Game Art

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Game Art

Outsourcing Studio

Vector vs. Raster in Game Art: How to Choose the Right Approach for Your Mobile, PC, and Console Titles

Vector vs. Raster in Game Art: How to Choose the Right Approach for Your Mobile, PC, and Console Titles

Choosing between vector and raster art isn’t a theoretical exercise from a design textbook. It affects how fast your UI scales across screen sizes, how crisp icons look at odd DPIs, how big your builds are, and how expensive your scenes become to render. For studios shipping on iOS, Android, PC, and console, the decision shows up everywhere: HUD layout, store banners, 2D character pipelines, texture memory, even your build farm times. This guide explains the core differences and gives you practical, production – ready ways to use both without letting either blow up your schedule or performance budget.


Arts, which were created by SunStrike Studios artists as part of the development of the 2D strategy game style.

What “vector” and “raster” actually mean for games

Vector art is math. Shapes are described as paths, strokes, fills, gradients, and Boolean operations. Because it’s resolution – independent, a vector icon can scale from a 24 – px toolbar button to a 4K splash without getting fuzzy. A .SVG or .AI file holds instructions, not pixels; at export or render time those instructions become pixels.

Raster art is pixels from the start. A 2048×2048 texture is a grid of color values, and scaling it up or down involves resampling. Raster excels at photographic nuance, painterly brushwork, and texture variation – everything from hand – painted backgrounds to PBR texture sets and character concept art. Common formats in game pipelines include PNG, TGA, PSD, EXR, DDS, KTX2, and WebP.

A key reality for game developers: most engines don’t render pure vector instructions at runtime for complex interfaces or art. You typically author vectors in design tools, then export them to bitmaps, sprite sheets, or signed distance fields (SDF/MSDF) that render cheaply and predictably in – engine. Raster content, on the other hand, is exactly what GPUs are built to chew through – with caveats about size, compression, and overdraw.

Where vector shines in games

Vector artwork is your best friend when clarity and scale are non – negotiable.

User interfaces and HUDs

Icons, badges, button glyphs, and simple pictograms retain crisp edges at any DPI. Author in vectors to guarantee consistency of curves, corners, and stroke weights. Export per – density bitmaps for mobile (1×/2×/3×) or go with MSDF/SDF atlases to render icons at arbitrary sizes while keeping them razor – sharp.

Logos and branding

Publisher splash screens, app icons, achievement marks, and event logos are born as vectors and only rasterized when you know the exact size. This protects edge quality across store assets, trailers, and in – game displays.

Geometric illustrations

Stylized dashboards, schematic maps, and minimal scene art benefit from vector’s clean primitives. Vector authoring makes it trivial to recolor themes or adjust corner radii without redrawing.

UI motion

Micro – animations for icons can be prototyped in vector tools, then exported as sequences or baked into sprite sheets. For app – style screens within games, Lottie – style vector playback can be an option for non – realtime – heavy interfaces, though most titles still pre – render to bitmaps to simplify GPU pipelines.

Where vectors don’t fit as well: painterly characters, textured props, foliage, and anything relying on micro – noise, grit, or photographic realism. Those live firmly in raster land.

Where raster is the right answer

Raster carries the nuance of light and material that vectors find hard to fake.

PBR textures for 3D

Base Color, Normal, Roughness/Metalness, AO, and detail overlays are raster maps by design. They supply the tiny variations that make leather soft, chrome sharp, or asphalt dusty. Even stylized titles typically rely on raster textures – just with compressed value ranges and hand – painted cues.

Hand – painted sprites and backgrounds

Platformers, adventure games, and visual novels lean on painterly layers, soft gradients, and brush textures. Raster files preserve artwork exactly as authored.

VFX flipbooks

Explosions, smoke, spells, and stylized hits live in flipbook textures. They rely on animation baked into raster frames so the GPU can blast through with predictable cost.
Marketing art and store screenshots
 Key art wants photographic control over light, edges, and detail. Raster gives you pixel – perfect control for store pages, ads, and PR assets.


Arts, which were created by SunStrike Studios artists as part of the development of the 2D strategy game style.

Performance and memory: how each choice affects shipping

It helps to map creative choices to the cost of rendering and storing them.

Vectors and runtime cost

Pure vector rendering at runtime can involve tessellation and complex shader paths. Most games avoid that overhead by rasterizing vectors during export and loading them as regular textures. The exception is SDF/MSDF icon atlases, which render crisp curves with very small textures. SDF rendering uses a tiny shader for edge reconstruction; the result is “vector – like” sharpness without vector runtime complexity.

