Sprites and tiles.
WHAT A SPRITE IS
A two-dimensional image drawn in the scene.
WHAT A SPRITE SHEET IS
Many sprites in one image, reducing draw calls.
WHAT A TILEMAP IS
A grid of repeated tiles forming a level.
WHY TILEMAPS ARE EFFICIENT
A large level is stored as indices rather than images.
WHAT PIXEL ART REQUIRES
Precise scaling, at whole-number multiples Filtering disabled, so pixels stay sharp Consistent pixel density across assets
WHY THAT LAST POINT
Mixed densities look wrong immediately.
WHAT PARALLAX SCROLLING PROVIDES
Depth, through layers moving at different speeds.
WHAT SORTING ORDER CONTROLS
What draws in front of what.
WHAT TO ESTABLISH
A layer scheme, documented.
WHY
Ad hoc sorting values become unmanageable.
WHAT SKELETAL ANIMATION PROVIDES IN TWO DIMENSIONS
Animation by moving parts, rather than drawing every frame.
WHAT IT SAVES
Enormous amounts of art production.
WHAT FRAME-BY-FRAME PROVIDES
Expressiveness that rigging cannot match.
WHAT TO CHOOSE
Based on the art you can actually produce.
WHAT TO KEEP CONSISTENT
Resolution, palette, line weight, and perspective.