Pixel Art Course
0/34 已完成
Game Art Fundamentals & Pipeline/第 25 课
学习进度0%
已完成 0/34 章

Lesson 25: Game Environments and Backgrounds

8x

Character is done — it still needs a world to stand, run, and hide in. That's the environment.

Good environments aren't just "pretty": they help players find paths, danger, and goals, and lift the character (connects to Lesson 21 contrast and Lesson 24 silhouette palette).

1. Layer First: Scenes Are Stacked

Side-scroller environments commonly split like this:

LayerWhat It IsScroll Speed (approx.)Job
ForegroundGrass tips, pillar edges, railingsFastestAdd depth; don't block controls
Game LayerGround, platforms, enemies, items1× (follows camera)The playable layer
MidgroundTrees, buildings, large rocksSlowerCreate space
BackgroundDistant tree lines, ridgelinesEven slowerMood
Far BackgroundSky, clouds, sun/moonVery slow or staticAtmosphere

Like looking out a car window: near things fly by, far things creep, sky barely moves — layering in games does this; it's called Parallax, faking depth for the eye.

8x

Atmospheric perspective is cheap depth too: near colors deeper and more saturated; farther = lighter, closer to sky color. No real vanishing point needed — push value steps.

2. Parallax: Multiply Each Layer by a Factor

Plain-language formula:

Layer offset ≈ camera offset × factor
Game layer ×1.0
Midground   ×0.5
Background  ×0.3
Far bg      ×0.1
8x

In art software, habit: far sky, mountains, hills, road, foreground each on their own layer, named clearly — in engine, just assign different scroll speeds.

For looping scroll:

  • Left/right edges must tile (repeating grass, cloud bands tile better than "one lonely tower")
  • Sun, unique buildings: don't sit on the seam
  • Two images end-to-end; when camera reaches the duplicate's start, snap the original to the back — loop

Beginner start: clear game layer + 2–3 slow background layers is enough; don't open with five layers of VFX.

3. Composition: Where to Look, Where to Go

Three items are enough:

  1. Guide — path, slope, light, platform steps lead eye/feet toward goal
  2. Focus — door, chest, boss arena; brighter, more saturated, or glowing — but don't steal from protagonist
  3. Breathing room — sky, cave black, empty snow; rest the eye and let character silhouette stand

Self-test: drop your Lesson 24 32× character in — can you still spot yourself instantly? If not, reduce background contrast or change character primary color (don't blame "skill" first).

4. Tiles: Build Levels with Blocks

8x

Tile = small repeatable ground block (common 8×8 / 16×16 / 32×32). Level designers tile them; no hand-painting whole worlds.

A tileset usually needs:

  • Ground center (grass, dirt, stone)
  • Four edges + four corners (or seams break)
  • A few decoration variants (flowers, pebbles) to break repetition
  • Functional blocks (platform edge, ladder, water) as needed
8x

Seamless tiling trick: offset tile half — seam moves to center → paint out the crack → shift back. It passes when it tiles flat.

Engine Auto Tile / Terrain: pick edge/corner tile based on neighbors — provided your art set is complete.

Top-down and side-scrollers both use tiles; perspective rules differ. This lesson's side and top examples both apply — lock camera before homework (connects to Lesson 22).

5. Mood: Palette Tells the Story

FeelPrimary Color Lean
Light explorationYellow-green + sky blue
Dangerous forestDeep green + ink blue / purple
Hot caveOrange-red + black
Ice/snowIce blue + white-gray
Ruined factoryIron gray + rust brown

Set one global tone first; local torch/window light as accents. Top light flat, side light dramatic, bottom light uneasy — pick one main direction and stick.

8x

Mountain vistas can be very quiet: layers + sky color push distance; restrain detail — don't paint distant mountains as busy as near grass.

6. Suggested Draw Order (Side-Scroller)

  1. Color block plan: where path goes, platform rough placement, focal points
  2. Far background / sky (few colors, few details)
  3. Midground (still weaker than game layer)
  4. Game layer ground / platforms (readable, standable)
  5. Light foreground (semi-transparent or only corner occlusion)
  6. Drop in character, test contrast → adjust values

7. Homework

Make a at least 3-layer environment draft (use your base resolution, common 320×180 or 640×360):

  1. Three-line concept: location type + mood + reference (game or real world)
  2. Layer list: each layer — what to draw + suggested scroll factor
  3. Finished art: far / mid / game layers readable separately (composite overview OK; separate layer files better)
  4. Readability: place ~16–32 px tall character, screenshot proving "can find myself"

Optional: draw a 16×16 ground tileset (center + at least one edge/corner set), tile a 5×5 mini map and test seams.

Next lesson: items and props — potions, keys, coins in the scene: recognizable at a glance without stealing the show.

课程作者:像素熊老师

微信公众号「教你画像素画」 · B站 · X / Twitter · GitHub