Remote digital studio — working with teams in any time zone

Pixelforge Studio

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.

  • Pixel art app
  • Sprite commissions
  • Android

What the studio actually makes

A drawing tool built for the grid

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.

Frame-by-frame animation

Onion skin across previous and next frames, per-frame timing, and a preview loop that plays at the speed your engine will run it.

Palette discipline

Lock a palette, swap it globally, ramp shades without guessing. Import a palette from an existing sprite and keep a whole tileset on-key.

Sprites, tilesets and UI on commission

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.

Export that drops straight into a project

Transparent PNG, animated GIF, or a packed sprite sheet with matching coordinates, so the handover is a file copy and not a rebuild.

Template packs to start from

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.

What you can ask us for

Tell us which of these you need and we'll come back with scope and a quote.

Most asked about

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

Sprite & asset commission

A defined list of characters, props or tiles drawn to your existing style guide.

  • Style test before production
  • Full animation cycles per character
  • Source files plus packed sheets
  • One revision round per asset

Template packs

Editable starting points for hobbyists — open one in the app and repaint it.

  • RPG terrain and dungeon sets
  • Platformer hero rigs
  • Menu and HUD kits
  • Palette files included

Whole-game art pass

Art direction across a full title: one palette, one grid, one hand from menu to boss.

  • Style guide you keep
  • Production in agreed sprints
  • Engine-ready naming and folders
  • Handover call at delivery

Scope, grid size and colour count are agreed in writing before any drawing starts.

How a commission runs

  1. Send the brief

    Grid size, colour count, engine, and a couple of references — even a screenshot of your current build is enough to start.

  2. Style test first

    We draw one asset before the rest so you can judge the hand, the palette and the readability at actual game size.

  3. Production in sprints

    Assets land in batches you can drop into the project as they arrive, instead of one delivery at the end.

  4. Engine-ready handover

    Source files, packed sheets and coordinates, named the way your project expects them.

What people say

★★★★★
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.
Marek
★★★★★
The palette lock is the feature I didn't know I needed. My tileset finally looks like one tileset.
Priya
★★★★☆
Style test up front saved us an argument. We changed the outline colour once and then it was just assets arriving.
Tom

Tell us what needs drawing

Characters, tiles, a UI kit, or the whole art pass — send the shape of it and we'll reply with scope and a quote.

  • An artist from the studio reads it, not a bot
  • You get questions, a scope and a quote in writing
  • The first reply includes a style direction you can react to