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THE LOST PIXELS HAVE WORKED ON MANY COOL PROJECTS SINCE OUR LAUNCH IN 2021!

Whilst the majority of our work is ongoing & confidential, we welcome you to explore this sampling of our portfolio!

2D ART

Looking for Character or Location Design? Perhaps props and weapons for your next adventure? Maybe you’re in need of some beautiful marketing art that will entice players to grab your game or icons that will stand out in your menus and HUD.

You’ve come to the right place.

MARKETING ART

MARKETING PIECE 1: ROUGH TO FINAL
MARKETING PIECE 2: FINAL
UN-USED MARKETING ART ROUGHS
MARKETING ART FOR IN-GAME EVENTS AND SOCIAL MEDIA POSTS

UI / ICONOGRAPHY

TRANSITION GRAPHICS
GATCHA SEQUENCE MOCKUP

CONCEPT & ILLUSTRATION

DUNGEON CONCEPT WITH UI MOCKUP
ALIEN PLANET ENVIRONMENT CONCEPTS
KING OF THE FOREST CHARACTER CONCEPTS
CHARACTER & ENVIRONMENT STYLE EXPLORATION
CHARACTER EXPLORATION

ANIMATION

Breathe some life into your project with movement. We’ve got classically trained animators (yep, on paper!) with experience in 2D, 3D and Motion Design. We’ve got you covered from animatic to cinematic.

ANIMATION

Breathe some life into your project with movement. We’ve got classically trained animators (yep, on paper!) with experience in 2D, 3D and Motion Design. We’ve got you covered from animatic to cinematic.

TRAILER & MINIGAME ANIMATIONS – THE WIZARD OF OZ IDLE MERGE

TECHNICAL ART

Are you experiencing the plague of wasteful texture atlases, maybe you’re drowning in draw calls or just need that extra ‘oomph’ to make your game art sizzle without killing framerate – we’ve got the cure!

SHIP HANGAR EFFECTS – STAR ATLAS

STATED GOAL: Delivering a variety of effects while minimizing texture memory footprint and particle overdraw.

CHOSEN SOLUTION: A shader using a tiling, packed noise texture to simulate gasses on the cheap. By combining different vertex colors, uv padding and offset, the user can author relatively complex visuals within one draw call.

PLANET CUSTOMIZATION – STAR ATLAS

STATED GOAL: Allowing for a variety of planet types while minimizing memory footprint.

CHOSEN SOLUTION: The team had a workflow sketched out for authoring textures in Substance Designer, so we wrote a shader to work with these. Controls include gradient ramp selection, height based water level, cloud cover, atmosphere and surface emission that are biased against scene lighting.

DEVELOPMENT

Software engineering is both a science and an art. Whether you need battle-tested C++ programming, expertly sleuthed-out solutions for legacy code problems, or innovative visions brought to players around the globe, you’ve found the right team. We’re here to deliver quality software solutions tailored to your unique needs.

NEW FEATURES & ACCESSIBILITY – SKETCHBOOK

The Lost Pixels’ software engineers have been working hard on Sketchbook Mobile to incorporate new features and improve accessibility, all with the goal of simplifying the lives of digital artists.