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Pix

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A member registered Jul 04, 2022

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Hi!

Pixel artist and art director here with over 10 years in the games industry. A space-fantasy game featuring simulated pixel materials and destructible worlds sounds like a really fun visual puzzle, especially since unique planets and massive bosses need a visual identity strong enough to hold together even while the world around them is being actively torn apart.

You can check out my portfolio here: https://pix.portfolio.site/

If I came on board, I'd jump in squarely on the art side, helping shape the overarching visual identity, characters, and boss designs.

Before diving into too many specifics, I do have a couple of quick questions: what does the collaboration structure look like on your end. are we talking paid work, revenue share, or a mix of both? Also, are the art assets traditional sprite-based elements, or do they tie directly into the simulation itself like the destructible materials?

You can reach me here or directly on Discord at pix_wizrd.

Best,

Bruno

Hey

Pixel artist and animator here with over 10 years in the games industry. Adapting a large roster of existing designs into one cohesive chibi style—complete with walk cycles, attacks, hit reactions, and death animations—is exactly the kind of large-scale production problem I'm completely comfortable tackling.

You can check out my portfolio here: https://pix.portfolio.site/

The most relevant experience I bring is building multi-directional character animation sets (walks, attacks, and hits) across multiple characters sharing consistent rigs, as well as developing modular character systems that keep animations clean and readable across various visual iterations.

As for pricing, for a full character set at the frame counts you listed (including 4-direction walks, hits, attacks, and deaths), I'd estimate roughly $130 to $180 per completed character, depending on how complex the specific design is. I'd definitely want to see a few of the more complex designs first before we lock in a hard flat rate.

  • Capacity: Around 3 to 4 characters per week, depending on final frame counts and complexity.
  • Availability: 20-30 hours per week.

I'm more than happy to start with a test character to dial in the style, and I'd love to chat through strategies for keeping a massive batch of 3,000 sprites consistent and organized.

Best,

Bruno

Hey! Pixel artist and animator here with over 10 years in the industry. Blending gothic architecture with alien tech without making either side feel like some generic stock asset pack is honestly the exact kind of art-direction puzzle I love sinking my teeth into.

You can check out my portfolio here:

https://pix.portfolio.site/

When it comes to character animation, my strongest proof of concept is a pair of arcade games that shared a single character roster. They needed full combat movesets, attacks, hit reactions, stances—plus a completely different set of sports and dunk animations on the exact same base characters. It's a great reference for keeping proportions and timing rock-solid across wildly different animation types on one rig.

For environment art, I directed the entire visual identity of a top-down game solo, using an "Adventure Time meets Berserk" tonal reference for the NPCs, environments, and overall art direction. I’ve also tackled large-scale modular environments, building dozens of ambient animated set-pieces like creatures, machinery, and background life designed to make a world feel genuinely alive rather than just serving as static background dressing. That lines up pretty closely with the atmospheric, lighting-friendly environment work you're after.

As for shipped and released work, I worked on Sacrifice Your Brothers (available on itch.io), along with that top-down game and various commercial animation projects—the biggest and most demanding being a fully animated product commercial.

My rates sit at a standard $45/hr. I’m also totally down to start with a paid test on Viktor's basic movements first. That's honestly the smartest way to check fit before either of us commits to a bigger scope.

Availability-wise, I've got room to take on ongoing work alongside my current projects.

I prefer using Discord for communication, and I'm totally comfortable with iterative feedback and dropping regular progress updates as I go. if you eant to add me, this is my discord pix_wizrd

Let me know if you want to pull up anything more specific from the portfolio before we kick off the test!

Hey!
Played through Null Rush after seeing it place in the GMTK top 20, huge congrats, that placement was super well earned. The core loop is genuinely tight and it really stuck with me

I've been a pixel artist and art director for 10+ years, and I'd love to work with you on this if you're planning to keep developing it past the jam. You can take a look at my portfolio here: https://pix.portfolio.site/

I'd love to chat about the game and where you're thinking of taking it next, though absolutely no pressure either way. I'll drop my Discord here just in case you want to connect: pix_wizrd

Hi!

Definitely interested in this — cozy, emotionally-driven pixel environments are genuinely my favorite thing to build.

I’ve been doing pixel art for over 10 years, and a lot of my work centers around creating coherent, moody worlds where every new asset feels like it was always part of the same environment.

Here are a couple of top-down environment pieces for quick reference:

 



My Discord is pix_wizrd if you want to swap details and talk through the scope.

Portofolio: https://pix.portfolio.site/

Cheers,

Bruno (Pix)