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How to make Chrono Trigger sprites | Pixel Art Tutorial

Learn how to create Chrono Trigger style pixel art sprites with accurate proportions, color palettes, and design techniques in this detailed tutorial.

Key Takeaways

  • Chrono Trigger sprites use a roughly 32-pixel height with realistic but stylized proportions.
  • A consistent palette of about 12 colors per sprite is used, staying within SNES hardware limits.
  • Breaking down sprites into basic shapes helps maintain style consistency and proper posing.
  • Color layering and colored line work are essential for achieving the polished look of Chrono Trigger sprites.
  • The style balances detailed costume design with limited pixel space and color constraints.

What the video covers

  • Brandon James Greer demonstrates how to make pixel art sprites inspired by Chrono Trigger, a classic 16-bit RPG.
  • The tutorial begins by analyzing the typical sprite height (around 32 pixels) and character proportions unique to Chrono Trigger.
  • The video breaks down sprite anatomy using basic shapes to understand head-to-body ratios and pose construction.
  • Chrono Trigger sprites have a smaller head-to-body ratio compared to other pixel art styles, focusing more on realistic human proportions.
  • The tutorial highlights the consistent use of approximately 12-color palettes per character, respecting SNES color limits.
  • Brandon recreates Final Fantasy 7 characters, starting with Cloud, using the Chrono Trigger style skeleton and design principles.
  • Key sprite details such as line work, shading, and costume elements like cuffs and pauldrons are carefully constructed.
  • Hair is designed using geometric shapes to mimic the original sprite style, emphasizing volume and structure.
  • Coloring is done in layers, starting with midtones and then adding shadows and highlights to achieve depth.
  • The tutorial emphasizes economical color usage and the importance of colored line work for enhanced detail.

Answers

Questions about this video

What is the typical height for Chrono Trigger style sprites?

Chrono Trigger sprites are generally around 32 pixels tall, with some exceptions like Frog who is shorter at 24 pixels.

How many colors are typically used in a Chrono Trigger sprite palette?

Most Chrono Trigger sprites use about 12 colors per character, staying under the SNES limit of 16 colors.

What distinguishes Chrono Trigger sprite proportions from other pixel art styles?

Chrono Trigger sprites have a smaller head-to-body ratio, making them more realistically proportioned compared to more chibi or exaggerated styles.

