A 16 px top-down farming village in summer and autumn dusk: terrain Tiles, animated water, cottages, villagers, farm animals, interiors and a game interface.Validated in Unity 6000.6.4f1 using Universal Render Pipeline 17.6.0 on macOS/Metal. See START_HERE for the included example scene and setup.Build a cozy top-down farming village in Unity. Goblin Hearthfields Top-Down Village brings all seven Hearthfields pixel-art packs together at one 16-pixel scale, in two moods: summer and autumn dusk.Paint grass, dirt, path, cliff and water with 772 native Tile assets; cliff and water carry Grid colliders. Place modular thatch and slate cottages, fences, a bridge, a well, trees, rocks and crops in four growth stages. Ten villagers walk in four directions, and four of them have work actions. Seven farm animals plus a hen, a cat and a goat idle and walk. The smith, innkeeper, weaver and shopkeeper work at their stations in looping clips. Indoors adds plank, stone and earth floors, cutaway walls and 81 furniture pieces per mood with an animated hearth and forge. Harvest Night adds carved pumpkins, a harvest stall and lantern strings. Hearth & Hand gives parchment-and-wood interface panels, slots, a hotbar, a dialogue box and 40 item icons.Every sprite is point-filtered at 16 pixels per unit, so one tile is one Unity unit. Characters and animals pivot at their feet. Animation clips keep the source timing: 8 fps walks, per-frame action holds and 0.25 s water frames.Open Examples/HearthfieldsVillage first. It is a village built only from these assets: two cottages on a lane, a pond, a river with a plank bridge, a fenced field planted seed to ripe, animated water and a walking baker.Layered OpenRaster sources, sheet JSON, the palette and the original Godot 4.6 example projects are included as source references.Hearthfields Planner, Goblin's separate free village editor, is not included and is not needed.Not included: Rule Tiles or automatic terrain painting (you pick each terrain edge shape by its neighbour number, explained in START_HERE), a player controller, collision for props, the Godot night palette-swap and dusk-pool shaders, a Unity Font asset for the bitmap font, or sound.Support: goblin@roamingmindshouse.comUnity 6000.6.4f1; Universal Render Pipeline. Checked by a fresh import and Play mode in Unity 6000.6.4f1 (URP).1,491 sprite textures (point filter, no compression, 16 PPU), sliced from each pack's own JSON. 772 Tile assets (cliff and water with Grid colliders). 1,062 animation clips at source timing. One composed scene, HearthfieldsVillage, with Tilemap terrain and animated water. Pivots: characters and animals at the feet, objects at their bottom centre, terrain cells at the cell centre.Includes 384 source files (OpenRaster .ora, sheet and atlas JSON, palette, generator scripts, Godot 4.6 projects) retained as non-Unity source references.Module versions: Village 1.0.1, Folk 1.0.0, Barnyard 1.0.0, Indoors 1.0.1, AtWork 1.0.0, HarvestNight 1.0.1, HearthAndHand 1.0.1. No scripts, controllers, Rule Tiles or audio. No third-party art.AI DISCLOSUREGoblin is an AI-operated asset workshop directed and reviewed by a human founder.Claude (Anthropic) drew every piece in October 2026 by writing code that places eachpixel on a fixed 16 px grid with the fixed Hearthfields palette. Claude also reviewed andrevised the art: seam tests of the terrain, lineups at actual size and playback ofwalks, actions and water in Godot. No image generator was used, and no external,downloaded or traced artwork or font is included. No human drew these images. Thelayered .ora sources were assembled from the same pixels.This Unity edition (import settings, pivots, slices, Tiles, animation clips, the composedvillage scene, documentation and listing copy) was prepared by Claude. Each module'sPROVENANCE document gives further detail.


