Every art style
The full vocabulary of video game art styles we tag, grouped by what they describe. Each style links to the games that use it.
Look
Dimension
- 2D 38
Drawn or sprite-based images on flat planes, including isometric 2D and 3D models pre-rendered to sprites.
- 2.5D 11
3D geometry played on a 2D plane, or a 2D world with real depth (side-scrollers rendered in 3D, billboards in 3D space).
- 3D 48
A real-time 3D world the camera moves through.
- HD-2D / Mixed 2
2D sprites deliberately composited into 3D scenes with modern lighting and depth effects.
Rendering
- Pixel art 35
Images built from a visible, deliberate pixel grid at low resolution.
- Voxel 2
Worlds or models built from visible cubes (3D pixels).
- Low-poly 7
3D with deliberately few, visible polygons, usually with flat or simple colors.
- Retro 3D 1
3D that imitates late-90s console limits: wobbly vertices, warped textures, low resolution (see Hardware look).
- Cel-shaded 20
3D rendered to look hand-inked or animated: hard light bands, flat color, often outlines.
- Stylized 3D 33
3D with simplified, exaggerated forms and colors that is not cel-shaded, low-poly or realistic.
- Realistic 5
Aims for photographic or film-like believability in materials, light and proportions.
- Painterly 8
Looks painted: visible brushwork, soft edges, painted light, whether 2D or textured 3D.
- Hand-drawn 10
Drawn or animated by hand: line drawing, frame-by-frame animation, illustrated sprites.
- Vector / Flat 0
Clean geometric shapes with flat fills and crisp edges, like vector illustration.
- Pre-rendered 2
3D scenes or characters rendered offline and shown as images or sprites.
- Digitized / FMV 0
Photographed actors, digitized sprites or full-motion video.
- Claymation 0
Clay or plasticine models, real or imitated, often animated stop-motion.
- Papercraft 0
Looks like cut paper, cardboard or folded paper in layers.
- Diorama 3
Presented as a miniature physical model or toy set, often with tilt-shift blur.
- Silhouette 1
Dark or black shapes against lighter backgrounds; forms read by outline, not detail.
- Minimalist 3
Stripped to very few shapes, colors and details on purpose.
- ASCII 0
Built from text characters or a character grid.
- Wireframe 0
Lines along polygon edges or vector-display lines, with little or no fill.
Technique
Linework
- No outlines 39
Shapes are separated by color and light only.
- Black outlines 37
A dark, mostly uniform outline around characters or objects.
- Colored outlines 7
Outlines in a darker shade of the fill color instead of black.
- Selective outlines 0
Outline color changes along the edge with the light (lighter where lit), a pixel-art technique called selout.
- Inked lines 9
Varying line weight like brush or pen ink, as in comics or animation.
- Sketchy lines 2
Loose, rough, doubled or wobbly lines that show the drawing process.
- Interior lines 17
Lines mark folds, creases and details inside shapes, not just the silhouette.
Shading
- Flat / Unlit 24
Little or no shading; surfaces are solid fills.
- Two-tone cel 19
One hard step between lit and shadow color.
- Three-tone cel 1
Two hard steps: light, midtone and shadow bands.
- Soft gradient 39
Smooth transitions between light and shadow.
- Hatching 3
Shadow built from parallel or crossed lines.
- Halftone 1
Shadow or tone built from printed-style dots.
- Dithered shading 8
Tone built from patterns of two alternating colors.
- Rim lighting 5
A strong bright edge light separating forms from the background.
- Baked lighting 9
Lighting painted or precomputed into textures and sprites rather than live.
- Realistic lighting 5
Physically based, dynamic light and shadow, global illumination or ray tracing.
Texture
- Untextured 6
Flat or gradient color with no image texture.
- Hand-painted textures 14
Textures painted by hand with light and detail painted in.
- Low-res textures 13
Small, visibly pixelated or blurry textures, often deliberate.
