What's in the pack
10 animated pixel art characters for isometric games, in 8 directions, on exact 64x64 cells: 2864 frames. Made for the 32x16 diamond of Gridwright Isometric Tiles and Isometric Interiors, and for any 2:1 isometric map. For tactics and action RPGs, strategy games, city and colony builders, survivors-likes and roguelikes. Standing, the characters are 27 to 41 px tall at 1x.
Licence in one line: use them in your commercial games; do not resell the files. No credit required.
Every direction is drawn, none is mirrored: the sword stays in the right hand and the shield on the left arm when a character turns.
The cast
- Knight (hero): sword and shield, slash, block.
- Ranger (hero): bow, draws, aims and shoots an arrow.
- Mage (hero): staff, raises it and casts an arcane bolt.
- Rogue (hero): two daggers, a right and a left stab.
- Barbarian (hero): two-handed battle axe, an overhead smash.
- Villager (npc): no weapon; chops wood and mines with tools.
- Skeleton (enemy): rusty sword, slash.
- Goblin (enemy): small, a spear, a lunge.
- Orc (enemy): big, a spiked club, an overhead smash.
- Cultist (enemy): hooded robe, a hooked staff, casts a shadow bolt.
The animations (all 8 directions)
- Idle (4), walk (8), run (6), hurt (3) and death (7, it stays down) for everyone.
- Attack (6-7) by weapon: sword slash (knight, skeleton), bow shot (ranger), staff cast (mage, cultist), double dagger stab (rogue), overhead smash (barbarian, orc), spear lunge (goblin).
- Block (4) for the knight; chop and mine (6 each) for the unarmed villager.
- Effects: an arrow in 8 directions, an arcane bolt and a shadow bolt (4-frame loops in 8 directions) with their impacts, and a shadow sprite.
Made to drop in
- One exact cell: every frame is 64x64 at 1x and the feet always sit on the same point (32, 46): the centre of a ground diamond. Nothing touches the cell's edges.
- A JSON per character with fps and loop, the feet point, the hit frames and the weapon's hit box for each direction, the spawn frame and point of the arrow or bolt for each direction, and the walk and run speed per direction, so the feet don't slide.
- Every frame also as its own PNG, plus sheets (one per animation, a row per direction), at 1x, 2x and 3x, and the palette (.hex, .gpl). No baked shadows.
- The README gives the placement formula and the draw order for an isometric tile map.
- The scenes in the screenshots use Gridwright Isometric Tiles (sold separately, not included).
What it does not include
No equipment layers or character creator (the outfits are fixed), no jump, dodge or climb animations, no portraits, no tiles (sold separately as Isometric Tiles and Isometric Interiors), no Aseprite files and no engine project files. The art is drawn at 1x; the 2x and 3x files are scaled copies.
Licence
Use and modify in personal and commercial projects. Shipping the characters inside your game is fine. No resale or redistribution of the assets, modified or not. Credit is appreciated, not required. Not for AI training or NFTs.
At a glance
- Shelf
- Characters & creatures
- View
- Isometric
- Grid
- 64x64 px
- Contents
- 64x64, 2864 Frames
- Files
- PNG, JSON
- Full pack
- 20 MB
- Free sample
- 2.4 MB
- Licence
- Use it in your games, commercial ones too; the files themselves can't be resold or shared
Guides for this pack
- 8 Directions vs 4 Directions for Sprites: How to ChooseFrame counts, mirroring, how movement and aiming feel, which games use each, and how to snap input to 4 or 8 directions in Godot 4.7 Nov 2026
- Isometric Character Animation for 2D Pixel Art GamesHow isometric character animation works in pixel art: 8 or 4 directions, which moves and how many frames, the feet anchor, Y sort and layered sheets.6 Nov 2026
- Modular Pixel Art Characters: How to Layer Armour and WeaponsHow modular pixel art characters work: layer order, a shared grid, weapon sets, colour variants and composing sheets for any engine, with a checklist.25 Oct 2026
- How to Do Team Colors for Pixel Art RTS UnitsGive pixel art RTS units team colors that read at a glance: what to recolor, how to build the ramps, palette swaps in an engine and what to check.23 Oct 2026
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