Perspective in Pixel Art: All 15 Types, Explained

Four perspectives are common in pixel art: one-point and two-point (side-scrollers, platformers, FPS games), isometric (RPG and strategy games, with depth lines 2 pixels across and 1 up) and cabinet (a flat front with depth at 45 degrees). There are fifteen types in total, and each one below has its diagram and its rules.

Perspective is the second letter of SPECC, my planning method: decide it before the first pixel, and be careful with mixing several in one artwork. Here are all the types I cover in the course, from the ones drawing class teaches to the ones games run on. Each diagram is a cube, so you can compare them directly.

Roman's map of perspective types: linear (point projection, parallel, reverse, curvilinear), aerial and color, with the four common in pixel art highlighted: one-point, two-point, isometric and cabinet
My perspectives sheet from the course. Highlighted: the four you'll use most in pixel art.

Why pixel ratios matter

In pixel art a line is a staircase of pixels. Some angles give a clean, even staircase: 1:1 is 45 degrees, 2:1 is about 26 degrees, 3:1 is flatter still. Other angles give uneven steps, and the line looks jagged. That's why pixel art bends the theory: isometric should be 30 degrees, and we draw it at 26, because 2:1 is clean.

Pixel lines at the ratios 1:3, 1:2, 1:1, 2:1 and 3:1 from Roman's lines worksheet
From my lines worksheet: the clean ratios, 1:3 to 3:1.

Linear perspective: vanishing points

The perspective from drawing class. Lines meet in vanishing points and things get smaller with distance. One-point and two-point are used in 2D side-scrollers, platformers and FPS games. Three-point and four-point belong to 3D FPS games.

One-point perspective

One-point perspective: a cube drawn in pixel lines with its vanishing lines
  1. All vertical lines are strictly vertical.
  2. All vanishing lines converge into one vanishing point.
  3. The front plane of the cube has no distortion.
  4. Horizontal lines perpendicular to the line of sight stay strictly horizontal.
  5. You see one or two planes of a cube.

Two-point perspective

Two-point perspective: a cube drawn in pixel lines with its vanishing lines
  1. All vertical lines are strictly vertical.
  2. All vanishing lines converge into two vanishing points on the horizon.
  3. You see two or three planes of a cube.

Three-point perspective

Three-point perspective: a cube drawn in pixel lines with its vanishing lines
  1. Used for objects far above or below the horizon.
  2. The vanishing lines converge into three vanishing points.
  3. You see three planes of a cube.

Four-point perspective

Four-point perspective: a cube drawn in pixel lines with its vanishing lines
  1. All horizontal lines are straight and converge into two vanishing points on the horizon.
  2. All vertical lines are curved and converge into two points, one far above and one far below.
  3. You see two side planes of a cube.

Parallel perspective: isometric, dimetric, trimetric

No vanishing points: lines that are parallel on the object stay parallel on screen, and nothing shrinks with distance. Used in RPG and strategy games, and isometric is the most common of all: a sprite looks the same anywhere on the map.

Isometric perspective

Isometric perspective: a cube drawn in pixel lines with its angles
  1. All edges have the same length.
  2. All sides have the same area.
  3. Foreshortening is about 80%.
  4. The x axis is 30 degrees in theory, but in pixel art it is about 26 degrees: the clean 2:1 line.
  5. Apart from games and pixel art, isometric is used in technical drawings.

Dimetric perspective

Dimetric perspective: a cube drawn in pixel lines with its angles
  1. Two axes have the same foreshortening, the third is foreshortened more.
  2. All vertical lines are strictly vertical.
  3. The vanishing lines are parallel to each other.

Trimetric perspective

Trimetric perspective: a cube drawn in pixel lines with its angles
  1. All three axes have a different foreshortening.
  2. All vertical edges are strictly vertical.
  3. The vanishing lines are parallel to each other.

Strictly speaking, the 2:1 pixel version is a kind of dimetric projection, but everyone in pixel art calls it isometric, and so do I. You can see it in my air conditioner andvending machine lessons.

Oblique perspective: cabinet, cavalier, military

One face of the object stays flat and undistorted, and depth goes at 45 degrees: a clean 1:1 staircase. The easiest perspective to draw. Side view games use it for furniture and buildings, top down layouts use military.

Cabinet perspective

Cabinet perspective: a cube drawn in pixel lines with its angles
  1. Often used in furniture drawing.
  2. The front and back planes are undistorted.
  3. The top and side planes are foreshortened to 50%.
  4. All vanishing lines are parallel and tilted at 45 degrees.
  5. All vertical lines are strictly vertical.

Cavalier perspective

Cavalier perspective: a cube drawn in pixel lines with its angles
  1. The front and back planes are undistorted and drawn as squares.
  2. All edges of the cube are equal in size.
  3. All vanishing lines are parallel, at a 45 degree angle.

Military perspective

Military perspective: a cube drawn in pixel lines with its angles
  1. Used for military fortification drawings, hence the name.
  2. The top and bottom planes are undistorted.
  3. All edges of the cube are equal in size.
  4. All vanishing lines are parallel, at a 45 degree angle.

Reverse and curvilinear perspective

Good to know, rare in games.

Reverse perspective

Reverse perspective: a cube drawn in pixel lines
  1. Some or all vanishing lines diverge instead of converging.
  2. All lines are straight.
  3. All vertical lines are strictly vertical.

Very unlikely in pixel art: other perspectives do the job better.

Photo perspective

Photo perspective: a cube drawn in pixel lines
  1. Comes with photo lens distortion, like a fish-eye.
  2. All edges are curved.
  3. All planes are distorted.

It makes objects look bloated. Rare in pixel art.

Perceptive perspective

Perceptive perspective: a cube drawn in pixel lines
  1. Can be used for interior drawings.
  2. All vertical edges are strictly vertical.
  3. All, or some, vanishing lines are curved.

Aerial and color perspective

Roman's platformer city: the far buildings and mountains are darker, bluer and simpler than the near ones
  1. Far away objects look smaller, hazier, paler or darker, and bluer.
  2. Background objects are drawn more laconic: fewer details. The near windows have lights and several shades, the far ones become thin lines.

Quick comparison

PerspectiveDepth lines in pixelsWhat you seeGood for
Isometric2:1, about 26°Top and two sides equallyStrategy, city builders, rooms
Dimetric3:1, 4:1 and similarMore top or more frontIsometric style with a different tilt
Cabinet1:1, depth at half lengthA flat front plus a short sideSide view props and buildings
Cavalier1:1, depth at full lengthA flat front plus a long sideTechnical, blocky looks
Military1:1, top undistortedA flat floor plan plus wallsMaps and top down layouts
One and two pointLines meet in vanishing pointsA front, or a cornerSide-scrollers, platformers, FPS
Three and four pointLines meet in 3 or 4 pointsLooking up, down, or very wide3D FPS games

How to choose

  • Do players need to see every side of things? Isometric.
  • Is the game in side view? Cabinet oblique for props, flat fronts for everything else.
  • Does the floor plan need to stay readable? Military or a straight top down view.
  • Is it a side-scroller, platformer or first-person scene? One or two point perspective.

Whatever you pick, use it for every object in the game. One table in cabinet next to another in isometric is the most common perspective mistake I see in student work, and the eye notices it right away. If you work from a reference, check that its view matches yours before you start.