
Chickadee makes fun, stylish artwork for video games.
We’re Adam and Sarah deGrandis. Whether you need an artist for an entire project or just one asset, we can help and we’d love to hear from you. So get in touch; let’s have fun and make a cool game together.
our work
2d: concept drawings, paintings, pixels
3d: models, textures, rigs
graphic design: UI, branding, print
what we can do for you
One of the reasons Chickadee is an effective art team is because we have a wide breadth of complementory skills and experience. Adam has over a decade of experience in every conceievable art position for studios of all sizes; from grunt production artwork for Disney Interactive, to art direction and problem solving for Pocketwatch Games. If it’s an art role in the industry, he’s performed it on a shipped title. Sarah, on the other hand, has spent her career outside of games as a graphic designer, illustrator, and crafter. Her visual problem solving skills don’t rely on the visual tropes or crutches that you often find in the game industry.
Simply put, Sarah bring a fresh visual perspective to game development, and Adam knows how to design a pipeline around it and get it in game. Oh, and everyone here is a traditionally trained artist. Visual design and concept drawing, painting, modeling, 2d and 3d animation, technical art, UX, graphic design; we can do it all. Whatever your needs are and whatever your game is, we’d love to hear from you.
In more specific terms, here are the services we provide.

Visual Design and Pre-Production
We’ll work with you to come up with a unique, stunning visual direction that you and your team are nuts about, and design fast, cost-effective production pipelines for it.

Asset Production
We can handle literally every step of production for both 2d and 3d games, and comfortably work in whatever style you need.

Graphic Design / UI / UX
From company or game branding, to printed materials like business cards and booth materials, to the UI/UX for your game’s menus and hud, we can help.

Consulting and Problem Solving
We can offer advice, suggestions, and solutions for problems big and small, based on over a decade of professional creative experience and formal art training.
our experience
At least one of us has worked on these shipped or soon-to-be-shipped titles.
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Tooth and Tail | Pocketwatch Games
art direction, all pixel artwork, UI, effects, branding
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Beartopia | Spry Fox
assisted visual development, all art production
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Frozen Synapse 2 | Mode 7 Games
weapon modeling
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Monaco | Pocketwatch Games
consulting, environment artwork, UI
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Notorious Inc | Chickadee Games
all visual development and production.
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Hamster Clock Super Show | Chickadee Games
all visual development and production.
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Contraption Maker | Spotkin
2d and 3d animation
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Draconus Rex | Innovative Leisure
environmental artwork
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Green the Building | Digital Mill/Persuasive Games
building and background artwork
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City Girl | Playdom / Disney Interactive
assisted pre-pro, character animation
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Quick Shooter | Spotkin
character and environment production
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Powderkeg | Artillery Games
all visual development and production
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Pathogen:HIV | MGT/University of WA
pathogen assets and animation
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A Quick Solitaire | Night Heron Games
card and background artwork
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Villagers & Heroes | Mad Otter Games
concept artwork, characters, environments, effects
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Social City | Playdom
buildings and props modeling
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Zombie Wrangler | Frozen Codebase
concept drawing and painting
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Ace of Aces | Mad Otter
biplane artwork, environmental artwork, effects
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Elements of Destruction | Frozen Codebase
environmental artwork and effects
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Fallen Empire: Legions | GarageGames
particle effects and explosions
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Rokkitball | Garagegames
character modeling
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Venture Arctic | Pocketwatch Games
environment artwork and effects
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Rack 'Em Up Road Trip | GarageGames
player avatars, menu artwork, intern wrangler
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Marble Blast Ultra | GarageGames
marble textures, power-up assets, level design
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Venture Africa | Pocketwatch Games
environmental artwork and effects
our rates
The vast majority of our clients are small or indie studios, so we understand the financial difficulty involved in making a game without the budget of a major publisher. Because of this, we prefer to work with our clients to find a payment plan that works best for their specific project and set of financial circumstances, rather than have a blanket hourly rate we apply to everything. We pride ourselves on being up-front, honest, and fair in this regard, so don't be bashful about the conversation. After you send us some info about your project and what you need done, we'll have what we need to factor everything together and send you an estimate.
get in touch
We’re always genuinely pumped to talk about new opportunities, so don’t hesitate to reach out. The initial consultation is, of course, free of charge.
Unfortunately, we have no employment or internship opportunities at this time.