Who is the Best Pixel Artist?

Pixel art collage of eight influential pixel artists represented by stylized portraits

Earlier this year I wrote an article about how to hire a pixel artist, where I laid out all the questions you should ask yourself—and your potential pixel artist— to determine who is the best fit for you. While the article was filled with useful information, such as defining your project goals, evaluating a pixel artist’s portfolio, and even what types of questions you should be asking the pixel artist, what it lacked was a starting point to actually find pixel artists. After all, there are hundreds of them now, and the overwhelming majority are hobbyists or content creators, more interested in racking up TikTok views with their time lapse videos than following a creative brief for a multi-million dollar client.

So as a complement to that article I’ve put together a list of the top currently working pixel artists in the world as of 2026, as a basic starting point to help you find the right one for your project. The truth is there is no “best pixel artist”, but there do exist pixel artists who are arguably the best at what they do. Each one of these pixel artists has a very unique set of skills, an established history of professionalism and, of course, creates beautiful pixel art.

Click on any name below to jump to the pixel artist’s respective section:

Henk Nieborg - The Grizzled Pixel Art Veteran (1990)

eBoy - Putting Bitmap on the Map (1997)

Paul Robertson - The Animation God (2006)

Jude Buffum - The Art Director’s Pixel Artist (2007)

Thomas Feichtmeir - The Pixel Architect (2010)

Uno Moralez - The Underground Pixel Auteur (2011) 

Pedro Medeiros - The Gameplay Physicist (2012)

Slynyrd - The Pixel Professor (2015)

Henk Nieborg - The Grizzled Veteran (1990–present)

Pixel art gameplay screenshot from Lionheart (1993) by Henk Nieborg, showing detailed fantasy environments, organic textures, and early high-end pixel art for home computers.

Lionheart, 1993

Henk Nieborg began his pixel art career at a time when the medium was still being invented in real time. Even then, his techniques, color usage, and visual language stood out as some of the best of its era, helping define what high-end pixel art could look like on early home computers and consoles.

High-detail pixel art environment from Battle Axe (2021) by Henk Nieborg, showing lush fantasy terrain, layered backgrounds, and polished modern retro game visuals.

Battle Axe, 2021

More than 35 years later, that foundation has carried forward into modern production, where Henk continues to create some of the most historically authentic, game-centric pixel art being made today. 

Pixel art screenshot from Xeno Crisis (2019) by Henk Nieborg, featuring detailed sci-fi environments, enemies, and lighting inspired by classic console shooters.

Xeno Crisis, 2019

His recent work demonstrates a rare continuity: visuals that feel true to their original hardware inspirations while meeting contemporary expectations for polish, scale, and budget, including contributions to major IP such as Terminator. Few pixel artists can claim that kind of uninterrupted relevance, and fewer still are producing work at this level decades into their careers.

Pixel art gameplay screenshot from Terminator 2D: No Fate (2025) by Henk Nieborg, depicting action-heavy scenes rendered in a historically accurate retro pixel art style.

Terminator 2D: No Fate, 2025

Best for:
Premium retro-style games that look historically accurate while still meeting modern production standards. If you ever wanted to work with one of the original generation of pixel artists, from a time when all commercial games were built this way, Henk may be your last realistic opportunity to do so. That said, he is not a good fit for small or casual projects. His work is structured around full-scale game production, long timelines, and serious budgets. However, if you are a large publisher or IP owner, Henk is one of the clearest choices available.

URLs:

https://bitmapbureau.com

https://www.artstation.com/henknieborg

eBoy - Putting Bitmap on the Map (1997–present)

Large isometric pixel art cityscape by eBoy showing a dense urban neighborhood with rooftops, palm trees, street scenes, and dozens of characters, illustrating eBoy’s signature modular Pixorama style.

Isometric cityscape illustration. Client: Creation Angola

Steffen Sauerteig, Svend Smital, and Kai Vermehr, better known as eBoy, were the first pixel art studio to find sustained success outside of the video game industry. Their illustrations have been widely used across editorial, advertising, branding, and print, often at large physical sizes where pixel art is expected to fail. Instead, the work holds together precisely because of its disciplined construction.

Large-scale isometric pixel art illustration by eBoy created for a Pepsi Lemon Flavor campaign, depicting a futuristic city scene integrated with branding elements, signage, and stylized characters.

