The study

This study asks how games generate pixel characters, items, plants, worlds, buildings, people, animals, light, motion, effects and sound with code, how text and budgets work on a phone, which styles, resolutions and perspectives those methods suit, and what Tycho should add to support them. The finding fits in a sentence. Procedural pixel art that passes for hand-made is almost never pure generation: it pairs hand-made structure with small seeded generators and rule-based finishing passes, then drops bad seeds by test. At the resolutions Tycho’s games use, from Neo’s 192-pixel-wide view to Elsewhere’s 320×180, the methods that pay off are cheap CPU work done once into palette-indexed buffers, so each frame only blits. Every page carries live demos, generated in your browser from a seed.

Proposed: none of this is in Tycho yet. The demos run in the pages, written in plain JS with the study’s own kit (demos/kit.js), not Tycho. What would move into Tycho, and when, is in the roadmap.

The finding

Procedural pixel art that passes for hand-made is almost never pure generation. Every shipped case pairs hand-made structure (body masks, part kits, room templates, concept graphs, 3D models) with small seeded generators, then finishing passes (hue-shifted ramps, outlines, fixed light, cleanup), then a test that throws out bad seeds.

The same pattern holds for light, zoomable worlds and target styles. A second round of research added a movable sun, seven kinds of lighting, zoom levels, a sixty-species plant library, a 26-material sand simulation and how to reach a target style. It held for every one: a table of data plus a small generator, and almost all of it bakes once.

Number What it is
62 Free pixels in Bollinger’s ship mask: about 4×10¹⁸ ships (sprites)
16 vs 47 Tiles for a dual-grid autotile set against a blob set (worlds)
~20° The most hue shift per ramp step (Slynyrd) (sprites)
4.3 → 1.3 ms Lodestar’s frame time on Tycho’s GPU renderer, in Chrome (the renderer)

What pays off, topic by topic:

Under all of it, decisions rest on integer hashes and named seed streams, so a picture is a pure function of its seed and a save holds seeds and parameters, never pixels; machine learning stays an offline authoring tool (sprites).

What it means for Tycho

Tycho already has a strong seeded core, color ramps, letter-row sprites, a chunked painter, a cell light map and a fast renderer. It has no indexed-color layer, generation, autotiling, animation tooling, sun, level of detail or style checks, and its five games each re-solve ramps, dither, outlines, noise, flood fills, chunk caches and light grids. Tycho should grow in five waves:

  1. The indexed foundation, with style metrics.
  2. Finishers, iso, kits, figures and style packs.
  3. Generated places, with flora and the LOD pyramid.
  4. The sun, ramp light and tilelight.
  5. Specialties such as the falling-sand cell sim.

Elsewhere gains first from most of this, Lodestar and Merryfolk give the most code, and Neo gains only once it adopts Tycho. The waves are in the roadmap.

How the demos would run

Each demo is tagged by how it would run in Tycho, under its rule that each frame draws only with the GPU stand-in’s calls (the renderer):

Tag Means
per frame Fits the stand-in each frame: fillRect, drawImage, alpha, the four blends (source-over, lighter, destination-out, multiply), transforms and gradients
pre-bake Painted once offscreen, where anything goes, then blitted each frame
shader Per-pixel work every frame: a shader (gpu.program, gpu.lightPass), or at small sizes a typed array uploaded with drawPixels

How to read it

Claims with a link come from the research notes’ sources: web pages, or files in the Tycho and game repositories. Text marked (inference) is reasoning from those sources, not a sourced fact. All the API sketches in the roadmap are proposals and count as inferences. The four games other than Elsewhere were surveyed by sampling files, not by reading every line, so some of their function names and counts may be slightly off. Reaching a style closes with an opinion written in the first person, which is the author’s view and is labeled as such.

The pages

Page What it covers
Sprites and items Masks, kits and renders for characters, creatures and items; the finishing passes; determinism and machine learning
Plants One brancher, a crown envelope and clump stamps for sixty species of trees, shrubs, flowers and cacti
Worlds and levels Noise and climate terrain, graph-first levels, small-region WFC, dual-grid autotiles, villages, and generate-and-test
Real geography How real landforms, water, climate, rock and caves are made, with a world you can watch form and visit in 3/4 view
Settlements, paths and trees Where villages go and the form each takes, how paths and trails form, where each plant grows, soft biome edges, and how height is drawn in 3/4 view
Buildings and interiors Houses from a seed (rooms, doors, furniture, roofs by climate), cutaways and roof fades, x-ray, and depth sorting that holds for big objects
People and histories Naming languages, cultures, generated histories that leave marks on a place, and daily routines, all feeding Tyrell
Animals Seeded creatures colored by biome and role, herds and flocks on a spatial hash, and which animals live where, and how many
Zoom and chunks An endless world zoomed from region map to single flower through a pyramid of indexed chunks
Palette and resolution Hardware and modern styles as rules, OKLab ramps, world-anchored dither, detail tiers, integer scaling and palettes colorblind players can read
Text and interface Pixel fonts and talk boxes at 320×180, integer scaling and touch targets on phones
Perspectives Top-down, 3/4, isometric, side, Mode 7, raycast, stacked and hex views, parallax, and sprite stacks against real 3D
The sun A three-equation sun, shadows as one affine drawImage, and faces relit by palette remap at each sun step
Light Smooth, banded, dithered and reprinted light, tile flood fill, shadowcasting, and bounced light
Motion Timing, gaits, code for the soft parts, baked rotation, and palette cycling
Effects and simulations Water and weather, tiny integer automata, and falling sand as a material table
Sound and music Sound effects from a dozen seeded numbers, places from noise, adaptive music from a seed, and a sound palette per world
Phones and budgets How much slower phones are, their canvas, memory and storage limits, workers, and a bench to run on your own phone
Reaching a style Diablo II, Witchbrook, the levers of a style, and the style pack an agent can check
The five games What Tycho already has and what Neo, Lodestar, Merryfolk, the White Dragon and Elsewhere each solve on their own
The roadmap Five waves, from the indexed foundation to specialties, with order, risks and first steps
Sources Every source the study draws on
Research notes The full research, topic by topic