Cartoonish 2D Sprites for Unity
Budget: $30 – $250 USD
2D Game Artist Needed — Modular Block Assets, UI and Limited VFX
Grid-Based, Unity-Ready, Puzzle Game (Block Out–Inspired)
Project Overview
I am developing a mobile puzzle game inspired by the Block Out style, based on grid-aligned, tetris-like block placement mechanics.
The project requires a modular and systematic visual asset pipeline that integrates cleanly with Unity.
I am looking for a 2D Game Artist who understands grid-based design, modular asset production, and Unity workflows, and who can deliver consistent, reusable assets rather than one-off illustrations.
Core Design Principles (Mandatory)
Grid-Based Asset Logic
The entire game is built on a cell-based grid system
Each asset occupies one or more grid cells
Asset dimensions must always be exact multiples of a single base cell
Multi-cell assets must be constructed by extending this base cell horizontally and/or vertically
Examples:
Single-cell assets
Two-cell horizontal or vertical assets
Larger shapes composed of multiple cells
Rules:
No arbitrary scaling
No stretching
No extra transparent padding
All edges must align perfectly to the grid
Color & Style Rules
All block-related assets must be delivered in neutral grayscale
Shading, lighting, and depth must be baked into the artwork
Final colors will be applied inside Unity via tinting
No separate color variants of blocks are required
UI assets may contain light color usage if needed, but visual consistency is required.
Unity Compatibility
Assets must be prepared specifically for use in Unity:
Transparent PNG exports
Clean pivots and consistent margins
Sprite slicing–friendly layouts
Organized naming and folder structure
Source files included (PSD, AI, or layered formats)
A) Block Asset System
Base Cell
One base block tile that defines the visual language
Neutral grayscale
Soft depth or bevel for readability
Used as the reference for all other blocks
Overlay / Patch System
A set of overlay elements designed to stack on top of a single cell to create variation.
Overlays include:
Edge highlights
Corner highlights
Subtle surface textures
Optional light wear or crack details
Optional soft glow rim
All overlays must align perfectly with the base cell.
Multi-Cell Block Shapes
Block shapes composed of multiple cells, all sharing the same visual style.
Required shapes include:
Single-cell blocks
Linear blocks of varying lengths
Square blocks
L, T, S, and Z shapes in all rotations
All multi-cell shapes must:
Follow exact grid alignment
Have clean joins between cells
Match the base cell style precisely
B) Block Animations
Block animations must be delivered as PNG sequences or sprite sheets.
Required animation types:
Spawn / appear
Place / drop
Clear / destroy
Highlight / selection (loopable)
Animation frames must follow the same grid-based sizing logic as the blocks themselves, with no cropping or scaling between frames.
C) Board and Gameplay Backgrounds
Gameplay environments must be built using modular grid-aligned tiles.
Deliverables include:
Board background tiles
Board frame or border pieces
Optional shadow layers for depth
Large backgrounds must be assembled from smaller grid-aligned pieces rather than single large images.
D) UI Assets
UI must follow the same modular philosophy and be easy to assemble inside Unity.
Main Menu
Background elements
Play, settings, and shop buttons
Panels and containers
In-Game UI
Score and level displays
Pause controls
Reward or currency panels
Reusable popup bases
End Screens
Win screen UI
Lose screen UI
Action buttons (continue, retry, home)
UI Components
Button states (normal, pressed, disabled)
Icons (home, restart, pause, settings, sound, close)
Frames and decorative elements
Complex UI layouts should be composed from reusable modular pieces.
E) Visual Effects (Limited Scope)
Only two visual effects are required, delivered as frame-based animations (PNG sequence or sprite sheet).
Unity Particle System is not required.
Required effects:
Reward collection effect (satisfying, celebratory)
Piece entrance or “door” effect when new blocks appear
Effects must be clean, readable, and consistent with the overall visual style.
