Second iteration

I gave the Bionic Commando redesigns another shot. These new ones are more true to the source sprites (ref). The placement of colors and masses is important for achieving likeness, but I took the liberty of varying the colors a bit to liven things up. I kept the extra colors close to the main colors, e.g., purple and brown, skin tone and white, and sky blue and light gray.

There's a little specular light pixel on the boots of the sprite characters, but I made it into a gray detail instead. If my redesigns had gloss boots and were rendered in a game engine then the specular might move around or disappear, thus reducing likeness. I'm trying to think of the sprites in a nonfigurative way and more like a collection of color blobs. It's less important what the pixels portray. The type of likeness I'm after is more on a 'corner of the eye' or 'flashing by' level. In video games that kind of rapid identification is very common.

Edit: Threw a render layer on the 'copter trooper. The details are still mostly nonsense, as are the lines on the suit.


Dark brown plastic, wood and brass metal.

Pressure sensitive Wacom tablet and a pen with a button. Paper inlays.

Dual analogs. 4+4 buttons.

Large top screen.

I remember having fun with Lock and Chase and Demon Attack.