Rasters and memory

Raster textures dominate build size and GPU memory. A few high – res PNGs can outweigh every mesh in your level. The antidotes are atlasing, format choice (KTX2/Basis, ASTC/ETC2, BCn/DXT), MIP maps, and strict resolution ladders. Transparent sprites (UI, VFX) bring overdraw costs; heavy alpha layers can bog down fill – rate on mobile. Designing with fewer stacked transparencies and tighter bounds protects FPS.

Readability vs. aliasing

Small, high – contrast details shimmer in motion. Vectors exported to proper sizes or to SDFs avoid stair – steps; raster UI should be snapped to pixel grids at target scales. For in – world textures, rely on MIP chains, anisotropic filtering, and a slightly higher roughness in specular regions to quiet moiré.

Pipelines that combine the best of both

Smart teams exploit vector for authoring and raster for runtime.

Author vectors, export to atlases

Design icon sets in Illustrator, Figma, or Affinity Designer. Establish stroke weights, corner radii, and grid alignment in the vector source. Export to a sprite sheet (PNG/TGA) with padding to avoid MIP bleeding. For dynamic scaling, generate SDF/MSDF atlases for icons and glyphs.

Bake vector UI into nine – slice

Panels and chips with rounded corners export as nine – slice sprites, letting you stretch without distorting borders. You keep the compactness of a tiny raster and the flexibility of a vector layout.

Pre – render vector illustrations at multiple DPIs

For narrative art with hard edges and gradients, pre – render at two or three DPIs. Let the engine swap assets by device tier so low – end phones don’t waste memory.

Leverage vector fonts, render text in engine

Text is a special case: fonts are vector curves in TTF/OTF. At runtime, engines rasterize glyphs to an atlas on demand or use SDF fonts to scale cleanly. This gives you crisp UI text in any language without a zoo of prerendered PNG labels.

File formats that actually ship

It’s tempting to pick whatever your art tool defaults to – but format discipline pays dividends.

For vectors during authoring

Use .AI, .SVG, or .FIG for source files. Keep shapes editable, avoid unnecessary raster effects, and store brand palettes and grids. When collaborating across tools, .SVG is the lingua franca – but be aware that complicated blends and filters may not travel perfectly.

For runtime UI and sprites

Export to PNG for lossless edges and transparent backgrounds. Where possible, compress to platform – friendly formats at import (KTX2/Basis for mobile, BCn/DXT for PC/console). If you’ve adopted SDF icons or fonts, your atlas will still be a raster file – just dramatically smaller than multi – DPI sets.

For textures

Use engine – native containers: DDS/BCn for PC/console, KTX2/ASTC/ETC2 for mobile. Normal maps should stay in formats that preserve signed detail; avoid lossy RGB compression meant for photos. If you’re streaming open worlds, keep textures tileable and budget residency aggressively.

For marketing

Maintain layered PSDs or AFDesign files as masters. Export WebP or JPG for the web, PNG for stores that require lossless, and ensure color profiles are consistent with your pipeline so brand colors don’t shift.

Art direction choices that map to vector or raster

Style drives medium.

Flat UI with bold shape language

Vector – origin art makes it trivial to maintain consistent stroke widths and rounded corners. Your HUD remains legible on cramped phones because edges are clean and contrast is tuned.

Painterly or tactile interfaces

Wood grains, fabric stitches, and brushed metals demand raster nuance. Keep layers organized and parameterized so you can retheme without repainting every screen.

Illustrated worlds and characters

When your 2D game leans into graphic poster art, you can author characters in vectors for pristine curves, then export at the exact scales needed for animation rigs. If your aesthetic is textured and expressive, raster wins – brushwork and noise patterns don’t survive vectorization gracefully.

Hybrid stylization

Many mobile titles combine vector – tight UI with richly textured environments. This contrast helps the eye separate information from ambiance and gives you control over performance hotspots.

Animation considerations

Motion sells interaction and emotion, but the pipeline differs by medium.

Vector – style motion

Micro – interactions in UI – morphing icons, toggles, loading spinners – can be authored as vectors and exported as sprite sequences. For app – like screens, Lottie or similar vector runtimes can work, but games typically prefer prerendered bitmaps to avoid runtime tessellation and to integrate with existing batching.

Raster – driven 2D rigs

Spine, DragonBones, and Unity’s 2D rigging animate raster parts – arms, heads, accessories – without redrawing. You get expressive motion and small texture sheets, especially when paired with 9 – slice and tiled elements.

VFX and particles

Even when a VFX concept is sketched as vectors, it usually becomes raster flipbooks and mesh particles to control overdraw and timing precisely.