Full Transcript — Download SRT & Markdown

00:00
Speaker A
[Music] Hello there. My name's Brandon, and I make pictures out of tiny squares. In this video, we're going to attempt to make sprites in the style of Chrono Trigger, which to me is one of the best and best-looking 16-bit RPGs that there is. I've got a few characters that I'd like to recreate in this style, and you can probably already guess who these are going to be. But before that, we should just try to figure out what the main ingredients are that go into the look of a Chrono Trigger sprite. So let's pull up the sprites from the main cast here, just in their neutral standing poses. We can see that they're all around 32 pixels tall. Frog is only 24 pixels, obviously distinctly meant to be a shorter character. But I guess the takeaway here is just that the 32-pixel mark is sort of the average or the default to start from when you're just thinking about, you know, your basic like non-frog human design. Now, the overall height is only one piece of the equation, though, because you could decide on a certain height for your character, like 32 pixels, but that's not necessarily indicative of any particular style on its own. And one thing that really affects the style is the way that that character is proportioned into that space. To demonstrate what I mean, we can break down these characters into a few basic shapes, and we can do that by tracing out circles over the head and the hands and the feet and just trying to ignore things like the hairstyles and the costuming for now. And we'll end up with these sort of blank skeletons that are kind of underneath all of that decoration. So if there's anything characteristic about the Chrono Trigger sprites as opposed to the other styles here, one of the things that stands out to me is how the Chrono sprite has a smaller head-to-body ratio than a lot of the other sprite styles here. It's more toward a realistically proportioned human. And that's not to say that it's accurate in that sense. It's very much still in a kind of hyper-stylized proportion. It's just that it's like less chibi or less deformed compared to some of these other sprites here. Probably the strongest example of that is if you look at the sprite of Omori, you know, you've got a big head, big bubbly head that actually kind of takes up more space than the body does. Whereas if we look at Chrono, you know, smaller head, more room accounted for the body. So the trade-off is that there's less space to work with for things like facial features, I guess, but more space allocated to costuming details and maybe posing of the limbs and that sort of thing. What's cool is that if you continue breaking down the other Chrono Trigger sprites in the same way, you can find essentially this same skeleton repeating itself across the roster, just in different poses. Well, again, you know, for the basic human designs at least. But it is also fun to see the proportioning on other types of builds, like with Robo. So I think what we can gain from this is that when we go to build our own Chrono Trigger style sprites, we can use these sort of formulaic building blocks and pieces, these sort of stick figure mannequins or whatever, to pose around, and we'll end up with something that has approximately the right size and proportion to it. Now, the other component of studying this style is going to be the use of color. From a design standpoint, each character really has their own strong color things going on. You know, Chrono's got like the teal and orange thing going on. Frog's got green and blue as his main colors. So as a cast, each one fills a nice little pocket of color selection. What I also noticed when analyzing these sprites from like the pixel art perspective is that most of them here have a palette of exactly 12 colors that are used. All of them except for Ayla, who has 13, and Frog, who's got 11. Apparently, there's a limit of 16 colors per sprite on the Super Nintendo, so these are just under that limit, which is totally fine. It's just interesting to see that, I guess from an artistic standpoint, there is this consistency of about a 12-color palette that's going on here. So let's try to make our own Chrono Trigger characters, and I'm going to be remaking some Final Fantasy 7 characters in the Chrono Trigger style, starting with Cloud. I've just got his character art there off to the side to use as a reference for what we'll be translating. Obviously, we'll grab that SK framework that was derived from the Chrono sprite and start connecting it up to give us a basic outline for the body, starting with the arms and sort of taking the outer track around those plotted points of the shoulder and elbow and having that meet up with the hand. For the boots, I notice that Chrono Trigger sprites often use a prominent cuff, so we'll put in some line work to shape that cuff around the foot. In between the line work, I've used this structure where it's like three pixels in a row and then the next one is like a single pixel up from that, which I think helps to show it sort of rounding around the leg, right? And with that in place, this only leaves a bit of space to connect up the rest of the legs. In doing that, I'm trying to capture the sort of poofiness or the like angled silhouette of the pants. To help that, I'm going to use some of the black line work as a shadow on the lower part of the leg, and that should help just show a bit of that volume. The final prominent features here on the body are the pauldron and the harness that's over the chest, and those should be easier to define once we get to the coloring stage. But for now, I'm just using the line work and the space available to kind of block those in. Now, moving on to the hair, I'm going to try to do what looks to be what was the approach for the Chrono sprite, which is basically to assemble the hair out of a sort of mosaic of smaller shapes. You know, these are both your typical spiky-haired