Client: Pepsi

The emergence of eBoy happened in Berlin, just as pixel art in video games was being leapfrogged by 3D polygon graphics toward the end of the 1990s.They saw pixel art as a visual language worth preserving and, from the outset, treated it as a finished illustration medium capable of handling scale, density, and complex information.

Isometric pixel art illustration by eBoy featuring a playful, colorful city environment with blocky architecture, water features, and cartoon characters, created for a Nickelodeon project.

Client: Nickelodeon

Their signature works, which they coined “Pixoramas,” are large, meticulously constructed scenes built from strict isometric grid systems and modular components. These images emphasize systems over characters: cities, infrastructure, signage, crowds, and visual noise, all rendered with extreme consistency and internal logic. The work functions less like a game scene and more like an illustrated architectural map built from cubes.

Best for:
Dense, information-rich pixel art illustration for advertising, editorial, or other large-format commercial use.

URLs:
https://eboy.com
https://hello.eboy.com

Paul Robertson - The Animation God (2006–present)

Black-and-white pixel art action scene from an animated short, depicting chaotic combat between cartoon characters in a hallway with exaggerated motion and impact frames.

Pirate Baby’s Cabana Battle Street Fight 2006

When it comes to pixel art animation, Paul is the undisputed GOAT. When his 12 minute short “Pirate Baby’s Cabana Battle Street Fight 2006” debuted at the Next Wave Festival in Melbourne, it combined the visual language of arcade beat ‘em ups with the hyper-stylized action of Japanese anime to push animation far past what any pixel art games had previously attempted.

Pixel art scene from Scott Pilgrim vs. The World: The Game, featuring a nightclub interior with multiple characters, disco lights, and arcade-style crowd composition.

Scott Pilgrim vs. the World, 2010

It was only fitting that Ubisoft later enlisted Robertson to create the pixel art and animation for the 2010 video game adaptation of Scott Pilgrim vs the World, which brought that next level pixel art animation back into the video game realm. It’s a great example of how ideas developed outside of an industry can push a creative discipline forward, then bring those advances back to fundamentally change how we think about what that medium is capable of. 

Pixel art animation frame inspired by Rick and Morty, showing Rick battling a grotesque monster in a surreal sci-fi environment with vivid neon colors.

Rick + Morty in the Eternal Nightmare Machine, 2021

Paul’s commercial work, even outside of gaming, demonstrates that his approach to animation succeeds at any scale. Whether it’s 5-second broadcast bumpers for Nickelodeon, a four-minute music video for Architecture in Helsinki, or the seventeen-minute pixel art short film Rick and Morty in the Eternal Nightmare Machine for Adult Swim, his animation relies on expressive motion, ludicrous character forms, and pop culture self-awareness.

Pixel art title screen from the animated series Jimmy and the Pulsating Mass, showing colorful cartoon characters and bold pixel typography against a bright sky backdrop.

Jimmy and Baby, 2024

Best for:

Pixel art video games where expressive, fluid animation carries the feel of play, especially beat ’em ups and action-heavy titles. Film or television projects that want pixel art animation to feel like those same games, driven by physical motion, exaggerated timing, and combat-forward energy rather than static or minimalist movement.

URLs:
https://linktr.ee/probzzzz
https://probertson.tumblr.com/

Jude Buffum - The Art Director’s Pixel Artist (2007–present)

Pixel art illustration of a Super Mario–inspired terrarium inside a glass dome, featuring pixel soil, question blocks, mushrooms, and a stylized plant growing upward.

Mushroom Terrarium, 2011. Gallery: Giant Robot

Jude Buffum began working as a pixel artist in 2007, several years into a professional graphic design and illustration career. From the outset, his approach treated pixel art as a flexible illustration language rather than a game production constraint, which naturally led to pixel art illustration work in editorial, consumer products, and advertising rather than traditional game pipelines.

Pixel art packaging illustration by Jude Buffum for Marvel Legends X-Men Sentinels action figures, featuring bold character art and retro-inspired pixel aesthetics designed for retail packaging.

Pixel art packaging for Marvel Legends action figures. Client: Hasbro

Unlike most pixel artists, whose experience is concentrated in games, Jude’s pixel art has appeared across a wider range of commercial contexts than almost anyone currently working in the medium. His work has graced retail products, magazine and book covers, advertising campaigns, social media, and brand systems. Art directors hire Jude Buffum when they need pixel art that functions as a cultural reference, or as a way to visually communicate technology, games, or digital concepts outside of an actual video game.

