I adapted
my blog post into a short article for the
October 2012 issue of Game Developer magazine, promoting the art of the humble texture flat as its own art-form and mode of appreciation. The three masterpieces discussed are:
Rob Laro's tankbuster sheet,
Thomas Varoux's palace lightmap, and
Anna Anthropy's miner spritesheet. Together, I thought they represented a good cross-section of non-photorealistic / desktop / mobile / 3D / 2D / environment / character art going on today. Pick up an issue of GD mag at the game convention nearest you, or squint at this low-res but somewhat legible clipping to the left.