Isometric Pixel Artist for Ancient Greek City-Builder $
We are developing an Ancient Greek city-builder inspired by classic Impressions Games titles such as Zeus: Master of Olympus, Pharaoh, and Caesar III.
We are looking for a skilled Isometric Pixel Artist to create high-quality buildings, terrain tiles, and UI elements that capture the warm, detailed, and readable aesthetic of these classics.
๐ฎ Project Overview
- Engine: Godot 4.6 (C#)
- Projection: 2:1 Isometric (DiamondRight)
- Tile footprint: 128ร64 base diamond
- Style: Warm Mediterranean palette, stylized, hand-crafted feel
- Goal: Replace placeholder assets with polished production-quality pixel art
๐จ Scope of Work
๐ Buildings (~25โ30 total + variants)
Housing Evolution (6 tiers):
- Empty plot โ mud hovel โ shanty โ cottage โ townhouse โ marble estate
Industry:
- Wheat farms, olive groves, vineyards (each with 4 growth stages)
- Timber lodge, workshops
Infrastructure:
- Fountain, agora, gymnasium, temple, theater
- Tax office, infirmary
Storage & Trade:
- Granary, warehouse, trading post, dock
Decorative:
- Gardens, plazas, columns, roadblocks
Future Expansion:
- Marble quarry (terrain-integrated), sculptor, palace
๐ Each building requires 3โ4 subtle visual variants
(small differences like props, vegetation, windows, etc.) to avoid repetition.
๐ Terrain & Roads
- Dual-grid terrain transitions:
- Grass, fertile land, rock, water/coast
- 4ร4 atlas per terrain pair (16 blend tiles)
- Roads (3 tiers):
- Dirt path
- Cobblestone
- Marble
(as isometric overlays)
๐ถ Walkers (Stretch Goal)
- ~8 character types
- 4-frame walk cycles
- Additional directional sprites for carts and caravans (4 directions)
๐ฏ Art Direction
Inspired by:
- Zeus: Master of Olympus (primary reference)
- Pharaoh, Caesar III
- Nebuchadnezzar, Lethis: Path of Progress
Key Style Notes:
- Warm tan / terracotta Mediterranean palette
- Clean, readable silhouettes
- Detailed but not cluttered
- Soft shadows baked into sprites (no ground shadows)
- Charming, handcrafted look (not photorealistic)
๐ Technical Requirements
- Tile sizes:
- 1ร1 โ 128ร128 px
- 2ร2 โ 256ร192 px
- 3ร3 โ 384ร256 px
- Format: PNG with transparency
- Projection: 2:1 isometric (DiamondRight)
- Lighting: consistent from upper-left
- No ground shadows / halos
- Content centered on isometric footprint
- Consistent anchor point across all assets
๐ฆ Deliverables
- Individual PNG sprites per building/variant (no sprite sheets)
- Organized folder structure:
- /housing, /industry, /infrastructure, etc.
- Source files:
- Aseprite, Photoshop, or equivalent
๐งฉ What We Already Have
- Fully working game:
- Terrain system
- Road system
- Walker AI
- Resource chains
- Trade systems
- Housing evolution
- AI-generated placeholder art (for layout & scale reference)
- Functional terrain transition system
๐ค Ideal Candidate
- Strong portfolio in pixel art / isometric game assets
- Experience with city-builders or similar genres
- Deep understanding of tile-based systems
- Ability to maintain visual consistency across dozens of assets
- Attention to alignment, readability, and production standards
๐ค Collaboration
- Ongoing project (not a one-off task)
- Additional work planned:
- New buildings
- Animations
- UI elements
- Effects
Weโre looking for a long-term partner who can grow with the project.
๐ฉ How to Apply
Please include:
- Portfolio with relevant pixel art / isometric work
- Examples of tile-based or city-builder assets (if available)
- Tools you use (Aseprite, Photoshop, etc.)
- Your availability and rate
Required languages
| English | A2 - Elementary |
| Ukrainian | B1 - Intermediate |