Pixel art typography gift cards designed for Target, featuring bold retro lettering with celebratory themes like “Level Up Grad” and “Happy BDay” against sky and fireworks backgrounds.

Pixel art gift cards. Client: Target

A key differentiator in Buffum’s work is typography. Most art directors know that pixel art can easily clash with traditional typefaces, but thanks to Jude’s background in graphic design and art direction, he brings a skillset most pixel artists do not: the ability to integrate pixel art illustration with 8-bit typographic logos, headlines, and other copy.

Pixel art beer can packaging illustration by Jude Buffum for Yards Brewing’s Very Mega! beer, combining pixel typography, character art, and branding elements.

Pixel art packaging. Client: Yards Brewing Company

While Jude has worked on video games, including projects for Sony and multiple advertising-driven games for brands like Coach, Adult Swim, and Taco Bell, games are not the core of his practice. Rather, his career demonstrates how pixel art can operate as a professional commercial illustration style across nearly every category where art directors commission work, well beyond traditional game development.

Pixel art portraits by Jude Buffum of Michael Cera and Jason Schwartzman as Scott Pilgrim characters, created for Entertainment Weekly with video game-inspired composition and typography.

Pixel art and typography for magazine spread. Client: Entertainment Weekly

Best for:
Editorial, packaging, and advertising projects that require pixel art illustration with a graphic designer’s sensibility. Pixel art portraits. Brand systems and campaigns where typography, layout, approvals, and real-world production constraints matter as much as the pixel art itself.

URLs:
https://the-pixel-artist.com

Thomas Feichtmeir - The Pixel Architect (2010–present)

Pixel art exterior scene from Blasphemous showing a cathedral entrance with gothic stonework, iron lampposts, and vertical architectural detailing

Blasphemous, 2019

Whether he’s consulting on game systems design or constructing literal environments, Thomas Feichtmeir’s pixel art superpower is understanding the architecture of games.

Pixel art bell tower environment from The Mummy Demastered showing a massive bronze bell integrated into a stone architectural structure

The Mummy Demastered, 2017

His work on The Mummy Demastered, translating real-world film sets into playable “metroidvania” environments, required familiarity with classical architecture, combined with a deep understanding of level design and modular tile systems. This same expertise carried over to Blasphemous, where he contributed architectural elements such as doors, windows, altars, and structural motifs informed by the gothic and baroque styles.

Pixel art church interior from Blasphemous featuring gothic arches, candlelit pews, religious statuary, and stone tile construction

Blasphemous, 2019

Beyond environment design, Feichtmeir has also worked as an art director on game projects including Gestalt: Steam & Cinder, Streets of Rogue 2, and Dome Keeper. In these roles, he has advised teams on UX design, production scope, and pixel art legibility while simultaneously contributing background and tile set art. His work sits at the intersection of environment construction and game systems, where visual design, level structure, and production planning directly affect one another.

Pixel art gameplay scene from Gestalt: Steam & Cinder showing a large mechanical boss arena with layered industrial architecture and foreground machinery

Gestalt:Steam & Cinder, 2024

Best for:
Games that require imposing bosses and painterly environments

URLs:

https://www.artstation.com/thomasfeichtmeir/profile

https://www.instagram.com/cyangmou/

Uno Moralez - The Underground Pixel Auteur (2011–present)

Black and white 1-bit pixel art animation by Uno Moralez featuring a turtle and butterflies.

You hire Uno Moralez when you want something deeply strange, unsettling, and unlike anything else in pixel art. His work often reads like pen-and-ink comics filtered through low-resolution digital constraints: stark compositions, obsessive detail, and imagery that feels symbolic rather than decorative. Influenced by underground comics, arthouse cinema, and religious iconography, his pixel art is closer to visual literature than illustration, frequently described as disturbing, hypnotic, and difficult to forget.

Black and white 1-bit pixel art animation by Uno Moralez featuring surreal figures in a mythic landscape with symbolic, dreamlike imagery.

If most pixel art aims to be readable, charming, or nostalgic, Uno’s work aims to be haunting. He is the go-to choice for projects that want pixel art to feel intellectual, uncomfortable, and genuinely experimental rather than cute or retro.

Best for: Album covers, editorial illustration, and art-driven projects that value unsettling or surreal imagery as the primary point of interest.

