Raijin
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Pixel Art
Services

Every pixel placed by hand. Characters, tilesets, scenes, and animation for retro and modern indie games — crisp at any resolution.

8–64px

Sprite Sizes

12fps

Snappy Frame Timing

100%

Hand-Placed Pixels

∞

Scales Without Blur

royal_archer.ase
Playing
Palette
50 frames

Hand-Crafted Pixel Art Services

Pixel art is a discipline of constraints: limited palettes, tight canvases, and every single pixel doing a job. Raijin's pixel artists design characters, animate sprite sheets, build tilesets, and paint full scenes for platformers, RPGs, simulation and tycoon games, roguelikes, and Web3 collectibles. We work at your native resolution, keep palettes consistent across the whole game, and deliver engine-ready assets that stay sharp from a phone screen to a 4K monitor.

What We Deliver

  • Native-resolution art with clean outlines and deliberate anti-aliasing
  • Frame-by-frame sprite animation — idle, run, attack, cast, death
  • Tilesets and autotile rules for Unity, Godot, GameMaker & Tiled
  • Side-view, top-down, and isometric perspectives
  • Parallax backgrounds, key art, and marketing banners
  • Locked palettes and style guides for consistent production

Pixel Art Portfolio

A selection of characters, scenes, maps, and animation from our pixel art team

One Cast, Four Worlds

The same characters carried through four eras — each level with its own palette, lighting, and mood

Neon Metropolis — Future pixel art levelMidnight Street — Present pixel art levelCastle Hall — Medieval pixel art levelVolcanic Valley — Prehistoric pixel art level
World 1-1

What We Create

Every pixel asset your game needs — from a single sprite to a full game's worth of art

Character Sprites

Heroes, enemies, NPCs, and bosses designed at your target size, with readable silhouettes and outlines

Sprite Animation

Frame-by-frame idle, walk, run, jump, attack, hurt, and death cycles exported as packed sheets

Tilesets & Autotiles

Seamless terrain, platforms, walls, and decoration tiles with rule-tile setups for fast level building

Scenes & Backgrounds

Multi-layer parallax backdrops, interiors, and set pieces with mood-driven lighting

Isometric Art

Isometric buildings, rooms, furniture, and props for sims, tycoon, and strategy games

World & Level Maps

Overworld maps, dungeon layouts, and level-select screens that guide players' progression

UI, Icons & Fonts

Pixel HUDs, inventory icons, buttons, dialog boxes, and custom bitmap fonts

Key Art & Collectibles

Store banners, trailers, social assets, and NFT/collectible animations in a pixel style

Our Development Process

A battle-tested process refined over 150+ projects

1

Style & Resolution Lock

We agree on canvas size, sprite scale, camera perspective, and outline rules before any pixels go down

2

Palette Design

A locked master palette with ramps for skin, metals, foliage, and lighting so every asset matches

3

Sketch & Silhouette

Rough blocking to test readability at 1x zoom: if it reads as a silhouette, it reads in-game

4

Pixel Clean-Up & Shading

Clean lines, selective outlining, dithering, and hand-placed anti-aliasing

5

Animation

Key poses, then in-betweens, timed per frame for snappy, responsive game feel

6

Engine Export & Integration

Packed sprite sheets, atlas data, tile rules, and pixel-perfect camera settings verified in-engine

Why Choose Raijin

The edge that makes us different from every other studio

Truly Hand-Placed

No downscaled renders or filters. Every pixel is a deliberate choice by an artist who knows the craft

Game Feel First

Our artists animate for gameplay — readable hitboxes, clear anticipation frames, and punchy timing

Consistent at Scale

Locked palettes and style bibles keep hundreds of assets looking like one artist made them

Engine-Ready Delivery

Sprite sheets, atlases, and tile rules set up for Unity, Godot, GameMaker, or your custom engine

Any Era, Any Mood

8-bit NES limits, 16-bit SNES richness, or modern HD pixel art with dynamic lighting

Art + Dev Under One Roof

We also build games, so pixel-perfect cameras, scaling, and import settings are handled for you

Tech Stack

Industry-standard tools and frameworks we use daily

Aseprite
Ps
Photoshop
Unity
Godot
Sn
Spine
Ae
After Effects

Frequently Asked Questions

Everything you need to know before getting started

A single character sprite typically ranges from $50–$300 depending on size and detail, and full animation sets are priced per frame. A complete tileset runs from $500–$3,000, and detailed full scenes from $300–$1,500. We quote per asset or per project after reviewing your scope.

It depends on your game's camera and target screens. 16×16 and 32×32 work well for top-down RPGs and roguelikes, 48–64px for detailed platformer heroes, and HD pixel art for scenes and key art. We help you pick a base resolution that scales cleanly to 720p, 1080p, and 4K.

Yes. All our pixel animation is frame-by-frame: idle, walk, run, jump, attack, cast, hurt, and death cycles, plus VFX like fire, water, and magic. We deliver packed sprite sheets with frame data for your engine.

Absolutely. We study your palette, outline rules, and shading approach, then deliver a style-match test asset before full production so new art sits seamlessly beside your existing sprites.

Yes. We create isometric buildings, interiors, characters, and props for simulation, tycoon, and strategy games, built on a consistent 2:1 grid so everything snaps together in-engine.

Native Aseprite (.ase) and layered PSD source files, PNG sprite sheets with JSON atlas data, individual frames, GIF/MP4 previews, and tile rule setups for Unity, Godot, GameMaker, or Tiled.

Ready to Build Your Game?

Tell us about your project and get a free consultation

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