protagonists, so what I'm trying to do here is use mostly rigid triangle shapes and fit them together into a similar geometry or whatever as the reference art has. This is also where it's nice to have started from that blank head underneath everything because you're really able to visualize where the skull is underneath this and kind of build this framework of hair on top of it and give it that appropriate volume that sits away from the head. All right, let's start adding some color here, and we can do a first pass of just dropping solid colors inside the lines. This first wave of colors is going to be kind of the midtone shades, which means it's just like the base color for that part of the costume. We'll come back around with a second wave of colors to add either a shadow or a highlight or both on top of this and get more of that detailed and polished look. So because we're going to be working with only 12 colors, we do have a fair bit of freedom to a degree, but there's always opportunities to try and be economical with the exact color choices and overlaps. That being said, in our sampling of sprites from Chrono Trigger, I found it was generally the case that the skin used two colors. There's sort of the base tone and then a shade tone for it. For the most part, these two skin shades were only used for the skin. They didn't really show up that much on other parts of the costuming that weren't meant to be skin. For the hair, it's pretty common to step through three or four colors depending on how you want to count what belongs to the hair. For Cloud, I've stepped through yellow and orange, and then there's like a dark red or brown that's used to color the line work within the hair. I've even used that same outline color around the face as some colored line work that's like at the edge of the skin there. By the time we're done rendering, the approach is going to be that we'll have colored over a fair bit of that original black line work using these different darker tones that suit that.
00:16
Speaker A
looking 16-bit RPGs that there is I've got a few characters that I'd like to recreate in this style and you can probably already guess like who these are going to be but before that we should just try to figure out what the
00:27
Speaker A
main ingredients are that go into the look of a Chrono Trigger Sprite so let's pull up the Sprites from the main cast here just in their neutral standing poses we can see that they're all around 32 pixels tall um frog is
00:39
Speaker A
only 24 pixels obviously distinctly meant to be a shorter character but I guess the takeaway here is just that the uh 32 pixel mark That's sort of the average or the default to start from when you're just thinking about you know
00:50
Speaker A
your basic like nonf frog human design now the overall height is only one piece of the equation though because you could decide on a certain height for your character like 32 pixels but that's not necessarily indicative of any particular style on its own and one
01:05
Speaker A
thing that really affects the style is the way that that character is proportioned into that space to demonstrate what I mean we can break down these characters into a few basic shapes and we can do that by tracing out
01:16
Speaker A
uh circles over the head and the hands and the feet and just trying to ignore things like the hairstyles and the costuming for now and we'll end up with these sort of blank skeletons that are kind of underneath all of that
01:27
Speaker A
decoration so if there's anything characteristic about the Chrono Trigger Sprites as opposed to the other styles here one of the things that stands out to me is how the Chronos Sprite has a smaller head to body ratio than a lot of
01:38
Speaker A
the other Sprite Styles here it's more toward a realistically proportioned human and that's not to say that it's it's accurate in that sense it's it's very much still in a kind of hyper stylized proportion it's just that it's
01:49
Speaker A
like less chibi or less deformed compared to some of these other Sprites here probably the strongest example of that is uh if you look at the Sprite of omori you know you've got a big head big like bubly head that actually kind of
02:01
Speaker A
takes up more space than the body does whereas if we look at Chrono you know smaller head more room accounted for the body so the trade-off is that there's less space to work with for things like facial features I guess but more space
02:14
Speaker A
allocated to uh costuming details and and maybe posing of the limbs and that sort of thing what's cool is that if you continue breaking down the other Chrono Trigger Sprites in the same way you can find essentially this same skeleton
02:26
Speaker A
repeating itself across the roster just in in different poses well again you know for the basic human designs at least uh but it is also fun to see like the proportioning on other types of builds like with Robo so I think what we can gain from
02:40
Speaker A
this is that when we go to build our own Chrono Trigger style Sprites we can use these sort of formulaic building blocks and pieces these uh sort of stick figure mannequins or whatever to to pose around and we'll end up with something that has
02:51
Speaker A
approximately the right size and proportion to it now the other component of studying this style is going to be the use of color from a design standpoint each character really has their own strong color things going on uh you know
03:04
Speaker A
kronos's got like the teal and orange thing going on Frog's got green and blue is is his main colors so as a cast each one fills a nice little pocket of color selection what I also noticed when analyzing these Sprites um from like the
03:17
Speaker A
pixel art perspective is that most of them here have a palette of exactly 12 colors that are used um all of them except for Aya who has 13 and frog who's got 11 apparently there's a limit of 16
03:29
Speaker A
