Here’s the process behind earlier Mercenary Kings promo art, by Stephane Boutin





As promised, here’s my scanlation of the SMT1 OST liner notes that eirikrjs generously scanned that has Kazuma Kaneko talking shop about his pixel art philosophies. :D!

There’s a decent amount of ground covered here considering how short it is. Some of his advice is a little dated, as indicated by his references to sprite color pallet limitations on consoles during SMT1’s heyday, but hopefully this is still a fun look into how some of Atlus’ most iconic demon designs were originally handled. Pretty unorthodox jumping immediately into sprite work for a lot of demons!

For best readability, make sure to right click each image and either save it or open it in a new tab so that they can be viewed at full size.

Thanks for reading!


Incredible stuff. We don’t deserve you!

This is the Lord’s work right here.

(via scrollboss)



I’ve had people insist that I used 3d an photos, despite my assertion that I haven’t. You can see the thread here But this isn’t for them. This is for people that like to see the process of an illustration. I tried to break it down, but if there are any questions, please ask. I have no problem with artists using photos or 3d in their digital work, so when I say I didn’t use photos or 3d for this image, it was that I wanted to see what I could accomplish on my own (with a couple of filters at the end). And if after this process post people still refuse to believe that I didn’t use photos or 3d….. I will take that as a compliment.

(via anthonygoestumbling)


Using LEGO to create designs and then paint over them, it’s fun and helps me with the major forms.


Using LEGO to create designs and then paint over them, it’s fun and helps me with the major forms.



"Dot" Creation - Creating Graphics with Soul

Game: King of Fighters XII

Developer: SNK Playmore

Released: 2009

System: Arcade, PS3, Xbox 360

Genre: Fighting

Wikipedia Entry

Animated Gallery of KOFXII Characters (100%, 200%, 400%)

About “DOT” Art - New Frontiers in Pixel Art

Source of above Images:



Akira Toriyama

(via neo-rama)



Process of the previous guy



ever more strange plants

(Source: matthew-houston)



From a recently unearthed copy of Manga Super Techniques dating back to the early 90s, here are four random scans addressing the topic of inking:

Scan #1: Always preferred the “maru” pentip (at the bottom), myself.

Scan #2: Feel kinda bad that I never mastered the art of inking speedlines with a dip pen, as seen at left. (Then again, line-weight variation is possible with a tech pen, through it can be a tad time-consuming.) Also, check out the three variations on speedline usage at right, featuring varying degrees of how much the characters “pop” from the background.

Scan #3: Note the “ruler lift” technique at the bottom; that’s a clever but somewhat challenging way to handle things when your tools lack a raised “inking edge.”

Scan #4: Used this “pushpin” technique a few times myself, as a means to counteract seemingly inevitable “drift-off” from the speedlines’ vanishing point. The pushpin doesn’t work quite so well, howeva, if your drawing surface happens to be harder than wood… My own metal-topped drafting table precludes this approach.



Work stages from a riotously character-packed book cover I drew for the pen-and-paper RPG Exalted. Line art by me, colors by Guru eFX.