I have about 8 years hobbyist experience and 4 years commercial experience in the field and over that time my approach has changed to be able to see how unique of an art pixel art is.
As a newbie pixel artist, I used very washed-out colours, changing the luminosity to convey dark and light but to really make pixel art pop, you gotta adjust the hue and saturation of your colours too. Making memorable pixel art is all about contrast and vibrancy. A lot of the time you can convey way more by adding a few pixels of white in a large mass of dark colouring for instance.
My understanding of animation has also improved, to get smooth animation I used to believe it was all about the number of frames, which more often than not makes your animation feel far slower, to convey speed it's important to have snappy animation that utilizes smear frames. The most important thing I've learned is that to animate, you just gotta start throwing stuff at the page to get some base to work from.
I'd say that my specialty is my ability to keep a consistent art style, whether this be working by myself on a long-form project, picking up where other artists have left off, or adding to their work. I've found that I have a good eye for detail, and I'm particularly good at character design, coming up with characters that fit whatever setting a client throws at me. I generally try to stick to making pixel art for game development purposes.
I can adapt to various art styles, working freelance I've had clients require me to work with art styles I hadn't had experience with previously and so far I haven't had anyone deem me unfit to follow their art requirements.
I've worked with isometric, anime-inspired, cutesy, realistic, retro, realism, and horror, I'd be surprised if someone could name one I haven't had a crack at.
I am very comfortable with animated pixel art sequences. Whether it be an animation or a scene. Compared to static pieces the challenge with animation is balancing how much detail can reasonably be maintained throughout the animation.
The key to working with animation is figuring out what style will best suit the complexity you're going to be providing. Generally, it's best to (especially if it's a small team of animators) keep the art style simpler if you want to provide smoother more complex animation. Otherwise, the process will take far longer.
Yes! It's the whole reason I became an artist, I've worked in multiple genres, horror, action, point-and-click adventure, J-RPG, strategy, turn-based combat, first-person doom-like shooters, I'm comfortable in my field but always trying to find new ways of branching out my artwork.
My favourite projects are character sprite work, but I've done quite frequent work on object assets and tile sets, as well as backgrounds but I'm far less experienced with background work.
My pricing is simple, $10 per character sprite, $10 per animation of up to 12 frames. If I'm working on a character that exceeds 128x128 or requires an exceptional amount of detail I'll talk more about the specifics with a client so we can find the best price.
For instance, I've worked on backgrounds that were closer to $200 because they required such detailed work.
I'm always happy to take in feedback and adjust my work according to what's needed. I try to talk out what's needed before producing anything. To ensure both me and the client are happy, I'll typically provide a free concept of the character we're making so we can both have a happy starting point before we dive into animation work with a character.
Even after I've provided the finished product I'm always happy to go back and make smaller changes if needed. For instance, someone might get the sprite work and find out they need to do something differently in their project so they'll require a different format, colour palette or sizing.
Make sure they're communicative from the get-go and interested in hearing what you have to say about your project. With pixel art, and any art hire I'd say it's the most important thing that you're hiring someone with people skills as there's going to be a lot of back and forth about the design of something so an artist's ego mustn't get in the way of the final product.