2D Pixel Game Art & Maps
Budget: $30 – $250 USD
I’m building a brand-new 2D pixel-art title that will ship on both PC and mobile. Core gameplay mechanics are already prototyped; what’s missing are the visual pieces that make the world come alive and the maps that knit those pieces together.
The immediate scope covers three areas that overlap tightly:
• Sprite production – characters, enemies, props, UI elements and their frame-by-frame animations, delivered as neatly organised sprite sheets (PNG) with accompanying JSON or XML frame data if your pipeline exports it.
• Tileset design – terrain, structures and decorative elements at a consistent pixel density, ready for seamless tiling.
• Level mapping – assemble the tiles into playable, engine-ready maps (Tiled TMX or an equivalent format) and populate them with collision and spawn metadata.
Artwork should stay true to classic pixel aesthetics: clear silhouettes, restricted palettes and animation that reads well on small mobile screens without losing charm on a desktop monitor. Files must be layered and named logically so I can drop them straight into the current build (Unity and Godot templates available—use whichever you prefer).
Acceptance criteria
1. Sprite sheets import without manual cleanup, and animation clips align perfectly in-engine.
2. Tilesets tile flawlessly with no visible seams at 1× and 2× scaling.
3. Each map opens in the Tiled editor with collision, spawn points and layer hierarchy intact.
If you enjoy crafting pixel universes and have a solid grasp on efficient mobile asset pipelines, this phase should feel right at home. Let’s give this adventure its visual heartbeat and set the stage for the gameplay that follows.
The immediate scope covers three areas that overlap tightly:
• Sprite production – characters, enemies, props, UI elements and their frame-by-frame animations, delivered as neatly organised sprite sheets (PNG) with accompanying JSON or XML frame data if your pipeline exports it.
• Tileset design – terrain, structures and decorative elements at a consistent pixel density, ready for seamless tiling.
• Level mapping – assemble the tiles into playable, engine-ready maps (Tiled TMX or an equivalent format) and populate them with collision and spawn metadata.
Artwork should stay true to classic pixel aesthetics: clear silhouettes, restricted palettes and animation that reads well on small mobile screens without losing charm on a desktop monitor. Files must be layered and named logically so I can drop them straight into the current build (Unity and Godot templates available—use whichever you prefer).
Acceptance criteria
1. Sprite sheets import without manual cleanup, and animation clips align perfectly in-engine.
2. Tilesets tile flawlessly with no visible seams at 1× and 2× scaling.
3. Each map opens in the Tiled editor with collision, spawn points and layer hierarchy intact.
If you enjoy crafting pixel universes and have a solid grasp on efficient mobile asset pipelines, this phase should feel right at home. Let’s give this adventure its visual heartbeat and set the stage for the gameplay that follows.
Related categories:
Game Design
Animation
Game Development
2D Game Art
Visual Design
Unity
Godot
Pixel Art