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Services · Aseprite · Unity

Pixel Art Commissions for Games

Pixel art for games is production art: it has to animate, tile, read at gameplay scale, and land in an engine without rework. That’s the difference between commissioning from an illustrator and commissioning from a game developer who draws — every sprite I deliver is built for the pipeline it’s entering.

Fiverr has vetted this work at Pro level in Game Art, alongside Game Development — the two halves of the same discipline. Characters with full animation sets, environment tiles, props, UI elements: delivered as clean sheets with engine-ready settings, in Aseprite source when you want it.

Pixel art also plugs into the bigger offer: if your commission is part of a game that needs building, both halves can come from one place. And because the art is drawn by someone who implements it too, scope talk is precise — animation cycles, frame counts, and canvas sizes are quoted in production terms, not vibes.

Chapter 01

Who this is for

Developers who need art

You’re building the game; you need characters that animate correctly and tiles that actually tile. Delivered engine-ready, named sanely, with source files.

Studios filling a gap

A style to match, a deadline to hit — I match existing sheets and pipelines rather than imposing a style.

Projects that grow

What starts as a character commission often becomes a game. The development side of this studio is one conversation away.

Chapter 02

What's included

  • Character sprites with animation cycles: idle, walk, run, actions — scoped per character
  • Environment art: tilesets, backgrounds, props, parallax layers
  • UI elements in matching pixel style
  • Engine-ready export: sprite sheets, pivots, and import settings for Unity (or your engine)
  • Aseprite source files on request
Chapter 03

Example projects

All projects →
≤3s loop TODO §16 · gameplay clip · muted · poster fallback

Red Dad Redemption

Built from scratch in 3 weeks.

TODO engineOwn game
Case study →
≤3s loop TODO §16 · gameplay clip · muted · poster fallback

Dead Cipher

A detective adventure about solving a string of murders.

TODO engineOwn game
Case study →
Pricing

Starting points

Commissions

quoted per scope

characters, sets, and sheets are priced by count and animation load

Art + development

from $4,000

when the art is part of a game build — see pricing

Anchors are total project budgets covering the assembled team — identical here and on Fiverr. Details and cost drivers on the pricing page.

FAQ

Common questions

How is a pixel art commission priced?

By scope: number of characters, animation cycles per character, tile/set counts, and resolution. Send references and a list of what you need — you’ll get an itemized fixed quote within 48 hours.

Can you match my game’s existing art style?

Yes — style-matching existing sheets is a normal part of the work. Send what you have; if the match isn’t achievable at quality, I’ll say so before quoting rather than after delivering.

Do you deliver source files?

Yes — Aseprite files on request, plus exported sheets with engine-ready import settings. The art is yours, including the working files.

Can you also build the game the art is for?

Yes — that’s the core of this studio. Art-only commissions are welcome, and when the project needs development too, one team handles both.

What resolutions and styles do you work in?

Common game resolutions from 16×16 tiles up through large hero sprites, in styles from chunky low-res to detailed hi-bit. The right resolution follows your camera and screen-size decisions — part of the quote conversation, and I’ll push back if a choice will hurt readability in motion.

You

Have a game idea? Tell me about it.

You’ll hear back within 24 hours — usually within the hour.

Get a fixed quote in 48 hours