The experience of doing art for a game jam from concept to final sprite, from someone who's done it three times.
Game jam timeline constraint: 48 to 72 hours. This is not enough time to be precious about style or execution. You make decisions fast and live with them.
My process: spend the first two hours on concept thumbnails only. No final work. Get clarity on the game's visual tone before drawing a single final asset. This investment prevents the most common jam failure mode: making assets in an inconsistent style because you were deciding style and executing simultaneously.
Asset priority order: the things the player sees most. In a platformer that's the character sprite and the terrain tiles. Everything else is secondary. I cut assets I haven't started with two hours remaining rather than shipping an incomplete set.
What I learned about pixel art specifically in jam context: the pixel count constraint solves a lot of scope problems. A 32x32 character can only have so many frames. The constraint is a feature.
Game jam art is some of the most valuable practice I've done because the deadline pressure eliminates perfectionism by force.
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