URLs:

https://unomoralez.com/

Pedro Medeiros - The Gameplay Physicist (2012–present)

Pixel art gameplay screenshot from TowerFall showing multiple characters battling in a symmetrical arena with explosions, projectiles, and dynamic combat.

TowerFall, 2013

Pedro Medeiros, known online as Saint11, is a pixel artist whose work cannot be separated from how games feel to play. From his earliest releases, including Out There Somewhere (2012), his focus on how animation, physics, and responsiveness work together have defined his career.

Pixel art gameplay screenshot from Celeste, showing a winding mountain path with icy walls, glowing lanterns, and a small character navigating a platforming challenge.

Celeste, 2018

In games like TowerFall (2013) and Celeste (2018), pixel art decisions are inseparable from movement systems. Jump arcs, acceleration, hit feedback, and animation timing are all fine-tuned to reinforce player control. The result is pixel art that feels alive because it is designed as part of the game’s mechanics rather than layered on top of them.

Pixel art tutorial by Pedro Medeiros demonstrating slime physics, showing how mass, stretch, and motion affect animated slime behavior.

One of Pedro’s many pixel art tutorials

Alongside Slynyrd, Pedro is one of the most influential pixel art educators currently active, though his tutorials emphasize different topics. Where Slynyrd focuses on construction and texture, Pedro’s tutorials and talks concentrate on motion, collision, readability, and player feedback. If Slynyrd is the high school art teacher, instructing pixel artists how to paint happy little trees, then Pedro is the eccentric physics teacher, showing you how to blow them up.

Neverway, 2026

After Celeste, Pedro co-founded the studio Cold Blood with Isadora Sofia and Heidy Motta, and continues to work on games where animation and mechanics are deeply intertwined, including the upcoming Neverway. His career represents a model where pixel art, animation, and design are treated as a single system rather than separate disciplines.

Best for:
Games where movement, physics, and responsiveness are central to the experience

URLs:

https://saint11.art/

https://mastodon.gamedev.place/@saint11

Slynyrd - The Pixel Professor (2015–present)

Pixel art tutorial by SLYNYRD showing multiple cloud types, including cumulus, stratus, and cirrus, rendered in simplified retro pixel techniques.

Cloud tutorial from Slynyrd’s Pixelblog

Raymond Schlitter, better known as Slynyrd, is one of the most influential pixel art educators of the modern era. While he has worked on a few games, his largest impact on the medium has come from teaching, through his online “Pixelblog” articles.

Pixel art tutorial by SLYNYRD demonstrating modular rock designs for top-down tilemaps, showing variations in size, shape, and shading.

Rock tutorial from Slynyrd’s Pixelblog

Beginning in 2015, and published bi-monthly, his online tutorials have helped define how an entire generation of pixel artists think about construction, volume, and texture. His early guides focused heavily on natural environments: trees, grass, rocks, terrain, and organic forms that are notoriously difficult to render convincingly in pixel art. Rather than relying on shortcuts or surface detail, his approach emphasized structure first, building believable forms through clustered pixels, controlled color ramps, and careful attention to light and mass.

Pixel art tutorial by SLYNYRD illustrating different leaf and canopy styles for top-down trees using modular clusters and palette variations.

Tree tutorial from Slynyrd’s Pixelblog

Ten years later, Slynyrd has covered dozens of other pixel art topics: animation cycles, architecture, and sci-fi vehicles, to name a few. He has also published his own game, Hyper Echelon, demonstrating his mastery of both environmental work, spacecraft and interface design.

Pixel art screenshot from Hyper Echelon showing a top-down space shooter with circuit-board environments, enemy ships, and projectile effects.

Hyper Echelon, 2021

Best for: Game projects that require strong environment art. Inexpensive asset packs for developers who don’t need custom, bespoke illustration. Beginner pixel artists looking to level up their skills.

URLs:

https://www.slynyrd.com

So Who is the Best Pixel Artist, Really?

The best pixel artist is the one whose skills and experience are the right match for your project. For an historically authentic retro game, that may be a veteran game artist. For animation-driven gameplay, it may be an animator-first specialist. For advertising, editorial, or packaging, it may be a pixel artist with a background in graphic design and art direction.

In my previous article, I outlined how to think about hiring a pixel artist. The goal of this one was to clarify which pixel artists are best suited to the specific job you need done.

Need to hire a pixel artist?

EMAIL JUDE
Next
Next

The Best Pixel Art Logos of All Time (and what I’d do to make them even better)