These are just incredibly basic, and oft repeated, pixel art 101 guidelines. And, quite frankly, some of those tips are what I consider bad advice (e. g. a pixel artist has to deal with color theory as much as a character artist or animator has to deal with anatomy; a good understanding of color theory is also necessary to nurture good taste in the first place... so the quicker one gets into that, the better).
Also, just like in coding: Constraints don't hide your flaws (per se); you fuck up, people will (let you) know. And pieces in constrained environments can be much, much harder to pull off.
I had hoped for something closer to the intersection of pixel art and graphics programming. Well, maybe in the future.
> a good understanding of color theory is also necessary.
Agreed. I would also speak out again the uninformed use of pre-configured color combinations. As someone who teaches art/design these are the bane of my life… students use them as a replacement for color theory. A designer should at least know how to parse a color into its hue, saturation and lightness components. Most everything else should follow naturally.
I hate to be that guy but the quality of OP’s showcased pixel art is pretty mediocre. Strikes me as someone who’s still learning and figuring things out and not in a particularly solid position to teach others.
Also, just like in coding: Constraints don't hide your flaws (per se); you fuck up, people will (let you) know. And pieces in constrained environments can be much, much harder to pull off.
I had hoped for something closer to the intersection of pixel art and graphics programming. Well, maybe in the future.