearth is palette swapping through shaders. Instead of creating separate sprites for every hair colour or skin tone, a shader can replace colours at runtime.
This allows hundreds of visual variations to be created from a single sprite sheet while dramatically reducing the amount of artwork that needs to be produced and maintained.
For a simulation game where villagers form families and communities over multiple generations, this extra variety helps make the settlement feel much more alive.
Animation and Personality
Static artwork is only part of the equation.
Villagers walk, work, gather resources, construct buildings, fish, farm, and interact with the world around them. Every animation helps reinforce the idea that these are real members of a living settlement rather than simple game pieces moving around a map.
Even small details, such as carrying logs, swinging tools, or sitting around a campfire, contribute to the atmosphere I want Highland Hearth to have.
Looking Back
When I compare the earliest artwork to what exists today, the improvement is obvious.
The art style has evolved significantly over the course of development, and I'm sure it will continue to evolve as Highland Hearth grows. That's one of the advantages of creating everything myself — the game can continually improve as my skills improve.
Creating all of the artwork for Highland Hearth is easily one of the most time-consuming parts of development, but it's also one of the most rewarding.
Every tree, building, villager, animation, and interface element has been created by a me, and seeing those pieces come together into a living world is one of the most satisfying parts of the entire project.