Pixelforge for Android
Our own pixel art app, published on Google Play — the same tool the studio draws in.
- Layers, onion skin and frame timing
- Locked and swappable palettes
- PNG, GIF and sprite sheet export
- Works offline on the phone
Remote digital studio — working with teams in any time zone
We build the pixel art app people draw in on Android, and we draw the sprites, tilesets and UI that ship inside other people's games.
Our Android app snaps every stroke to the pixel: fixed canvases, pan-and-zoom that never blurs, symmetry, and a one-tap undo stack that survives a phone call mid-drawing.
Onion skin across previous and next frames, per-frame timing, and a preview loop that plays at the speed your engine will run it.
Lock a palette, swap it globally, ramp shades without guessing. Import a palette from an existing sprite and keep a whole tileset on-key.
Characters with full walk and attack cycles, seamless terrain tiles, props, icons and HUD frames — drawn to your grid size and colour count, not ours.
Transparent PNG, animated GIF, or a packed sprite sheet with matching coordinates, so the handover is a file copy and not a rebuild.
Ready-made bases — RPG terrain, platformer hero rigs, dungeon props, menu kits — editable in the app so a hobbyist isn't staring at an empty canvas.
Work in progress, on the canvas and on the desk.
Tell us which of these you need and we'll come back with scope and a quote.
Our own pixel art app, published on Google Play — the same tool the studio draws in.
A defined list of characters, props or tiles drawn to your existing style guide.
Editable starting points for hobbyists — open one in the app and repaint it.
Art direction across a full title: one palette, one grid, one hand from menu to boss.
Scope, grid size and colour count are agreed in writing before any drawing starts.
Grid size, colour count, engine, and a couple of references — even a screenshot of your current build is enough to start.
We draw one asset before the rest so you can judge the hand, the palette and the readability at actual game size.
Assets land in batches you can drop into the project as they arrive, instead of one delivery at the end.
Source files, packed sheets and coordinates, named the way your project expects them.
I sketched a boss on the train in the app, sent the file over, and got back a full attack cycle on the same grid. Nothing had to be redrawn.
The palette lock is the feature I didn't know I needed. My tileset finally looks like one tileset.
Style test up front saved us an argument. We changed the outline colour once and then it was just assets arriving.
Characters, tiles, a UI kit, or the whole art pass — send the shape of it and we'll reply with scope and a quote.
Someone from the studio will get in touch shortly with questions and a quote.
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