colors per Sprite on the Super Nintendo so these are just under that limit which is totally fine it's just interesting to see that I guess from an artistic standpoint there is this consistency of about a 12color palette that's going on
03:44
Speaker A
here so let's try to make our own Chrono Trigger characters and I'm going to be remaking some Final Fantasy 7 characters in The Chrono Trigger style starting with cloud and I've just got his character art there off to the side uh
03:55
Speaker A
to use as a reference for what we'll be translating obviously we'll grab that SK SK framework that was derived from the Chronos Sprite and start connecting it up to give us a basic outline for the body starting with the arms and sort of
04:08
Speaker A
taking the outer track around those plotted points of the shoulder and elbow and having that meet up with the hand for the boots I notice that Chrono Trigger Sprites often use a prominent cuff so we'll put in some Line work to
04:21
Speaker A
shape that cuff around the foot uh in between the linework I've used this structure where it's like three pixels in a row and then the next one is like a single Pixel up from that which I think helps to show it sort of rounding around
04:32
Speaker A
the leg right and with that in place this only leaves a bit of space to connect up the rest of the legs and in doing that I'm trying to capture the sort of poofiness or those the like angled silhouette of
04:43
Speaker A
the pants and to help that I'm going to use some of the black line work as a shadow on the lower part of the leg and that should help just show a bit of that volume the final prominent features here
04:55
Speaker A
on the body are the pauldron and the harness that's over the chest and those should be easier Define once we get to the coloring stage but for now I'm just using the line work and the space available to kind of block those
05:07
Speaker A
in now moving on to the hair I'm going to try to do what looks to be what was the approach for the Chronos Sprite which is basically to assemble the hair out of a sort of Mosaic of smaller
05:18
Speaker A
shapes uh you know these are both your typical spiky-haired protagonists so uh what I'm trying to do here is use mostly like rigid triangle shapes and fit them together into a similar you know geometry or whatever as the reference art
05:32
Speaker A
has uh this is also where it's nice to have started from that blank head underneath everything because you're really able to visualize like where the skull is underneath this and kind of build this framework of hair on top of
05:42
Speaker A
it and giving it that appropriate volume that sits away from the head all right let's start adding some color here and we can do a first pass of just dropping solid colors inside the lines and this first wave of colors is
05:57
Speaker A
going to be kind of the midtone shades which means it's just like the base color for that part of the costume and we'll come back around with a second wave of colors to add either a shadow or a highlight or both on top of this and
06:08
Speaker A
get more of that detailed and Polished look so because we're going to be working with only 12 colors we do have a fair bit of freedom to a degree but there's always opportunities to try and be economical with the exact color
06:22
Speaker A
choices and overlaps uh that being said in in our sampling of Sprites from Chrono Trigger I I found it was generally the case that the skin used two colors there's sort of the base tone and then a shade tone for it and for the
06:35
Speaker A
most part these two skin Shades were only used for the skin like they didn't really show up that much uh on other parts of the costuming that weren't meant to be skin and for the hair it's pretty common
06:45
Speaker A
to step through three or four colors depending on how you want to count what belongs to the hair uh for cloud I've stepped through yellow and orange and then there's like a dark red or brown that's used uh to color the line work
06:56
Speaker A
within the hair and I've even used that same outline color to around the face uh as some colored Line work that's like at the edge of the skin there by the time we're done rendering the approach is going to be that we'll
07:08
Speaker A
have colored over a fair bit of that original black line work using these different darker tones that suit that particular bit of costuming and I think this is part of the formula as to why these Sprites look so rich and colorful
07:19
Speaker A
is that instead of black line work you've got this subtle uh colored Line work that's going throughout the entire Sprite and it just punches up the vibrancy in a nice way this also means though that it it's something to budget out when thinking
07:31
Speaker A
ahead to the set of 12 colors that are going to be used for that palette as a final touch I'm going to add Cloud's Buster sword onto his back I feel like that'll really properly make this feel like it's Cloud uh even within
07:44
Speaker A
this Chrono Trigger look so I'm sketching this out on a separate layer just to know um what kind of area it's going to take up and then just popping that back in behind the Sprite for the finalized Sprite work I
07:57
Speaker A
made a slight adjustment to the colors here that I'd been working with the original palette were all colors that I had sourced from various Chrono Trigger Sprites and I took those and just kind of dialed them into my own
08:08
Speaker A
selection so I feel like that came out looking pretty good uh I mean he's essentially a rehash of the way that that original Chronos Sprite looks but it was a nice safe one to start with and and just kind of get our bearings on on
08:19
Speaker A
what the style entails uh next up though I want to recreate Tifa in this pose that she's in from the artwork so I'm going to start by getting those building blocks into place again um approximately in a way
08:30
Speaker A
