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Early video game characters often wear caps, have mustaches and dress in strongly contrasting clothes. It is easy to read these as style choices, but many of them started as practical fixes. When a character has to fit into a grid of 16 by 16 pixels, every detail has to justify its place, and some details simply cannot be drawn.

The best-known case is Mario. In Donkey Kong (1981) he was drawn on a 16×16 grid, and Shigeru Miyamoto has explained that his cap, mustache and overalls were answers to the limits of the arcade hardware rather than a costume idea. The same kind of thinking shows up across early games, and it is still useful for anyone drawing small characters today.

All the characters in this article are original drawings made for Toonizer, so the tricks can be shown on their own, without borrowing anyone’s famous design.

1. A cap instead of hair

Hair is one of the hardest things to draw at very small sizes. Loose strands turn into scattered dots, and when the character moves, the hair has to be redrawn in every frame. A cap replaces all of that with one solid shape that has a clear outline and stays the same while the character runs or jumps.

Two 16x16 pixel art heads: one with messy brown hair made of scattered pixels, one wearing a simple green cap
The same head, 16 pixels wide. On the left the hair breaks into noise; on the right the cap reads as one clear shape.

Helmets, hoods and hats do the same job. They give the head a recognisable outline and leave the remaining pixels for the face.

2. A mustache instead of a mouth

On a face that is only a dozen pixels wide, a mouth is one or two pixels. It is hard to see, and it tends to merge with the nose. A mustache is a bigger block of colour that marks the lower half of the face, separates the nose from the chin and suggests an expression without needing a mouth at all.

Two small pixel art faces of a bald man: one with a tiny mouth below the nose, one with a brown mustache
A two-pixel mouth (left) next to a mustache (right). The mustache is easier to read and gives the face more character.

Beards, scarves and masks were used in a similar way. Each one turns a small, fiddly detail into a larger shape the eye can find quickly.

3. Contrasting clothes so the arms show

Many early sprites had no room for an outline inside the body. If the arm and the shirt are the same colour, an arm moving in front of the body simply disappears. Giving the sleeves and the torso different colours solves this: the arm becomes visible as a stripe across the body, and running or climbing animations read much better.

Two pixel art figures with an arm across the body: on the left the arm vanishes into a teal shirt, on the right orange sleeves make the arm visible
Left: the arm is the same colour as the shirt, so only the hand shows. Right: contrasting sleeves make the arm visible.

This is the reason for Mario’s overalls and different-coloured shirt. A vest, an apron or a jacket over a shirt works the same way.

4. Very few colours per character

Hardware did not only limit size. On the Nintendo Entertainment System, each sprite was built from small 8×8 tiles, and each tile could use only three colours plus transparency. Designers had to choose carefully: usually one dark colour for outlines and hair, one skin tone, and one colour for clothing.

The same 32x32 pixel art character twice: once in full colour with shading, once redrawn with only dark purple, skin tone and teal
Left: 15 colours. Right: the same character with only three. The hair takes the outline colour, and the character still reads clearly.

A common solution was to merge the hair with the outline colour, as in the three-colour version above. Another was to stack several sprites on top of each other to get more colours, which cost extra sprites that could have been used for enemies or effects.

5. Big heads and short bodies

With realistic proportions, a 32-pixel-tall person has a head about four pixels wide. There is no space left for eyes that read as eyes, let alone an expression. Making the head take up a third or half of the body gives the face room to work, which is why so many small game characters look like children or toys.

Two pixel art figures of the same height: a thin figure with realistic proportions and a tiny face, and a big-headed chibi figure with a readable face
Both figures are 32 pixels tall. On the left the face has almost no room; on the right the large head carries the expression.

Simple, round shapes helped in the same way. Pac-Man is close to the extreme: a circle with a mouth, readable at a glance even in a crowded maze. His name comes from “paku paku”, a Japanese expression for the sound of a mouth opening and closing.

Why these tricks still matter

Modern screens have no real limit on resolution or colour, but pixel artists still draw at small sizes on purpose, and they run into the same problems. A cap is still easier than hair, contrasting sleeves still make an animation clearer, and a short palette still holds an image together. What started as a workaround has become a set of habits that make small characters readable.

If you want to try drawing your own, the beginner’s guide to pixel art characters goes through canvas size, palette, outline and shading step by step. To experiment without drawing, the Pixel Character Maker lets you combine hair, hats and clothes and see how each choice changes the result. And for the season, the Pixel Christmas Card Maker uses the same small, simple style.


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