
Explore Aseprite basics for beginners, from tools and interface to creating sprites, palettes, and animations. Build game environments, tile maps, and import to Unity and Construct, with basic movement scripting.
Access all course files and materials, including Aseprite and Unity assets, from the resources zip. Download, extract with seven zip, and open Construct projects to test the Pete animation.
Explore pixel art basics with grid-based drawing and compare tools like sprite, graphics gale, and paint, noting you can use a mouse and that sprite costs under $20.
Explore the Aesprite interface by creating a 32 by 32 pixel transparent canvas, saving and reopening your art, and navigating the file menu, layers, tools, grid, and palette.
Learn to draw precise lines and shapes in Aesprite for beginners using the line, rectangle, and ellipse tools, with shift-constrained actions, fills, and layer workflows.
Master layers in Aseprite by creating and renaming layers, organizing with folders, using shift to add layers, and managing visibility, locking, and stacking order for shading.
Master selection tools in Aseprite, including rectangular, elliptical, and polygon marquees, lasso, magic wand, and eyedropper, while moving, copying, flipping, and merging selections and applying fills.
Explore color in Aesprite by editing palettes, adjusting hue, saturation, and brightness with the eyedropper, and loading presets to build custom palettes for foreground and background colors.
learn to work with color palettes in aesprite by importing gpl and hex files, creating monochromatic palettes, and saving custom palettes from images or online lists.
Create a strawberry in Aesprite by starting a new project, using a reference layer, and building color, shading, and highlights across multiple layers.
Learn to create a strawberry in Aseprite by building a silhouette, applying a green edge, adding shading, highlights, and reflected light, all with a pixel grid for precision.
Create a pear in Aesprite from a reference image by building a symmetrical outline, coloring with layered highlights and shadows, and refining edges for a polished result.
Create a pixel art apple in Aseprite by setting a tiny canvas, building a base silhouette with vertical symmetry, then add color, outline, shading, highlights, and leaves.
Create cherries in Aseprite by building a cherry silhouette from an apple, using layers, groups, and shadows, then add highlights and a green stem, and prepare for paired cherries.
Create a cherry illustration in Aesprite for beginners by building a stem silhouette, arranging two cherries, managing layers and locking states, and refining colors, highlights, and depth.
Organize cherries by creating a new group with subfolders, then move items as a unit for efficient editing. Use subgrouping to manage a group within a group.
Learn to sketch and color a potion bottle in pixel art, using 16x16 canvases, vertical symmetry, layered fills, shading, highlights, and dark outlines for an RPG-ready bottle.
Create a potion bottle in Aesprite, add a liquid level, and shade with mid tones, highlights, and shadows using layers and gradients.
Use Aesprite to create crystal gems by outlining a faceted shape with symmetry tools, then apply lighting from the top left, shading, and reflections across color-segment facets.
Create a monochromatic crystal in Aseprite by using layers, symmetry, and polygon selections to craft lighting, reflections, and sharp edges.
Create crystal shapes in a 64 by 64 aseprite project, using a reference image, symmetry tool, and layered shading to build monochromatic geometric crystals with highlights and reflections.
Learn to create a rock in Aesprite using lighting, shading, and geometric forms, guided by reference images and pixel-art layering techniques.
Explore multiple techniques to build a rock in Aseprite using polygon outlines, line tools, and layered shading. Adjust sprite size, color values, light source, and edge highlights to create depth.
Produce chapter 3 project 2 grass art by building grass strands with dark and light values, adding shadows, flowers, and shrubs, and using layered highlights for depth.
Discover painting grass in Aesprite by building color layers, from darker bottom to lighter top, using eyedropper, pencil, and rectangle tools, and planning patterns to avoid tile seams.
Paint a tree in Aesprite by building a silhouette with large leaf groups on layers, then layer shadows, highlights, and trunk shading using a limited color palette.
Create a stylized tree in Aseprite, breaking away from realism with minimal palettes. Build the base, add lighting and shading, craft the trunk, finish with gradient sky and grass.
Create water in Aesprite by designing sky and land, adding rocks, and painting a refractive edge with shading and desaturation to convey transparency.
Create a muddy water illusion in Aesprite by layering, using the airbrush and move tools to build ripples, highlights, and a moonlit top glow.
learn to create a water backdrop for a 2d side-scrolling game in aesprite, using a 64x64 document, symmetry, layers, fill, and spray brushes for lighting and shading.
Learn Aseprite techniques to recreate a beach scene from a reference image, focusing on water gradients, horizon, layered shading, and color palettes for sand, waves, and rocks.
Design a daytime and nighttime sky for landscapes using the horizon as the brightest area, a top-to-bottom gradient, and clouds to convey atmospheric perspective and depth.
Learn to build a night sky in Aseprite by creating a 64x64 gradient with multiple layers, color ramps, and hue shifts, adding horizon lighting and moon reflections.
Create a daytime sky with a gradient, then paint blocky clouds using a close color palette, add lighting and shadows, and vary tones for depth.
Learn to create a landscape in Aesprite using a light source for lighting and shadows, perspective for depth, and distance-based saturation with grass and mountains.