Scaling across platforms and DPIs

Shipping on everything from small phones to 4K TVs invites “why is my icon soft?” emergencies. Bake scale into your pipeline.

Density buckets for mobile

Provide 1×/2×/3× exports for UI sprites when you’re not using SDFs. Snap icons to your base grid so pixel edges land cleanly. Test with actual devices at arm’s length – simulators lie.

Signed distance fields for iconography

SDF/MSDF atlases let you scale icons and glyphs to many sizes with one small texture and a lightweight shader. They excel at monochrome shapes and thin strokes; complex photo – style icons still need bitmaps.

Mipmaps and anisotropy for in – world textures

Enable MIPs; tune bias so distant details don’t shimmer. Anisotropic filtering pays off on angled surfaces like floors and road textures.

TV/desktop HUD scaling

On big screens viewed from afar, UI can be larger without feeling cartoonish. Develop layout rules that scale paddings and type while maintaining hit targets for controllers and mouse.

Present you The city in the trees, an unusual location by SunStrike Studios artists for Megapolis from Social Quantum.

Build size, streaming, and atlases

The lion’s share of your build often comes from art assets. Balance clarity and footprint.

Sprite atlases

Pack UI sprites and icon sets into atlases to reduce draw calls. Add padding to avoid bleeding in MIP levels. Group by usage so hot paths can be preloaded and cold paths streamed.

Texture compression

Choose the right codec per platform. KTX2/Basis provides flexible transcoding for many GPUs, useful in multi – platform mobile pipelines. Preview compression artifacts on UI edges and adjust thresholds where necessary.

Granularity for updates

Separate cosmetic packs and seasonal art into content bundles. Smaller DLC chunks reduce patch sizes and let you A/B test themes without bloating the core APK or app bundle.

Collaboration etiquette that saves weeks

Vector and raster teams often sit side by side. A little structure prevents rework.

Style bibles with tokens

Document stroke widths, corner radii, brand palettes, and spacing rules for UI. Define texture value ranges and roughness bands for PBR so raster artists land in the same physical ballpark. Treat these as tokens you can reference from code and shaders.

File hygiene

Vectors: name layers, convert expansions sparingly, avoid nested clipping masks that export unpredictably. Rasters: keep non – destructive layers, name groups, and purge hidden junk before handing off.

Export presets

Lock naming conventions, densities, color profiles, compression, and padding. Automate exports wherever possible so a reslice doesn’t become a manual, error – prone task.

Engine previews

Always preview in – engine under real lighting, tone mapping, and post. Many “this looked fine in the editor” surprises come from mismatched gamma, color profiles, or wrong import settings.

QA checks specific to vector – origin and raster assets

Quality assurance for art is more than “looks good to me.”

Vector – origin assets

Verify pixel alignment at target sizes. Check stroke uniformity across icons. Test SDF icons at extreme sizes for edge artifacts. Confirm that nine – slice sprites don’t distort corners. Audit color consistency across themes.

Raster assets

Scan for mip bleeding, alpha fringes, compression banding, and over – sharp details that flicker in motion. Exercise UI at low DPIs and high DPIs; ensure fonts don’t truncate in long languages. In 3D, watch for normal map inversions and specular pops when LODs change.

Real – world scenarios and how we decide

Mobile RPG with rich HUD and inventory

Vectors drive the iconography and frame decorations, exported to atlases and SDFs; rasters handle item art, portraits, and scene textures. The result is a crisp, readable interface that scales, with painterly detail where it matters.

Casual 2D puzzler

Graphic shapes and bright cues benefit from vector authoring, but we ship as bitmaps for performance and animation control. Any texture – like backgrounds are raster illustrations tuned for small screens.

Stylized 3D racer

UI and signage come from vector masters for clarity at speed. Cars, tracks, and decals use raster PBR textures. VFX flipbooks sell skid, smoke, and sparks while staying under mobile fill – rate budgets.

Cross – platform marketing campaign

Logos and typography stay vector until final export; social banners and store assets render as raster in multiple aspect ratios. We preserve brand color accuracy through consistent profiles and controlled LUTs.

A simple decision matrix (without numbers)

Ask a few plain questions and your choice becomes obvious.

• Does the element need to scale to many sizes with crisp edges? Author in vector and export to SDF or multi – DPI bitmaps.

• Does the element rely on texture nuance or painterly strokes? Raster is the correct medium.

• Will the asset appear in world with perspective and lighting? Use raster textures, possibly with decals or vector – origin signage baked to raster.

• Do you need micro – animations for UI? Author in vector for consistency, then export sprite sequences or timelines that integrate cleanly.

• Is the build size under pressure? Favor vector authoring with SDF for icons and aggressively compress raster textures with platform – appropriate codecs.