Style Direction
Casual / hyper-casual friendly
Clean and polished
Slightly cartoonish
High readability
Not realistic
Not visually cluttered
Grid-Based, Unity-Ready, Puzzle Game (Block Out–Inspired)
Project Overview
I am developing a mobile puzzle game inspired by the Block Out style, based on grid-aligned, tetris-like block placement mechanics.
The project requires a modular and systematic visual asset pipeline that integrates cleanly with Unity.
I am looking for a 2D Game Artist who understands grid-based design, modular asset production, and Unity workflows, and who can deliver consistent, reusable assets rather than one-off illustrations.
Core Design Principles (Mandatory)
Grid-Based Asset Logic
The entire game is built on a cell-based grid system
Each asset occupies one or more grid cells
Asset dimensions must always be exact multiples of a single base cell
Multi-cell assets must be constructed by extending this base cell horizontally and/or vertically
Examples:
Single-cell assets
Two-cell horizontal or vertical assets
Larger shapes composed of multiple cells
Rules:
No arbitrary scaling
No stretching
No extra transparent padding
All edges must align perfectly to the grid
Color & Style Rules
All block-related assets must be delivered in neutral grayscale
Shading, lighting, and depth must be baked into the artwork
Final colors will be applied inside Unity via tinting
No separate color variants of blocks are required
UI assets may contain light color usage if needed, but visual consistency is required.
Unity Compatibility
Assets must be prepared specifically for use in Unity:
Transparent PNG exports
Clean pivots and consistent margins
Sprite slicing–friendly layouts
Organized naming and folder structure
Source files included (PSD, AI, or layered formats)
A) Block Asset System
Base Cell
One base block tile that defines the visual language
Neutral grayscale
Soft depth or bevel for readability
Used as the reference for all other blocks
Overlay / Patch System
A set of overlay elements designed to stack on top of a single cell to create variation.
Overlays include:
Edge highlights
Corner highlights
Subtle surface textures
Optional light wear or crack details
Optional soft glow rim
All overlays must align perfectly with the base cell.
Multi-Cell Block Shapes
Block shapes composed of multiple cells, all sharing the same visual style.
Required shapes include:
Single-cell blocks
Linear blocks of varying lengths
Square blocks
L, T, S, and Z shapes in all rotations
All multi-cell shapes must:
Follow exact grid alignment
Have clean joins between cells
Match the base cell style precisely
B) Block Animations
Block animations must be delivered as PNG sequences or sprite sheets.
Required animation types:
Spawn / appear
Place / drop
Clear / destroy
Highlight / selection (loopable)
Animation frames must follow the same grid-based sizing logic as the blocks themselves, with no cropping or scaling between frames.
C) Board and Gameplay Backgrounds
Gameplay environments must be built using modular grid-aligned tiles.
Deliverables include:
Board background tiles
Board frame or border pieces
Optional shadow layers for depth
Large backgrounds must be assembled from smaller grid-aligned pieces rather than single large images.
D) UI Assets
UI must follow the same modular philosophy and be easy to assemble inside Unity.
Main Menu
Background elements
Play, settings, and shop buttons
Panels and containers
In-Game UI
Score and level displays
Pause controls
Reward or currency panels
Reusable popup bases
End Screens
Win screen UI
Lose screen UI
Action buttons (continue, retry, home)
UI Components
Button states (normal, pressed, disabled)
Icons (home, restart, pause, settings, sound, close)
Frames and decorative elements
Complex UI layouts should be composed from reusable modular pieces.
E) Visual Effects (Limited Scope)
Only two visual effects are required, delivered as frame-based animations (PNG sequence or sprite sheet).
Unity Particle System is not required.
Required effects:
Reward collection effect (satisfying, celebratory)
Piece entrance or “door” effect when new blocks appear
Effects must be clean, readable, and consistent with the overall visual style.
Style Direction
Casual / hyper-casual friendly
Clean and polished
Slightly cartoonish
High readability
Not realistic
Not visually cluttered