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What size should i have my atlas if im trying to do a game for pc xbox and ps?
Alright here is my question... I'm doing (or trying to do) a 2.5d side scrolling platformer, im targeting pc users and hopefully xbox one or ps4. My biggest inspiration is Ori and the Blind Forest, i love the art, its fantastic. I want something on those lines for my game. The problem is that i am a very newcomer and i don't know what recommended size to make my sprites and its being a pain to find guidelines for non-mobile games.
So please if you could help i have some questions in the subject.
What recommended size i should paint my sprites if im targeting those platforms? I know it vary a lot if its a background element a player or small rock platform but having your exemples will be of much help.
What recommended size of the sprite sheet if im targeting pc xbox one and ps4?
Is there a problem to use more than one sprite sheet? If not, is there a limit to how many i should use?
Is there something i have keep in my related to the sprites when i pick my field of view of the perspective camera, or i can do that choice based only in what i want player to see?
If anyone want also to share your own experience in creating your sprites for games, i d love to read the path that you followed, the most common problems you had or mistakes you made and how you got everything right.
Thats it for now. Thank you very much! Cheers!
Answer by Jessespike · Jul 21, 2016 at 07:02 PM
I'm more of a programmer than an artist, but I'll give this a shot. It may not be much, but I don't see any other answers here yet.
There's no recommended size. I imagine it depends on the sprite, small rocks don't need to be huge, Other factors to consider is the game view resolution. How many frames of animatios you plan on using -- these will need to fit into an atlas. How many sprites will be present at one time. Keep in mind, you can always downsample, but never upsample.
These platforms can support 4096x4096, but that doesn't mean you should throw every sprite in the same atlas. Doesn't really matter what the size is. Just the larger it is, the more memory and processing time is required. It's convenient to group similar sprites together.
No problem using multiple sprite sheets, as long as performance is acceptable, there's no limit.
Perspective camera will distort sprites depending on the angle being viewed.
I don't really like the way Unity organizes sprites in an atlas, it wastes a lot of spaces. There's probably packing policies than are better than default. Related sprites should be in their respective atlas, I mean, you don't need to mix GUI, characters and backgrounds in the same atlas or material, in fact this may complicates things, such as confusing the rendering orders and hurting performance.
I realize you were asking for specific answers and numbers, but I don't think that's how things work. It all varies and depends on factors. I suppose the safest route would be to start large and downsample as needed.
Thank you Jessespike! I really do appreciate your answer it gave me a lot insight of do's and don'ts.