Art and Presentation · Version 0.5

Pixel-Art Display and Art Grid Profiles

Understand the 640×360 reference canvas, integer world scaling, full-resolution HUD, camera snapping, and Retro 16, Standard 32, and Detailed 64 art profiles.

Filmstrip separates the pixel-art world from the screen-space runtime interface. The world renders to a 640×360 reference canvas and is enlarged with whole-number nearest-neighbor scaling. Runtime menus and HUD screens render afterward at the full host-window resolution.

World scaling

At 1920×1080, the 640×360 world has an exact 3× enlargement. Other window sizes use expand mode to adjust how much world the camera can see and avoid fractional stretching. The runtime camera uses positive integer zoom and snaps its position and output to the logical pixel grid.

Screen-space UI

Dialogue, battle commands, Party, Inventory, Equipment, Journal, and other HUD screens are not squeezed into the 640×360 camera canvas. They fill the host window and follow normal Windows DPI scaling. Pixel-art portraits and icons quantize their final physical size independently to avoid mixed pixel widths.

Art Grid profiles

  • Retro 16: 16×16 world unit, approximately 16×32 visible Actor body, and 32×48 Actor animation cell.
  • Standard 32: 32×32 world unit, approximately 32×64 visible Actor body, and 64×96 Actor animation cell.
  • Detailed 64: 64×64 world unit, approximately 64×128 visible Actor body, and 128×192 Actor animation cell.

Recommended native artwork

  • World tiles and standard map Actors: 32×32 pixels per cell or frame under Standard 32.
  • Current face portraits: 120×120 pixels when using the existing portrait set.
  • Battle backgrounds and full-screen art: 640×360 or an exact integer multiple.
  • Icons: choose one native size, commonly 16×16 or 32×32, and keep it consistent across Items, Abilities, and Status Effects.

Changing the reference resolution

The reference resolution is project display data, not a normal window-resize setting. Invalid display settings are refused during startup rather than silently introducing fractional world pixels or incompatible camera behavior.