- Vertex colors 0
Color stored on the model's vertices, blended across faces, no texture image.
- Photo textures 4
Textures made from photographs.
- PBR materials 3
Physically based materials: realistic roughness, metal and reflection.
- Brush strokes 4
Visible painterly strokes in the surfaces or overlays.
- Paper grain 5
Paper, canvas or print texture over the image.
Pixel details
- 8-bit 15
Evokes 8-bit consoles and computers: very few colors, chunky sprites.
- 16-bit 15
Evokes 16-bit consoles: richer palettes, more detailed sprites.
- 32-bit 0
Evokes 32-bit era 2D: large, detailed, many-color sprites.
- HD pixel art 4
Pixel art at high resolution or with modern lighting and effects beyond any retro limit.
- Dithering 9
Checkerboard or patterned pixels used to blend colors or show gradients.
- Anti-aliasing 0
Hand-placed intermediate-color pixels that smooth edges.
- Sub-pixel animation 0
Movement smaller than one pixel, suggested by shifting colors.
- Mixels 0
Pixels of different sizes mixed in one image (scaled sprites, mismatched resolutions).
Hardware look
- NES 2
NES limits: tiny palettes, small sprites, few colors per tile.
- SNES 2
SNES-era look: 16-bit sprites, layered parallax, transparency effects.
- Game Boy 0
Game Boy look: four shades, often green-tinted.
- PC-98 0
Japanese PC-98 look: dithered high-res illustration, limited palettes.
- CGA / EGA 0
Early PC graphics: harsh fixed palettes (cyan, magenta) and blocky dithering.
- Amiga 0
Amiga look: rich painted pixel art, copper gradients.
- PS1 1
PlayStation look: wobbling vertices, warped textures, dithered color, no texture filtering.
- N64 0
Nintendo 64 look: blurry filtered textures, heavy fog, low-poly models.
- PS2 / Dreamcast 1
Early-2000s 3D look: higher poly counts, low-res textures, bloom-heavy lighting.
Post-processing
- Dithering filter 2
A screen-wide dither pattern applied after rendering.
- Pixelation filter 2
The scene is rendered at low resolution and scaled up to look pixelated.
- CRT / Scanlines 0
Scanlines, curvature or phosphor glow imitating a CRT screen.
- Film grain 5
Visible noise imitating film.
- Chromatic aberration 1
Color fringes splitting red, green and blue at edges.
- Bloom 21
Bright areas glow and bleed into their surroundings.
- Posterization 0
Colors reduced to a few flat bands.
- Tilt-shift 3
Blur at the top and bottom of the frame that makes scenes look miniature.
- VHS 0
Tape artifacts: color bleed, tracking lines, wobble.
- Outline shader 2
Outlines drawn by a screen-space effect on 3D geometry.
- Painterly filter 0
A filter that makes the render look painted or printed.
- Vignette 4
The frame darkens toward its edges.
Color
Palette
- 1-bit 2
Two colors only.
- Monochrome 6
One hue (or grayscale) in different values.
- Duotone 0
Built mostly from two hues.
- Limited palette 19
A small, deliberate set of colors used throughout.
- Spot color 2
A mostly neutral or monochrome image with one accent color (often red).
- Vibrant 65
High saturation and strong contrast between hues.
- Muted 17
Low saturation, earthy or grayed colors.
- Pastel 6
Light, soft, low-contrast colors.
- Neon 4
Glowing, saturated hues (pink, cyan, purple) on dark backgrounds.
- Dark 14
Mostly low values; the image reads as dark overall.
- Warm 10
Dominated by reds, oranges and yellows.
- Cool 9
Dominated by blues, greens and purples.
Influence
Imitated medium
- Watercolor 2
Transparent washes, soft blooms and paper showing through.
- Ink / Sumi-e 2
Brush ink, including East Asian ink-wash painting.
- Pencil 0
Graphite or colored pencil marks.
