⚔ CHESSGODS — Suikoden-style pixel sprites · Mockup 2

True pixel-art pipeline: Blender offline bakery renders at 2× → downsampled to a 64×80 native sprite, quantized to a 14-color palette, displayed with crisp pixels. No 3D scene in the game — the art ships as plain pixel sprites on the DOM board.

The target — Suikoden's pixel art

Suikoden II reference
Suikoden II (reference) — tiny pixel character, moody stone dungeon, warm torchlight against cold shadow. This is the feeling: small crisp sprites carrying a big atmosphere.
Our knight v5 · pixel bake — 64×80 native, 14-color palette, shown at 3×. Rendered from the 3D token, then downsampled + quantized: pixel-perfect edges, flat stylized shading, purple rim.

Pixel sprite sheet — black & pearl (64×80 native · 3× shown)

Board composite — pixel pieces + live game's badge system (native 1×)

64px squares · pieces at native resolution, no scaling artifacts · same ATK/DEF plates, element badge, HP bar, selection ring and last-move tint as the live game.

Card integration — one model, two renders (board sprite + card portrait)

Gryx, the Linebreaker S1 · Emberfall
KNIGHT · Season 1 · Beast
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Why pixel sprites win at $0
· Suikoden-style look comes from the pixel pipeline, not from expensive hand-painting.
· Native 64×80 = ~2 KB/WebP per piece — the whole set is lighter than one photo.
· The 3D token underneath stays editable: fix the profile once, re-bake every sprite.
· Element/rarity variants = material tint + one bake — gacha scale is a batch job.

Next loops (knight v6)
1. Mane pixels — jagged ridge along the back of the neck
2. Bigger eye glow (2px halo) so it reads at 1× on the board
3. Rook → bishop → queen → king bakes on the same pipeline
4. Element tints ×5 (fire/water/grass/light/dark rims)
5. Idle bob animation frames (2 frames, Suikoden NPC style)