Nanshe Nine Acres

2D artist wanted

I am one person making a game called Nanshe. It is an isometric game set in ancient Mesopotamia, built in Unity. This is everything the game needs drawn, with counts and sizes.

The art in it now is AI generated. I made it to get the game playable. All of it is coming out and being replaced by a person before the game ships, which is what this is for. There is a full account of what was generated and how on the credits page. Your work would not go into any generator, and I would not use it to make more art without you.

The look

Sprites are 128x128 and use several hundred colours each. No restricted palette, no lospec constraints.

Everything is drawn already projected, for one fixed camera. Thirty degrees of pitch, forty five of yaw, so you see two faces of a building equally. The camera never turns. Nothing needs a second angle.

A settlement on the delta, with workers, buildings and cut channels
The art as it stands, at working size. This is what is being replaced.

1. The worker

A walk cycle. 128x128, eight facings (N, NE, E, SE, S, SW, W, NW), eight frames each. Keep the costume the same on both sides so opposite facings can be mirrored. That is five directions drawn and three flipped.

Then three carrying versions of the same walk, each with a basket on the worker's head. Silt, grain, bitumen. Same frames, same facings, the basket painted in.

Then two that stand in one place and need one facing. Working a mattock, and collapsing from hunger.

2. Buildings

Nine. A mud brick house, a reed hut, a granary, a storehouse, a brick works, a pitch works, a scribal school (Edubba), a reed mat and a ziggurat.

Eight of them need two construction stages as well, so you see them go up. Plus three sprites for an empty (materials only) construction site.

3. A shaduf

The counterweighted pole people lift river water with. One swing: the bucket dips, rises, comes across and pours. Twelve frames, four rotations, so forty eight frames.

It is a lever. The pole, bucket and weight are the same shapes every frame turning on one pivot. If you would rather do more or fewer than twelve, say so.

4. Palms

One date palm in three stages. A thin trunk with a few sparse fronds, then a full green crown, then dark and heavy with dates under the fronds. Three sprites, and they have to read at a glance as young, growing and ready to cut.

5. Ground tiles

One atlas, six across by eleven down, 128 to a cell. Thirty one kinds of ground, sixty three tiles, because some kinds get two or three variants picked at random so a field does not tile visibly.

Water at two depths, river bank, desert, scrub, grass, dry grass, ploughed ground, and three stages of a crop growing. Levees, trenches and three stages of a weir going in.

I can send you the atlas I have now to work from.

6. A floating mark

An animated "!" that shows over a building that needs attention. Seventeen frames. It needs its own dark outline, because it sits over pale stone and dark water in the same second.

7. Two larger pieces

A splash screen, one illustration at 2304x1296, not a sprite.

The game's wordmark, the name cut into a mud brick. Lettering rather than a scene.

Different work from the rest.

How I work

Remote is fine. I am in Canada. None of this needs us online at the same time.

Happy to start with one section, so we both find out how it goes before committing to the rest.

If you are interested, message me at hello@nineacresgames.com.