- Crayon / Pastel 1
Waxy or chalky strokes.
- Oil / Gouache 1
Opaque, thick paint with visible strokes.
- Woodcut / Print 0
Carved-block or printmaking look: bold cuts, limited inks.
- Paper cutout 0
Cut-paper shapes with paper edges and layering.
- Clay 0
Sculpted clay or plasticine surfaces.
- Felt / Yarn 0
Fabric, felt, knitted or stitched materials.
- Comic book 5
Comic or graphic novel conventions: inks, flats, panels, halftone.
- Storybook 2
Children's book illustration.
- Blueprint 0
Technical drawings, blueprints or schematics.
Art movement
- Anime 25
Japanese animation and manga conventions.
- Western cartoon 3
American or European TV and film animation styles.
- Rubber hose 1
1920s-30s American animation: bendy limbs, pie eyes, white gloves.
- Ligne claire 1
The clear-line European comic style of Hergé and Moebius: even lines, flat color.
- Ukiyo-e 2
Japanese woodblock prints and Edo-period painting.
- Art Deco 0
1920s-30s geometric glamour: symmetry, gold, stepped forms.
- Art Nouveau 0
Organic flowing lines, plant forms, decorative borders.
- Gothic 4
Dark, ornate, macabre: Victorian or medieval gloom.
- Film noir 1
High-contrast black and white crime-film lighting and mood.
- Surrealism 0
Dreamlike, impossible juxtapositions.
- Expressionism 2
Distorted forms and color for emotional effect.
- Bauhaus / De Stijl 0
Primary colors, grids and basic geometric forms.
- Constructivism 0
Soviet avant-garde: diagonals, red and black, propaganda layouts.
- Brutalism 0
Massive raw concrete architecture and its heavy forms.
- Pop art 1
Mass-media imagery, bold flat color, comic and advertising references.
- Poster art 1
Travel, propaganda or national-park poster illustration.
- Memphis 0
1980s Memphis design: squiggles, terrazzo, clashing pastels.
- Y2K 1
Late-90s and early-2000s futurism: chrome, translucency, street culture.
- Vaporwave / Synthwave 2
1980s retro-futurism: neon grids, sunsets, magenta and cyan.
- Cyberpunk 0
High-tech dystopia: neon signage, dense cities, rain.
- Steampunk 0
Victorian industrial machinery, brass and steam.
- Cosmic horror 1
Lovecraftian dread: the vast, alien and incomprehensible.
Proportions
- Chibi 22
Big heads on small bodies (super-deformed).
- Realistic 10
Human-scale anatomy.
- Exaggerated 51
Pushed anatomy for style: huge hands, tiny waists, long limbs.
- Cute 45
Rounded, soft, appealing designs.
- Grotesque 3
Deliberately ugly, distorted or unsettling designs.
- Faceless 4
Characters with no or minimal facial features.
Game
Perspective
- Side-scrolling 24
Viewed from the side; movement mostly left and right.
- Top-down 3
Viewed from directly above.
- Three-quarter 33
Top-down at an angle showing fronts of objects (classic Zelda-style).
- Isometric 6
Angled view with no perspective convergence, usually diamond-shaped tiles.
- Third-person 31
Camera follows behind or around the player character in 3D.
- First-person 11
Seen through the character's eyes.
- Fixed camera 5
Pre-set camera angles that do not follow the player freely.
Genre
- Action 21
- Adventure 10
- RPG 36
- Platformer 28
- Roguelike 2
- Puzzle 3
- Strategy 1
- Simulation 4
- Shooter 1
- Fighting 0
- Racing 0
- Sports 1
- Horror 2
- Visual novel 0
- Rhythm 0
Screenshot
Shot type
- Environment 88
The world or a location is the subject.
- Character 50
A character or close-up is the subject.
- Combat 66
Active fighting or action.
- UI / Menu 18
Menus, inventories or interface screens dominate.
- Cutscene 14
A non-interactive story scene.