While color palettes are mostly known from [pixel art](https://www.youtube.com/watch?v=8wOUe32Pt-E) [games](https://youtu.be/hISJ2uflVCg?list=LL), they are also used in Doom (which was limited in how many colors it could display on screen), [Wind Waker](https://www.youtube.com/watch?v=mnxs6CR6Zrk), and are part of color correction in many modern games. In general, having a color palette as a base helps focus the look and feel of a setting, whether that be a game, movie, room in a house, or operating system. Coming from the DOS and ANSI school, I tend to start with a 16 color palette consisting of 8 base colors and 8 brighter versions of those colors. But that is typically for covering the whole color wheel. And while that is very powerful on its own, smaller more focused palettes or non-balanced pallets can contribute a lot to the aesthetics they're applied to. Palette swapping and palette rotation also allows for effects to both look good but also be very economical. # Games ## Doom [[decino]] made a [video](https://www.youtube.com/watch?v=FQ1fJbYhbVQ) about Doom's sprites, where I learned that Doom's sprites were actually made from scans of real 3D models, then cut out and hand painted in an editor. Much of the art was heavily reused from just a few models, but made distinct through changes to the colors and patterns. > We say that an author is original when we cannot trace the hidden transformations that others underwent in \[their\] mind. # References - [[LoFi Color Palettes]] - [[2D and Palette Colors]]