Hey everyone. Today I want to talk some fun pixel art stuff: mockups. I started 2 new ones and completed a total of 3 this December with just Aseprite and a mouse! And free time because I'm currently unemployed, but nothing fancy. They are these mockups here:

Maximo: Ghosts to Glory - Hell stage

Dark Souls - Lost Izalith level

Gauntlet Dark Legacy - Carnival Level
So how do I make these so fast? In short, years of practicing with pixel art and a mouse, but I have some tips anyway.
Brainstorming
To be honest for these mockups, most of the brainstorming is already done, because these are inspired by actual games that exist already. I just create the fan art in pixels by picking and choosing things from the game I want to show. But it's still important to brainstorm and decide what elements are most important and which are less important because more often than not, since art mockups aren't actual full games with the camera moving around to view entire levels or see a lot of the game, the canvas space can be limited and you'll have to find a way to cram the key ideas in. Sometimes I'll have an original composition that just doesn't work so I'll have to change it, scrap some things, or alter the arrangement of sprites on the screen. But I usually think it's important to have at least one player, a few enemies, UI elements, and environmental elements that represent the game or level or whatever idea you're trying to get across for the game. To me, a mockup can't exist without those, but all the other extra details are often just spontaneous ideas I end up including for fun, if they fit in the mockup.
Value Sketching
It's not absolutely necessary, but I'm trying an art strategy to see if it helps me draw a bit faster, but so far I'm finding this process useful. I will start with a grayscale sketch of the mockup, absolutely no colors, or at least monochrome. The focus of this planning phase is to just get all the details planned out on screen with correct enough shading, but doesn't have to be perfect. Trying to get the colors down early before having the shading planned out kind of just stresses me out so I hold off on colors until later.
Using as many layers necessary, I'll do something like this first


or this




Coloring
Once you get here and decide it's good enough to start coloring, well then there's nothing to do but color. But I don't start by just manually picking and drawing in all the colors for every single pixel in the screen, and neither do I mess around with the grayscale layer(s). I keep the grayscale stuff locked as just shading reference. Instead in Aseprite, I create a new layer or 2 and set their mode to "overlay", and usually set their opacities to about 50% so that the colors aren't too opaque. These layers allow you to just pick and paint simple base colors over the image and you don't have to re-shade manually anything. For example, grass -> green, wood -> brown, metal -> gray, gold -> yellowish orange, rocks -> gray, brown, red, skin -> brown, white, tan, pale, etc. My point is that you don't have to pick all the different shades of color. You just pick base colors and paint away. For example, with the Gauntlet UI elements, it starts grayscale:

I splash some base colors into the overlay. (Let me just hide the UI real quick to make a point)

And turning the underlying UI layer back on, we get this. It just needs clean up.

And these mockup images below are actual examples that aren't polished but apply this color method first.


Polish
So the overlay painting method is good for some quick coloring and gets some decent colors, but not quite polished and final. It's great for creating a color reference sheet on screen. but it's still good to go back in and manually try to clean up the image on a separate new polish layer (or as many as you want). Clean up and simplify the color count because the overlay color painting usually can cause a lot of hiding extra colors difficult to see with the naked eye unless you zoom in. For example, you can see such extra colors here: (Also I apologize for the terrible jpeg quality. It has nothing to do with the point I'm trying to make here, but is actually a great bonus example of too many similar colors that can be reduced)

What I'll generally do is take the magic wand tool, set the tolerance to about 10 (in Aseprite) and start selecting groups of pixels with colors that are too similar, then just reduce them to a few key colors or clusters instead. This will result in very distinct colors in the end and cause less strain on our eyes. The palette becomes much cleaner and simpler to look at.

Hue-shifting
The other thing I need to mention is that up to this point, we'd still have to manually add hue-shifting because the original color overlay process does not include automatic hue-shifting unfortunately, so this is manual work, but the magic wand tool is useful for this process as well. You can just selecting groups of pixels on the canvas of matching color and slightly tweaking their hues as their shade changes. Maybe try out purple shadows, or yellow highlights. It's a bit experimental and depends on your lights, but try not to just stick with base colors only for everything. Try to add some subtle hue variety to the various shades of each of your sprites.
For example this is a white skull, but has green highlights due to the green candles:

This is a red imp, but has blue lighting due to the large blue energy projectile coming his way.

Also just polish up any final details or mistakes left over.
But that's all I got. I hope these tips are useful and have fun!




















































