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Top-Down Pixel Art Ecosystem: Characters, Creatures & Tilesets

From Character to World: Full Game Art Direction for Stonemoss

A complete visual package for an indie grid-based puzzle game. What started as a single character sprite grew into a full modular environment, creature ecosystem, and puzzle asset library.

The goal was to create a dark, ancient, and mysterious atmosphere—forgotten stone ruins reclaimed by moss and roots. Every asset was built at a 64x64 grid size with strict palette control (slate greys, muted olive moss, and vivid ruby-red/cyan magical accents) to ensure everything feels like it belongs in the same world.

Project Scope Delivered:

Playable Character: A magical stone golem with idle, walk, push, and cast animations.

The World (Tileset): Modular floor and wall systems, including corners, T-junctions, crosses, and custom companion tiles to allow for complex level building without repetition.

Creature Ecosystem: Two fully animated creatures (Rootling & Moss Crawler) with front, back, and side walk cycles. (Note: the Moss Crawler features a customized vertical footprint to fit engine collision boxes).

Puzzle Elements: Interactive symbols, a level Core, and a collectible sapphire gem with transparent overlays.

Environment Details: Walkable transparent overlays like stone fragments, mushrooms, and wall moss, plus multi-tile pits and root hazards.

Design Considerations:

Maintained extreme consistency across dozens of assets.

Ensured gameplay readability first (walkable vs. impassable).

Handled tricky perspective and scaling issues across different sprite views to prevent "size popping" in-engine.

Delivered clean, engine-ready sprite sheets, individual frames, and modular source files.

Tools: Aseprite
Client: Michael B