Devlog #4: from pixel art to HD
The game was born in pixel art, then moved to high definition. How we work, and why we say it plainly.
School of Fist was born in pixel art, but we soon wanted more: big, detailed characters, readable even on an ultrawide monitor. That’s how the move to HD started.
We’re open about how we work. We start from bought assets and our own key frames; from those we generate the animations with AI tools, then fix them by hand frame by frame: proportions, hands, outlines, colours, hit boxes. The HD backgrounds are repainted section by section.
It’s a method that lets one person get where a studio would be needed, but it isn’t magic: most of the time goes into fixing what the AI gets wrong.
The dream is still to make the next game with real artists and animators. If School of Fist does well, it’ll be the first step.