"pixel art" NYC: https://news.ycombinator.com/item?id=46721802
"pixel art" Rio: https://news.ycombinator.com/item?id=50448289
"pixel art" London: https://news.ycombinator.com/item?id=50163735
"pixel art" Valencia: https://news.ycombinator.com/item?id=50441518
"pixel art" world: https://news.ycombinator.com/item?id=49674973
There's almost a hundred of them and I'm not exagerating:
> https://isometriccities.com/ Since Isometric NYC, makers around the world have been rebuilding their hometowns as giant SimCity-style maps. We collect every one of them. 98 maps
Unfortunately, the definition of "pixel art" like "vibe coding" has been diluted to the point of almost being meaningless.
If you have a project like this with tens of thousands of tiles, you have to run them all through square grid alignment. That process tries to pick an optimal square grid and then reduce the image to a discrete set of pixels, with each square resolved to a single color.
It's similar to what you do when you shrink an image using nearest-neighbor scaling. As a result, you mitigate a lot of the irritating high-frequency noise and fringing that occur in these higher-resolution pixel art images from generative AIs.
Applying it to a project with tens of thousands of images still requires a lot of manual intervention. This is what makes separates good pixel art from bad pixel art: even at a low resolution of 16x16 or 32x32, it's still recognizable.
Try taking any of the 512x512 tiles from this particular isometric city project (or any of the other dozen variants) and feed'em into Spritefusion and you'll quickly see what I mean.
Nah, people who enjoy pixel art games, and pixel-artists have complete clarity on what pixel art means. There is zero dilution to that term among people who actually have pixel art drawing talent.