- Home
- Games and creators
- Pixel art
Pixel art commission: animated character sprites, tilesets, items and UI for your game
We draw pixel art for games: animated characters, tilesets, items, effects and interfaces in one palette and on your game's grid. Files are delivered as sprite sheets and Aseprite files ready for your engine. A sprite set starts at 600 PLN net.
- Price
- from 600 PLN
- Timeline
- 3-5 business days
- Copyright
- Full
How much does a pixel art commission cost?
A sprite set starts at 600 PLN net, characters with animations and a tileset at 1,900 PLN, and a pixel art game pack at 4,500 PLN. Your game's resolution. We set the character height, for example 16, 32 or 64 pixels, based on the camera and tile size in your project.
- Price
- from 600 PLN
- Timeline
- 3-5 business days
What you get in a pixel art project
Everything is drawn in one palette and grid, which we save together with the files.
Characters
Character sprites at a set height, with movement, attack and reaction animations.
Tilesets
Terrain, wall and decoration tiles that join without visible seams.
Items and effects
Weapons, resources, rewards, explosions, spells and hits in the style of the characters.
Pixel art UI
Frames, buttons, bars and icons on the game's pixel grid.
Palette
A palette file the whole project uses, ready to import in Aseprite.
Engine files
Sprite sheets on an even grid, JSON frame data and Aseprite files.
Every pixel placed on purpose
Pixel art looks simple until you start drawing it. In a character 32 pixels tall, every pixel decides whether the eyes are visible, whether the hand holds the sword and whether the movement is smooth. One stray pixel ruins the silhouette, and an inconsistent palette makes characters look as if they came from different games.
That is why we start with technical decisions: game resolution, tile size, character height, light direction and the colour palette. These rules keep the whole project in one style, even when there are hundreds of assets.
We draw animated characters, tilesets for building levels, items, effects and pixel art interfaces. We check every animation in motion and at the scale players will see it, because everything looks good zoomed in.
Files are delivered as sprite sheets on an even grid with a frame description and as Aseprite source files, so your team can add more animations in the same style.

Pixel art in a game engine
Filtering
Pixel art textures need filtering without smoothing: Point in Unity, Nearest in Godot. Otherwise the edges blur.
Whole-number scaling
The game should scale art by a whole multiple, such as two or three times, so all pixels are the same size.
Compression
Texture compression can shift palette colours, so for pixel art it is worth turning off or checking.
Pivot point
Every frame of an animation shares the same pivot, for example at the character's feet, so the character does not jump.
Packages and prices
Net prices. Anything beyond a package is quoted before we start.
Sprite Set
One character with basic animations or a set of items in your palette.
from600 PLN
3-5 business days
- 1 character up to 32 x 32 px with idle and walk animations, up to 12 frames
- or up to 10 items or icons
- Sprite sheet and Aseprite file
- Palette file
Most chosen
Characters and Tiles
Characters with a full set of animations and a tileset for one area of the game.
from1,900 PLN
2-3 weeks
- Up to 3 characters with 4 animations: idle, walk, attack and hit
- A tileset for one area, up to 48 tiles
- Shared palette and grid
- Sheets, JSON frame data and Aseprite files
Game Pack
Pixel art for the first playable version of a game: characters, worlds, items, effects and UI.
from4,500 PLN
4-6 weeks
- Up to 6 characters with animations
- 2 tilesets for game areas
- Up to 40 items and icons
- Up to 6 effects
- Pixel art HUD and menus
- Palette, sheets and source files
Net prices in PLN, starting from the amount shown for the scope described. We reserve about 15% of the project time for revisions, so a bigger project gets proportionally more time for changes. Anything beyond the package is quoted before we start.
Package comparison
| Scope | Sprite Set | Characters and Tiles | Game Pack |
|---|---|---|---|
| Characters | 1 | up to 3 | up to 6 |
| Animations | 2 | 4 per character | per list |
| Tilesets | none | 1, up to 48 tiles | 2 |
| Items and effects | up to 10 instead of a character | none | up to 40 and up to 6 effects |
| UI | none | none | HUD and menus |
| Timeline | 3-5 business days | 2-3 weeks | 4-6 weeks |
How we draw pixel art
Setup1 day
Game resolution, tile size, character height, camera and palette.
1Silhouettes1-3 days
Quick character silhouettes and a sample of tiles in one colour.
2Drawingper package
Characters, tiles and items in the full palette.
3Animationper package
Movement frames checked in preview and at game scale.
4Export1 day
Sheets on an even grid, JSON and Aseprite files.
5
We reserve about 15% of the project time for revisions. Resolution and tile size must be settled before drawing, because changing them means redrawing everything.
What pixel art pricing depends on
Character size and the number of animation frames make the biggest difference.
- 1
Sprite size
A 64-pixel character is several times the work of a 16-pixel one.
- 2
Number of frames
Every animation frame is a separate drawing.
- 3
Directions
A character seen from four or eight sides needs animations for each direction.
- 4
Tilesets
Tiles for autotiling need many connection variants.
How not to overpay
- Settle the resolution before ordering
- Start with fewer frames
- Use mirroring for directions
- Order characters and tiles together
Who we draw pixel art for
Indie game developers
When a retro-style game needs consistent art from characters to interface.
Game jams and prototypes
When a prototype has to look good for a pitch or a demo.
Servers and mods
When custom content for an existing game needs items and icons.
Creators and streamers
When a channel needs a pixel art character for emotes, alerts and an overlay.
Brands
When a campaign or website should look like a classic game.
What to prepare before ordering pixel art
Technical decisions matter most. If you have not made them, we will help.
0 / 6 ready
- Game resolution and tile size
- Character height or a prototype screenshot
- A list of characters, animations and items
- A palette or games whose colours you like
- Engine and preferred sheet format
- Descriptions of the characters and world
Character size and detail
| Character height | What fits | For which games |
|---|---|---|
| 16 px | silhouette, outfit colours, a few pixels of face | games with many characters on screen, retro |
| 32 px | face, weapon, clear outfit elements | platformers, top-down RPGs |
| 48-64 px | expressions, outfit detail, smoother motion | games focused on characters and combat |
| over 64 px | a lot of detail, each frame is a sizeable illustration | fighting games, narrative games, dialogue portraits |
Pixel art for your game without surprises
Game resolution first
In pixel art you cannot rescale art later without losing its character. A character drawn at 32 pixels and scaled to 48 becomes blurry or jagged, so it has to be redrawn. That is why we settle the game resolution, tile size and character height before the first sprite.
A screenshot of the prototype helps, even with boxes instead of art. It shows how much of the screen the character takes, how many tiles fit across and how far the player can see.
A palette that holds the style
A limited palette is one of the things that make pixel art look consistent. All characters, tiles and items use the same colours, so even assets drawn at different times fit together.
We choose the palette to match the mood of the game and test it on characters and tiles at once, because characters must stand out from the background. The palette file is delivered with the art so your team can use it.
Frame-by-frame animation
We draw pixel art animation frame by frame, and each frame is a separate drawing. The number of frames affects smoothness and cost: a four-frame walk is readable and light, an eight-frame walk smoother but twice the work.
We agree the number of frames for each animation in the brief and check the motion in a preview at game speed. Sprite sheets are exported with JSON frame data that most engines can read.
Questions before you order
Related services
Let us start with a talk about your project
A free online consultation or a quote in the calculator.