that looks like it's this pose for this Sprite I'm also going to do it where uh one foot is more forward than the other we see this on a few of the other Sprites so it would be nice to kind of
08:40
Speaker A
break things up and try this posture this time around now with Tifa the focus for the line workk is going to be to find Clarity in the arms and the legs and the way that I'm going to do that is by
08:50
Speaker A
making sure to leave at least a one pixel Channel between the line workk that we can go in later and drop color into we want to have the ability to follow that line of pixels that creates the limbs so that this pose can read
09:01
Speaker A
properly one of the speed bumps that I'm running into here though is is that there's not really a lot of space left over for the legs after carving out space for the tank top and the skirt so I'm going to raise the entire Sprite up
09:13
Speaker A
by one pixel which sounds like such a minor thing but it actually gives like the exact amount of breathing room that you need to kind of make those adjustments sometimes with the coloring one of the things I'm prioritizing here is putting
09:27
Speaker A
in these bright highlights for the gloves and the boots uh her attacks are mostly martial arts focused so it makes sense to draw attention to these spots on the Sprite and using such a strong color ramp like that to finalize the Sprite I'm going
09:42
Speaker A
through to add the colored Line work and tia has sort of a simpler color scheme than Cloud did so this is a bit more relaxed just finding that space for everything within the pallet of 12 I wanted to dig in on a few of the
09:56
Speaker A
choices that were made here that I think help add to the uh like capturing the rendering style of Chrono Trigger firstly I I mentioned the white highlights in sort of the highly reflective or areas of interest uh bright highlights like this sometimes
10:10
Speaker A
also appear on the skin as well so for Tifa I've done a single dot at the shoulder and another at the knee another thing that's going on here is like fitting in smaller details like I've used the Gray Shades at her elbow
10:24
Speaker A
and wrist to suggest the pads and sleeves that she's got and normally when a detail is this this small or there's not really a lot of room to account for it I might consider losing that altogether but it feels like with the
10:36
Speaker A
Chrono Trigger Sprites they they really go for this sort of thing like having all those little details of uh wristbands hair ties any kind of belts or straps uh even if it's only like two or three pixels and it's the difference
10:48
Speaker A
of only a subtle shade of color uh maybe just try to make it work and go for it and then you end up with this interesting level of detail going on within the Sprite and there's some actual intention there because we know
10:58
Speaker A
how it relates back to the character design all right the final character is going to be Barrett uh given the size difference here compared to the other characters I think he's going to make a good one for testing out this workflow
11:11
Speaker A
under kind of extreme conditions so I'm starting with those same uh idea of the building blocks just like before but this time we'll make the circles a little bit larger just to account for his exaggerated build in connecting up the line work and
11:26
Speaker A
and starting to find the structure here I'm mainly focusing on adapting that core area of like the uh The Ripped uh jacket you know vest and trying to give Clarity to the musculature but also having room to create a few of the
11:39
Speaker A
tatters on the vest there's also a fair amount of layering or costume blocking to think about here for Barrett like he's got uh the the metal bands over his stomach there's also a dog tag and chain there if we want to try and catch that detail
11:53
Speaker A
so just to give even more breathing room for all of that that's going on I'm going to push the size a little bit taller here the original intent for this was to maybe keep him at 32 pixels but
12:03
Speaker A
pushing him up to 36 should actually just give an appropriate height to have him like towering above the other characters anyway with the color selection uh I'm very quickly running up to that Max of 12 just because there's a few distinct
12:16
Speaker A
gradients to try to capture here you know we've got the skin tones uh there's a selection of greens for the pants the colors on the vest and then there's the blue Grays of all the gunmetal Parts Plus the line work that's going to be
12:29
Speaker A
ass with those so I'm looking for a few efficiencies here things that can uh overlap in their color use so in this case I've ended up reusing um some of the darker Browns throughout the skin and the boots and that brown or one of
12:44
Speaker A
them also gets used as the colored Line work within the vest I also kind of went all out with the highlights here hopefully you've got an eye to spot those now but I I've dropped in some white pixels along the
12:55
Speaker A
tatters of the vest just to give it more dimensionality and then there's of course some metallic shine on the gun hand but let's look at that full crew together and we'll of course bring in the rest of that Chrono Trigger cast
13:07
Speaker A
just to see how everybody fits all together and you know for first attempt I I feel like these came out looking decently authentic I really tried to to figure out you know what the formula was here and I think I could at least
13:18
Speaker A
imagine these Final Fantasy 7 characters in like the Future Part of Chrono Trigger but we'll close up with some CRT time to look at these in their natural environment so thank you for watching and take care Cub Square
13:32
Speaker A
[Music] [Music] [Music] oh
Topics:Chrono Triggerpixel art tutorialsprite design16-bit RPGpixel artBrandon James GreerFinal Fantasy 7Cloud spritecolor palettesprite proportions

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