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WE DIDN'T TRAIN A MODEL

Retrogaze does not train on pixel art. We don't scrape itch.io, we don't harvest DeviantArt portfolios, and we don't fine-tune on anyone's work. The underlying image generation uses a general-purpose model that already exists as public infrastructure at this point. It's there whether we use it or not, and pretending otherwise helps nobody.

We built the constraint layer on top. Every classic console had rigid hardware rules — limited palettes, per-tile color budgets, strict sprite sizes. Retrogaze generates a draft image and then enforces the target console's constraints, the same way the actual hardware would have rejected anything that broke the rules. Our value is the technical enforcement, not the model.

There is no ethical consumption under capitalism. What we can control is what we build on top of these models: tools that are useful, priced fairly, that send support back to real artists rather than away from them.


THE PEOPLE WHO BUILT THIS AESTHETIC

The classic console look didn't come from nowhere. Individual artists working under brutal hardware limitations built the visual language that people are still drawn to forty years later. Dithering patterns, color clustering, the specific proportions that make a sprite read at 16×16 pixels. These people figured all of it out, one console at a time.

NES / FAMICOM

KAZUKO SHIBUYA

Final Fantasy I & II pixel art (Square). Drew every sprite, menu, and battle background. Adapted Amano's paintings into 16×16 characters.

AKIRA KITAMURA

Created Mega Man (Capcom). Designed the sprite first, then had it illustrated. A reverse character design process. Left games in the early 1990s.

HIROJI KIYOTAKE

Designed Samus Aran for Metroid (Nintendo). First designer on the project despite no Famicom experience. Later created Wario.

TAKASHI TEZUKA

Drew the pixel art sprites for Super Mario Bros (Nintendo). The game was made by five people.

NORIYASU TOGAKUSHI

Primary artist of the NES Castlevania trilogy (Konami). Created the pixel art and visual style that defined the series.

HIROYUKI KAGOYA

Character designer for Blaster Master and Mr. Gimmick (Sunsoft). Quit before Gimmick shipped due to frustration with management.

MASAHIRO SAKURAI

Created Kirby at age 19 (HAL Laboratory). Originally a placeholder blob named Popopo. Directed Kirby's Adventure for NES.

AKIRA TORIYAMA

Character and monster designer for Dragon Quest (Enix). His drawings were adapted into sprites by the Chunsoft team, whose pixel artists remain uncredited.

GAME BOY / GAME BOY COLOR

KEN SUGIMORI

Art director and sprite artist for Pokémon Red & Blue (Game Freak). Led a four-person sprite team. Also drew all the official watercolor artwork.

ATSUKO NISHIDA

Sprite artist for Pokémon Red & Blue (Game Freak). Designed and drew Pikachu, Bulbasaur, Charmander, and Squirtle. One of four artists who built every monster in the original game.

MASANAO ARIMOTO

Drew nearly all in-game graphics for The Legend of Zelda: Link's Awakening (Nintendo). Credited for "all pictures except the opening and ending."

TOMOYOSHI YAMANE

Graphic designer on Metroid II (Nintendo R&D1). Redesigned the Varia Suit specifically for the Game Boy's screen. That design carried through to Super Metroid and beyond.

YUSUKE NAKANO

Character designer for Zelda: Oracle of Ages & Oracle of Seasons (Capcom Flagship / Nintendo). Drew characters and world art for both GBC Zelda games.

COMMODORE 64

MANFRED TRENZ

Designer, programmer, and artist of Turrican (Rainbow Arts, 1990). The C64 version represents the platform's technical ceiling: smooth scrolling, detailed sprites, layered backgrounds. All one person.

HUGH RILEY

Graphics artist for The Last Ninja and Last Ninja 2 (System 3). Drew all isometric environment art and character sprites. Called Last Ninja his "first real game."

STEVE ROWLANDS

Artist half of the Rowlands brothers at Apex. Drew all graphics for Creatures (1990) and Mayhem in Monsterland (1993). Designed sprites on paper first, then recreated them pixel by pixel on the C64.

ANDREAS ESCHER

Graphics artist at Rainbow Arts. Created sprites and environments for Katakis (1988) and Turrican II (1991). Childhood friend of Manfred Trenz; started as an office machine mechanic, broke into games through his C64 pixel art.

BOB STEVENSON

Main graphic artist on Myth: History in the Making (System 3, 1989). Created the iconic rendered scene graphics for The Pawn (Magnetic Scrolls, 1986). Known for precisely rendered static scenes within C64 constraints.

SEGA GENESIS / MEGA DRIVE

NAOTO OHSHIMA

Character designer on Sonic the Hedgehog (Sega, 1991). Created Sonic's look and Dr. Eggman. Credited under the alias "Bigisland" in the original game.

RIEKO KODAMA

Graphic designer on Phantasy Star II, director of Phantasy Star IV (Sega). Background artist on Sonic 1. One of the industry's first prominent women in game art. Passed away in 2022.

JINA ISHIWATARI

Background pixel artist on Sonic the Hedgehog (Sega). Spent a full year drawing and refining Green Hill Zone, then six months on the remaining stages. Credited as "Jinya."

