Tile-Based Graphics
Building worlds from small pieces
Tile-based graphics build screens from small reusable images, enabling memory-efficient game worlds on limited hardware.
Overview
Tile-based graphics compose screens from small, reusable graphic elements (typically 8x8 or 16x16 pixels). Instead of storing unique pixels for every screen location, games store a tile set and a map of which tile appears where, dramatically reducing memory requirements.
Memory Efficiency
Consider a 256x192 pixel screen:
- Raw bitmap: 24,576 bytes (at 1 byte per pixel)
- Tile-based: ~4 KB tiles + ~768 bytes map = ~5 KB total
Hardware Support
Many systems included dedicated tile hardware:
- NES: 256 background tiles, 256 sprite tiles
- Mega Drive: 2048 tiles, hardware scrolling
- Game Boy: 384 shared tiles
Design Implications
Tile constraints influenced game design:
- Modular level construction
- Pattern-based world building
- Efficient map editors
- Reusable environment pieces
Modern Relevance
Tile-based approaches persist in:
- 2D indie games
- Mobile game development
- Level editors
- Procedural generation