I will design pixel art game assets, tilesets, items and environment props

I will design pixel art game assets, tilesets, items and environment props

About this gig

I will design pixel art game assets, tilesets, items, and environment props that are clean, readable in-engine, and built to a consistent grid so they drop straight into your project.

What you get

  • Hand-crafted pixel art drawn from scratch at the resolution you need (16x16, 32x32, 48x48, 64x64, or a custom canvas) — no AI upscaling, no filtered photos, no stock tracing.
  • Tilesets authored on a true grid with matching edges, corners, and inner/outer transitions so tiles wrap seamlessly. I can deliver auto-tile-ready layouts (Wang/blob 47-tile sets) on request.
  • Environment props — trees, rocks, crates, barrels, fences, lamps, signs, furniture, foliage, ruins, and set dressing — sized to sit correctly against your tile grid.
  • Items and icons — weapons, potions, coins, keys, gems, food, tools, and UI/inventory icons drawn for clarity at small sizes.
  • A locked, cohesive palette so every asset in the batch shares the same light direction, contrast, and color logic. I'll supply the palette as a swatch file so you can extend the set later.
  • Engine-ready files: transparent PNGs, plus a packed sprite sheet on request. Source files in Aseprite (.ase) are available with the appropriate plan, including named layers and frame tags.
  • Power-of-two and pixel-perfect exports aligned to your grid, with consistent pivots/anchors so placement in-engine is predictable.
  • A short integration note describing tile size, padding/extrusion, and recommended import settings for your engine.

Everything is original work made for your project and delivered with commercial usage rights so you can ship it in a released game.

Plans

FeatureBasicStandardPremium
ScopeSmall asset packThemed setFull environment kit
Props / itemsUp to 6Up to 15Up to 30
TilesetAdd-onOne terrain tilesetMulti-terrain tileset with transitions
ResolutionSingle sizeSingle sizeYour choice + variants
Shared paletteYesYesYes
Sprite sheet packingYesYes
Source .ase filesYes
Auto-tile-ready layoutAdd-onYes
Revisions23Unlimited within scope
Commercial licenseYesYesYes

Need something between tiers or a recurring batch for an ongoing project? Message me and I'll tailor a scope before you order.

How it works

  1. Brief — You send me references, your engine and tile size, the art style you're aiming for (NES-era minimalism, modern high-color pixel art, top-down, side-scroller, isometric), and a list of the assets you need.
  2. Style frame — Before producing the full batch, I draw one or two representative pieces and lock the palette, line treatment, shading style, and light direction with you. This is the cheapest moment to change direction.
  3. Production — Once the style is approved, I produce the full set on a consistent grid, checking each asset against the others so the pack reads as one coherent world.
  4. Review — I send previews (and an in-context mockup where it helps) so you can request revisions while everything is still editable.
  5. Delivery — You receive transparent PNGs, the palette swatch, optional packed sheets, and (on Premium) layered Aseprite sources, plus the integration note.

Why choose this

I treat pixel art as a craft, not a filter. Every pixel is placed deliberately, edges are cleaned by hand, and dithering is used purposefully rather than sprayed everywhere. The biggest practical advantage is consistency: because I lock a single palette and shading convention up front, your tiles, props, and items look like they belong in the same game instead of a pile of mismatched downloads. I build tilesets that actually tile — edges line up, corners resolve, and transitions between terrains don't leave seams — which saves you hours of fighting your tilemap. Assets arrive aligned to your grid with sensible pivots, so importing is a drag-and-drop rather than a re-slicing chore. And because you get an editable, named-layer source on the top plan, you or your team can recolor, extend, or animate the set long after delivery without starting over.

Who it's for / use cases

  • Solo and indie developers building a top-down RPG, roguelike, farming sim, platformer, or dungeon crawler who need a coherent art base without hiring a full-time artist.
  • Small studios that need to extend an existing pixel set with matching props and items in the established style.
  • Game jam teams who need a tight, shippable asset pack on a defined scope and timeline.
  • Hobbyists and learners prototyping a level who want clean placeholder-to-final art on a real grid.
  • Tabletop, VN, and web projects that want crisp pixel icons, items, and environment vignettes.
  • Educators and content creators needing original, license-clean pixel assets for tutorials and demos.

Typical deliverables include a forest or cave tileset, a town set with houses and props, a dungeon kit with doors and traps, an inventory of weapons and consumables, or a cohesive icon sheet for your UI.

FAQ

Q: What resolution and tile size should I pick? If you're unsure, tell me your target screen resolution and whether the camera is top-down, side-on, or isometric, and I'll recommend a tile size. 16x16 and 32x32 are the most common; I can work larger for detailed props or hero items.

Q: Will the tiles actually tile seamlessly? Yes. I author tilesets on a true grid and test the edges, corners, and transitions so they wrap without seams. I can deliver auto-tile-ready (Wang/blob) layouts on request.

Q: Which engines do you support? The exported PNGs and sheets are engine-agnostic and work in Godot, Unity, GameMaker, LÖVE, Phaser, Construct, and others. I include an integration note with recommended import settings, padding/extrusion, and tile size.

Q: Do you provide animation? This service covers static assets — tilesets, props, items, and icons. If you need animated sprites (idle, walk, attack, effects), message me and we'll scope it as a separate, dedicated piece of work.

Q: Can you match an existing art style? Often, yes. Send me your current assets and palette; during the style-frame step I'll draw a test piece so we can confirm the match before I commit to the full batch.

Q: Do I own the work, and can I sell my game with it? You receive a commercial license to use the delivered assets in your released, monetized game. The art is original and made for your project. Reselling the assets themselves as a standalone asset pack is not permitted.

Q: How many revisions are included? Basic includes two rounds, Standard three, and Premium unlimited rounds within the agreed scope. Locking the style frame early keeps revisions minimal because the look is agreed before full production.

Q: What do you need from me to start? A short brief: your engine and tile size, references or mood examples, the asset list, and any existing palette or style guide. The clearer the brief, the closer the first draft lands.

Reviews0(0)

No reviews yet — be the first after your purchase.