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Best Practice: Saving Art for PC Games & Textures

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Assets can be no larger than 4096×4096

Asset dimensions should be a power of 2 in both directions. If an artist is struggling with that, here is a wikipedia page with a cheat sheet: https://en.wikipedia.org/wiki/Power_of_two

When I say asset in this sense, I mean the entire image itself

Doing this will cut gigs worth of bloat data out of the game

If an art asset doesn’t fit a power of 2 cleanly (as an example, a sprite sheet), then the sprite sheet should be created, and then the canvas size should be enlarged to the nearest power of 2. The sprite sheet should be aligned to the bottom left corner of the final asset.

Exported PNGs must be compressed externally as well as doing the above in order to take advantage of the game engine’s Compression Routines. Some image editing software like Gimp already come with PNG compression libraries built in, but others may not. In order to ensure that all exported images are as compressed as possible one of the following tools can be used:

  • PNGGauntlet is a utility with an easy to use GUI for compressing PNGs. It can be found here: https://pnggauntlet.com/
  • PNGquant is a more robust command line utility for PNG compression. There are also GUI options that can be found on their page here: https://pngquant.org/
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