Aphrodi
  1. Home
  2. Games and creators
  3. 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
In short

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
Choose this package

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
Choose this package

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
Choose this package

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

ScopeSprite SetCharacters and TilesGame Pack
Characters1up to 3up to 6
Animations24 per characterper list
Tilesetsnone1, up to 48 tiles2
Items and effectsup to 10 instead of a characternoneup to 40 and up to 6 effects
UInonenoneHUD and menus
Timeline3-5 business days2-3 weeks4-6 weeks

How we draw pixel art

  1. Setup1 day

    Game resolution, tile size, character height, camera and palette.

    1
  2. Silhouettes1-3 days

    Quick character silhouettes and a sample of tiles in one colour.

    2
  3. Drawingper package

    Characters, tiles and items in the full palette.

    3
  4. Animationper package

    Movement frames checked in preview and at game scale.

    4
  5. Export1 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. 1

    Sprite size

    A 64-pixel character is several times the work of a 16-pixel one.

  2. 2

    Number of frames

    Every animation frame is a separate drawing.

  3. 3

    Directions

    A character seen from four or eight sides needs animations for each direction.

  4. 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 in pixels decides how much detail fits and how much work each animation frame takes.
Character heightWhat fitsFor which games
16 pxsilhouette, outfit colours, a few pixels of facegames with many characters on screen, retro
32 pxface, weapon, clear outfit elementsplatformers, top-down RPGs
48-64 pxexpressions, outfit detail, smoother motiongames focused on characters and combat
over 64 pxa lot of detail, each frame is a sizeable illustrationfighting 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

Let us start with a talk about your project

A free online consultation or a quote in the calculator.