Isometric Pixel Artist for Ancient Greek City-Builder $

Boostbase Group Responds Quickly

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.

 

๐ŸŽฎ Project Overview

  • Engine: Godot 4.6 (C#)
  • Projection: 2:1 Isometric (DiamondRight)
  • Tile footprint: 128ร—64 base diamond
  • Style: Warm Mediterranean palette, stylized, hand-crafted feel
  • Goal: Replace placeholder assets with polished production-quality pixel art

 

๐ŸŽจ Scope of Work

๐Ÿ  Buildings (~25โ€“30 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

 

๐Ÿ‘‰ Each building requires 3โ€“4 subtle visual variants
(small differences like props, vegetation, windows, etc.) to avoid repetition.

 

๐ŸŒ Terrain & Roads

  • Dual-grid terrain transitions:
    • Grass, fertile land, rock, water/coast
    • 4ร—4 atlas per terrain pair (16 blend tiles)
  • Roads (3 tiers):
    • Dirt path
    • Cobblestone
    • Marble
      (as isometric overlays)

 

๐Ÿšถ Walkers (Stretch Goal)

  • ~8 character types
  • 4-frame walk cycles
  • Additional directional sprites for carts and caravans (4 directions)

 

๐ŸŽฏ 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)

 

๐Ÿ›  Technical Requirements

  • Tile sizes:
    • 1ร—1 โ†’ 128ร—128 px
    • 2ร—2 โ†’ 256ร—192 px
    • 3ร—3 โ†’ 384ร—256 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

 

๐Ÿ“ฆ Deliverables

  • Individual PNG sprites per building/variant (no sprite sheets)
  • Organized folder structure:
    • /housing, /industry, /infrastructure, etc.
  • Source files:
    • Aseprite, Photoshop, or equivalent

 

๐Ÿงฉ 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

 

๐Ÿ‘ค 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

 

๐Ÿค Collaboration

  • Ongoing project (not a one-off task)
  • Additional work planned:
    • New buildings
    • Animations
    • UI elements
    • Effects

Weโ€™re looking for a long-term partner who can grow with the project.

 

๐Ÿ“ฉ 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
Published 26 March
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