I will draw pixel art background illustration and retro game landscape


About this gig
Hi there! If you need clean, production-ready pixel art assets that actually match your technical grid, lets collaborate.
A background dictates the mood, scale, and character readability of your world. I craft handcrafted pixel art backgrounds, responsive game backgrounds, and immersive stream backgrounds built for real production utility.
Built for Your Workflow:
- Indie Game Dev: Assets for side-scrollers, top-down maps, or title frames. Ready for clean import into Unity, Godot, or RPG Maker.
- Streamers: Custom backdrop environments for Twitch overlays and BRB screens that won't clash with your UI alerts.
- Scenery & Covers: High-fidelity layouts for album artwork, wallpapers, and banners.
️ Production Standards:
- 100% Hand-Placed Pixels: Zero AI. Fully compliant with Steam's asset submission policies.
- Engine-Ready Files: Clean, layered source file hierarchies (PSD/Source files) so you can easily script your parallax depth loops.
- Commercial Clearance: Full commercial rights are completely yours.
Drop me a message with your tile size or reference board, and let's map out your world!
Delivery style preference
Please inform the freelancer of any preferences or concerns regarding the use of AI tools in the completion and/or delivery of your order.
Get to know mason W
Bringing retro game worlds and characters to life pixel by pixel
- FromUnited Kingdom
- Member sinceJun 2026
- Avg. response time1 day
Languages
English, French, Spanish, Italian, Dutch
Other Game Art Services I Offer
FAQ
Do you use AI tools or templates to generate your pixel art backgrounds?
Absolute not. Every single asset is created entirely by hand, pixel by pixel, in professional sprite software. Your delivery is 100% authentic digital art, making it completely safe and fully compliant with Steam’s strict asset submission policies, storefront rules, and copyright guidelines.
Will my background be broken down into separate layers for parallax scrolling?
Yes! If you order the Standard or Premium tiers (or add the parallax extra), I structure the source file with cleanly organized, individual layer hierarchies (sky, far background, midground, foreground). This allows you to easily import the assets into engines like Unity, Godot, or Unreal.
What file formats will I receive upon project completion?
Every delivery includes a crisp, lossless master PNG file at the native retro pixel resolution, a scaled-up high-resolution preview version (so it doesn't look blurry on modern screens), and the fully layered master source file (PSD or native Aseprite format) depending on your production pipeline.
Can you adapt your work to specific engine grid sizes or custom aspect ratios?
Definitely. I regularly work with standard game dimensions and aspect ratios (640×360, 1280×720, 1920×1080) as well as classic tile grids (16×16, 32×32, or 64×64). If your engine requires an unusual canvas size, just drop me a message before ordering and I will set up a custom layout for you.
Do your packages include background animations or looping frames?
The base packages are for static, high-quality backgrounds. However, I offer custom frame-by-frame pixel animation (like moving clouds, blinking lights, or glowing neon) as a gig extra. Drop me a message with your animation concepts, and I can give you a quote based on the complexity and frame count
Can you match an existing art style or specific color palette?
Yes, absolutely. If your game already has a defined aesthetic or uses a specific retro color palette (like Lospec palettes, GBC, NES, or custom HEX codes), just send over your style guide or reference sprites. I will ensure the new background seamlessly blends with your existing assets.
How do revisions work during the design process?
I work transparently. For the first milestone, I will send you a rough sketch or a basic color block-out of the composition to make sure the perspective and layout are exactly what you want. Once you approve the layout, I move on to the final detailing, shading, and pixel clean-up phases.