AYANO KOSHIRO

Chief graphic designer on Streets of Rage 2 (Ancient / Sega, 1992). Designed characters and redrew outsourced enemy sprites that failed her quality standards.

TETSUHIKO KIKUCHI

Graphic designer and character creator on Gunstar Heroes (Treasure, 1993). Credited as "HAN" and "Cool Character Creator" in-game. Set the look for everything Treasure made after.

TORU YOSHIDA

Graphic designer on Phantasy Star IV (Sega, 1993). Character designer on Phantasy Star II. Co-directed PSIV alongside Rieko Kodama.

SUPER NINTENDO / SUPER FAMICOM

HISASHI NOGAMI

Character designer on Yoshi's Island (Nintendo, 1995). Created the hand-drawn art style by literally drawing sprites with markers, scanning them, and approximating them pixel by pixel.

STEVE MAYLES

Character designer and sprite artist on Donkey Kong Country 1 & 2 (Rare). Created King K. Rool, Dixie Kong, and most Kremlings. Built 3D models on SGI workstations, then compressed them into SNES sprites.

TOMOYOSHI YAMANE

Graphics artist on Super Metroid (Nintendo R&D1, 1994). Designed opening and ending sequences, enemies, and finalized Mother Brain's appearance. Also redesigned the Varia Suit on Game Boy.

TORU OSAWA

Graphics artist on Super Metroid (Nintendo R&D1). Designed Kraid, the initial Mother Brain, the map and inventory screens, and smaller enemies.

HAYATO KAJI

Object designer on Mega Man X (Capcom, 1993). Illustrated X and several Maverick bosses including Spark Mandrill and Launch Octopus. Credited under alias "Rippa H.K."

SHINICHI KAMEOKA

Player character sprite designer on Secret of Mana (Square, 1993). Animated all three playable characters and designed bosses including Hexas and Wall Face.

PC ENGINE / TURBOGRAFX-16

TOSHIHARU FURUKAWA

Character designer on Castlevania: Rondo of Blood (Konami, 1993). Designed Medusa, Carmilla, and the rest of the enemy cast. Discussed his approach in the CD liner notes interview.

YOSHITERU TSUJINO

Character designer and painter for the Tengai Makyou series (Red Company / Hudson Soft). Painted all the character and world art for the series. Former animator at Telecom Animation Film. Credited as "Torajiro."

HIDEKI YAMAGUCHI

Graphic designer on Soldier Blade (Hudson Soft, 1992). Drew pixel art for the Prototype boss and Zeograd enemies. Credited as "Ruraboh." Edited the game's 20th anniversary retrospective.

AKIO OYABU

Character designer on R-Type (Irem, 1987). Designed all bosses including Dobkeratops, drawing them on paper and converting to pixel art himself. His arcade art was faithfully ported to PC Engine by Hudson Soft.

Many more names belong on these lists. Japanese studios routinely required staff to use pseudonyms in credits to prevent poaching. Konami's Castlevania team hid behind horror film puns. Others were never credited at all. The Chunsoft pixel artists who turned Toriyama's Dragon Quest drawings into sprites have never been publicly identified. The Pokémon Red sprite team of four is confirmed, but who drew which monster is not. PC Engine and Game Boy teams are especially underdocumented in English sources. If you know who they are, we want to hear from you.

These people solved problems that still don't have better answers. How do you make a character expressive with 3 colors and 64 pixels? How do you convey speed with a 9-bit palette? How do you build a world that feels vast on a screen that can only hold 960 tiles? Every console had different constraints, and different artists engineered around them in ways we're still learning from.

Retrogaze exists because of their work. We owe them more than a paragraph each.


WHAT THIS TOOL IS AND ISN'T

Retrogaze is a prototyping tool for developers who can't draw. Solo devs, hobbyists, game jam participants who need a placeholder sprite to keep building. If you can code a platformer but you can't draw a character to put in it, this gets you past that wall so you can keep working.

The output is a draft, a starting point. If your game reaches the point where you're shipping it to real players, hire a real artist. The constraint validation tools work on hand-drawn art too, so when you bring an artist on, Retrogaze stays useful to both of you.

AI-generated art is not as good as hand-drawn work. You will need a pixel artist if you're serious about shipping. Retrogaze fills the gap between "I have a game idea" and "I can afford to commission final art," and we'd rather be upfront about where that gap starts and ends.


WHAT WE'RE DOING ABOUT IT

If Retrogaze makes money, some of it goes back to the pixel art community. We'll track it publicly.


BUILT BY A GAME DESIGNER

Retrogaze is a solo project. I'm a wargame designer, been making games for about a decade, and I run a small publishing company. I built this because I needed it for my own projects and figured other people in the same situation might too.

The pixel art community's distrust of AI tools is earned. Too many of these products launched with scraping-first, ethics-never attitudes and the people making them did not care about the communities they were pulling from. I can't undo that damage, but I can build something that takes the concerns on from the start instead of bolting on an ethics page after someone calls you out on Twitter.

If you've got questions about any of this, or you're a pixel artist who wants to talk about what "supporting the community" should look like in practice, I want to hear from you.