Tooling that plays nicely together

Choose tools that your team can share without friction.

• Vector authoring in Illustrator, Affinity Designer, Figma, or Inkscape.

• Raster painting in Photoshop, Krita, Clip Studio Paint, or Procreate.

• Texture authoring in Substance 3D Painter/Designer or ArmorPaint for PBR pipelines.

• Spine/DragonBones for 2D rigs, engine – native UI builders for layout, and shader graphs for SDF icon rendering.

• Export automation with scripts/plugins to enforce naming, density, padding, and compression.

These workflows are integrated into Unity and Unreal pipelines, with source art tracked in version control, export presets committed to the repository, and CI validating import settings so every asset arrives engine-ready.


Friendly FAQ for teams comparing vector and raster

Is vector always smaller than raster?

Vector source files can be tiny, but the textures you ship are still rasters. SDF icon atlases are extremely compact; heavy gradient – rich vector illustrations exported as PNGs aren’t. Size depends on how you export and compress.

Can I render SVGs directly in my game?

Some frameworks support SVG at runtime for simple shapes, but most 3D/2D engines prefer raster textures. For production games, exporting to sprite sheets or SDFs is more predictable and faster.

What’s the best approach for scalable text?

Use vector fonts (TTF/OTF) with dynamic rasterization or SDF fonts. You’ll get crisp text at any size without managing a dozen pre – rendered labels.

Do vectors look better on high – DPI phones?

Vectors exported properly look great at any DPI. SDF icons maintain crispness across densities. Raster art also looks excellent if authored at sufficient resolution and downsampled with the right filter.

What about color accuracy across devices?

Keep a consistent color profile in your source files and check the engine’s color management. For brand – critical assets, verify on real devices under your target tone mapping and LUTs.

How do I avoid shimmering on tiny UI?

Snap to pixel grids, adjust stroke weights to whole – pixel values at target sizes, use mip – friendly contrast, and prefer SDFs for thin shapes. In 3D scenes, rely on MIPs and slightly higher roughness to calm high – frequency details.


Portrait that our artists created for Pathfinder: Wrath of the Righteous - a new isometric single-player RPG – an indirect sequel to Pathfinder: Kingmaker being supervised by the Owlcat Games company. Pathfinder: Wrath of the Righteous CRPG ©️ 2023 Owlcat Games. Developed in association and used under license of Paizo Inc.

How SunStrike Studios helps you ship art that looks sharp and runs fast

We plug into your pipeline as an outsourced art team, or specialist QA depending on what you need.

Vector – driven UI and branding

We design icon systems, HUDs, and event logos as vectors with grid disciplines, then export to atlases and SDFs tailored to your engine. Nine – slice sprites, theme tokens, and auto – layout guidance keep your interface consistent from day one.

Raster illustration and texture pipelines

Our artists create hand – painted 2D art and production PBR textures for stylized and realistic titles. We deliver organized PSDs, trim sheets, decals, and platform – specific compressed textures so your builds stay lean.

Technical art and integration

We wire master materials, SDF shaders for icons and fonts, and import profiles that validate formats, sizes, padding, and compression in CI. Your assets arrive engine – ready, with no last – minute guesswork.

QA that covers visuals and performance

We test UI readability on small screens, spot aliasing, flag mip bleeding and overdraw, and verify consistency across device tiers. Our performance sweeps protect FPS and memory budgets before you hit soft launch.

When vector and raster work in harmony, your players notice two things: everything looks clean – and it feels effortless to play.

The bottom line

Vector vs. raster isn’t a rivalry; it’s a collaboration. Vectors give you clarity, consistency, and scalable interfaces. Rasters deliver texture, mood, and the tactile grit that sells worlds. Most successful game pipelines use vectors to author and rasters to ship, with SDF techniques bridging the gap for icons and fonts. If you anchor decisions to readability, performance, and build size – and lock export rules early – you’ll spend less time firefighting and more time polishing.

f you’re planning a project or want your current pipeline audited, SunStrike Studios can help. We’ll map vector and raster use to your style and platforms, build export automation, and deliver art that’s crisp, performant, and unmistakably yours.

Kallipoleos 3, office 102, 1055 Nicosia, Cyprus
Sun Strike Gaming Ltd.

© «SunStrike Studios» 2016-2025  

Kallipoleos 3, office 102, 1055 Nicosia, Cyprus
Sun Strike Gaming Ltd.

«SunStrike Studios» © 2016-2025 

Kallipoleos 3, office 102, 1055 Nicosia, Cyprus
Sun Strike Gaming Ltd.

© «SunStrike Studios» 2016-2025