Have your own pixel arts for your project, either a game, a software or an audiovisual content or product.
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By working with fixed prices, you'll have the guarantee of paying exactly for the assets you hire. This model is recommended for those projects where their developers and managers already know exactly what they're looking for. It's not recommended for those who need to experiment or try different solutions before a final asset decision.
By working with work hour model, you'll have the fastest production model. The work is done focusing on achieving the best quality possible. Better suitable for projects that demand a long term production, experimentations and trying solutions as well as many different changes and ajustments.
This model is the most interesting. If your company and your project is solid enough, you may propose a partial revenue share solution. On this case, the published game revenue is shared during certain time.
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Different stylized characters.
Usually humans or humanoids, they can be also animals, beasts, monsters, creatures and even androids
or strangely shaped creatures.
Characters may come as still sprite images or animated characters, in spritesheets or each frame as a separated image.
Any sort of machine. Usually machines have straight or solid elements and are built differently from characters.
They can be terrestrial, sea or aerial vehicles; spaceships, robots, mechas, droids or any other sort of machines.
Machines may come as still sprite images or animated characters, in spritesheets or each frame as a separated image.
Tilesets are groups of square tiles that are loaded by game engines to create scenery compositions.
Tiles usually come in 16x16 px, 24x24 px or 32x32 px.
A different tileset can be formed by 3x3 grids, but can have more tiles depending on the projects.
Images that are used on lower layers as background sceneries. They are usually horizontally tiled and can be divided in other images to create parallax effect.
Scenery elements used as sprites inside the games.
Specific sprites used for visual effects purposes. The VFXs are usually animated.
Character portraits.
They come in variated styles, dimensions and colors.
Some portraits on games have expression variations or are animated.
User Interface Arts for games, softwares and apps.
Usually icons, there are also frames, windows, buttons, backgrounds, scroll bars and many others.
Elaborated and complex pixel arts used as sole illustrations or in-game cutscenes.
Illustration for music composers and sound engineers album covers.
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