Explore creating a sunset background in Aesprite, balancing saturation, warm and cool tones, and using dithering to blend color bands and simulate lighting across layered palettes.
Create a 16 by 16 pixel grid and build platformer tiles by shaping edges, lighting, and shadows, then design top, bottom, and corner tiles and export into reusable tile sets.
Export 16 by 16 pixel tiles, import into Unity, slice sprites, and build a castle tilemap with a palette, painting tiles and applying colliders for physics interactions.
Explore creating automatic tiles in Unity using rule tiles, building a tunnel map and a rule tile palette, with edge and corner rules and inner corners.
Create four corner tiles to form quad shapes that close inside gaps when tiles meet. Extend the canvas, edit sprites, and implement these corners in Unity for your tile set.
Import a tile set, configure 16 by 16 pixel sprites, slice into multiple tiles, and assemble four corner tiles to build a seamless looping edge map for a castle scene.
Create and edit tile maps in Construct 3 using 16x16 tiles, set up a town map, and apply the auto tiling brush with a solid collider to design game levels.
Explore setting up auto tiling in a brush-based workflow, editing brushes, assigning edge and corner tiles, and quickly placing tiles to build tiled environments.
Learn to set up and use Tiled to design 2D maps with isometric and orthographic tiles. Create tile sets, manage layers, and export to TMX for import into Construct.
Create mini characters on a 16-by-16 pixel canvas using a limited palette, building silhouettes, facial features, clothing, and shading to produce distinguishable pixel art.
Create and refine pixel art characters using larger canvases like 32x32 and 64x64, build strong silhouettes, and apply skin, hair, and clothing colors with shading and lighting.
Learn to animate Pete with idle, walk, and jump keyframes on a 16x16 canvas, using onion skin to preview motion and export to Unity.
Export spritesheets from Aesprite, import into Unity, slice sprites, configure pixels per unit, and create idle, walk, and jump animations to test in a basic scene.
Attach a rigidbody and box collider in Unity, resize the collider to the character, and configure dynamic physics for jumping and walking on the floor.
Learn to implement simple player movement in Unity with a C# script, using an animator with isWalking and isJumping, and control motion via a Rigidbody2D and sprite flipping.
Set up a Cinemachine virtual camera to follow and look at your player, adjust dead zones, distance, and damping for a smooth, responsive gameplay camera.
Set up a Construct project, import player sprites and animations, add a platform and apply physics behaviors, with a background image, adjust origins and layering, and cloud save.
Learn to add a platform movement behavior, attach solid colliders, and tune gravity and jump parameters to enable left-right movement and jumping in a sprite-based game.
Set up and trigger idle, walk, and jump animations for a player on a moving platform in a game, using on floor, on land, and platform-moving checks to switch states.
Handle left and right arrow key inputs to flip the player by toggling the sprite's mirrored state, using a keyboard object, and have the camera follow the player.
Set up a camera to follow the player using a per tick system event and a lerp-based smoothing of the x and y positions, controlled by a global variable.
Learn to add tilemaps and paint a detailed map for a 2D platformer, apply solid behavior, and adjust tile scale so the player can walk on platforms.
Discover how to download and install Unity via Unity Hub, selecting the free individual plan under personal license. Learn to choose versions, use a torrent option, and tailor components.
Create a Unity tile map by exporting a sprite as PNG, slicing it into a 5x5 grid, and painting tiles with 32 pixels per unit, using a detailed palette.
Import the template into Unity by creating a new project in Unity Hub, configuring sprite options, slicing the sprite into a 5x5 grid, and painting tiles on a detailed map.
If you always wanted to learn pixel art from scratch, then you are in the right place. We will begin by learning the basics of the software aesprite as it will be our go to tool for pixel art creation. Next, we dive in and learn about the interface, by doing so, we will be prepared to handle future projects which include creating game assets and sprites (Grass, Trees, Fruits, Environments, Characters and basic Animation) Do Checkout the promo video for complete art we will create.
This course also shows students how to create tiles, tile maps and how to integrate/ import them to Unity and Construct 3.
we will also brush-up on Tiled (a free but powerful tool for creating maps for 2d games. The structured approach ensures that each chapter builds up on past lessons to re-enforce learning.
Brief Summary of Course Sections
Introduction : here we discuss and learn about pixel art software's, color selection, selection tools and the Lospec site.
Next we move on to our project sessions where we build some game assets which include Apples, Cherries, Crystals, Grass, Trees, pear, rocks, strawberries, and potion bottles.
we push on and learn how to create environment features such as 2d water, rocks, sky and backgrounds. we also wrap up this section by creating a beach scene from a real reference image.
Our next chapter deals with creating repetitive elements in 2d Games called tiles, we will build a tile from scratch and populate a scene in unity and construct whilst learning about auto tiling features in both game engines.
In our final chapter, we learn how to create 2d pixel art characters, create their basic idle, walk, jump animations and import them to unity and construct 3. we will create a fully playable template scene.
By the end of this course, we will have assets to showcase and build our portfolio and hopefully attract clients!
See you in the course.