A downloadable asset pack

A free snow biome asset pack: everything I made for one level of my own game, given away as-is.

What's in it

  • snow_autotile.png - a 16-tile Wang autotile set, 16x16 per tile
  • snow_autotile.json - slice rects and each tile's corner mask
  • withered_tree_1.png, withered_tree_2.png, withered_tree_3.png - 16x16 props, two with snow at the roots
  • yeti.png - a 32x32 enemy
  • yeti_idle.png, yeti_walk.png, yeti_attack.png - three animations
  • README.txt with import settings, and LICENSE.txt

Everything is at native resolution. Scale it in your engine with point filtering rather than resizing the files.

The tileset is a real autotile set

Not sixteen loose stamps. The tiles are laid out in mask order, so a tile's index is its corner mask:

  • bit0 (1) = NW corner filled
  • bit1 (2) = NE corner filled
  • bit2 (4) = SW corner filled
  • bit3 (8) = SE corner filled

Tile 0 is empty, tile 15 is solid snow. Look at the four lattice corners around a cell, combine the bits, and that is your tile.

It is a dual-grid set, which means the tiles sit on the corners between your cells rather than on the cells themselves. That is why the snow pattern carries across tile edges instead of showing an obvious repeating stamp.

Unity: Point (no filter) filtering, Compression = None, Pixels Per Unit 16, then slice with the rects in the JSON. A RuleTile configured from the corner masks is the standard mapping.

Godot: Filter and Mipmaps off, then a TileSet on a 16x16 grid.

The yeti

Three animations at three frames each. The first frame of all three sheets is the same neutral rest pose, so they cut between each other cleanly.

The attack is a rest, both arms thrown overhead, then a planted slam. There is no forward movement baked into the sprite, so you drive the lunge from your own code between the raise and the slam and can tune the distance without touching the art.


License

Free for commercial use, no attribution required. Use it, modify it, ship it in paid projects. The only thing I ask is that you don't resell the pack itself as an asset pack.

Where it came from

I'm a solo dev building a top-down gacha dungeon RPG, and I don't draw very well. I made this whole set with SpriteForge.tech, a tool I've been building where the AI works like a pixel artist instead of an image generator. It places each pixel with intention and avoids mixels and slop that comes with diffusion-based tools. Every pixel is placed on the grid in your project's palette, so tiles genuinely tile and a sprite you make today still matches one you made last month.

The full workflow, from empty folder to the level running in Unity, is in the video on this page.

Not everything lands first try. One generation in that video gets rerolled on camera, which costs cents. And to be straight about where this fits: for hero art and portraits I would still commission a human. This is for the volume a solo dev cannot otherwise afford, which is terrain, props and mobs.

If you want to make your own, your first sprite and first tileset on SpriteForge.tech are free, no card.

If you use these in something, I would genuinely love to see it.

Updated 2 hours ago
Published 4 days ago
StatusReleased
CategoryAssets
AuthorSpriteForge.tech
Tags2D, ai, Asset Pack, free, Godot, Pixel Art, Sprites, Tileset, Top-Down, Unity
AI DisclosureAI Assisted, Graphics

Download

Download
snowstarterpack.zip 9.9 kB

Development log

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