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Isometric Grasslands

This project was a self-study focusing on the possibilities of unity3D and the eventual problems occuring during asset creation for tilemapping and animation.
I learned a great deal about how to organize the assets as well as filesizes and how to implement the art into unity through tilemaps.

The isometric grassland set is a collection of multi-colored assets with a cute theme implemented in Unity 3D.

The isometric grassland set is a collection of multi-colored assets with a cute theme implemented in Unity 3D.

2D Isometric Grass Environment

The ambition of this case study was to be able to create atmospheric scenes with a limited amount of assets and therefore work with recolorations.

The ambition of this case study was to be able to create atmospheric scenes with a limited amount of assets and therefore work with recolorations.

To achieve a clear contrast between background and points of interest bright colors were used for characters or chests and pastel colors for environment.

To achieve a clear contrast between background and points of interest bright colors were used for characters or chests and pastel colors for environment.

The characters were broken up into simple components for the purpose of animation and then saved as spritesheet animation for easier use inside of unity.

The characters were broken up into simple components for the purpose of animation and then saved as spritesheet animation for easier use inside of unity.

To keep the scenes interesting different grasstiles and chests were created and later recolored to fit the specific atmosphere of each scene.

To keep the scenes interesting different grasstiles and chests were created and later recolored to fit the specific atmosphere of each scene.

All the assets were implemented through unitys tilemap system. Which can prove a challenge in the generation of the distances between each artpiece.

All the assets were implemented through unitys tilemap system. Which can prove a challenge in the generation of the distances between each artpiece.

Art for the navigation was created to indicate the playability of the demo scenes.

Art for the navigation was created to indicate the playability of the demo scenes.