Complete top-down pixel art character bundle featuring heroes, NPCs, monsters, sprite sheets, and smooth frame-by-frame animations for 2D RPG games.Bring your 2D game to life with a handcrafted collection of animated pixel art characters designed specifically for top-down RPGs.Tiny Questers provides a consistent visual style across heroes, NPCs, and monsters, allowing you to quickly build a polished game world without mixing assets from different artists.Whether you're creating a fantasy RPG, action adventure, survival game, farming game, or dungeon crawler, this bundle gives you a solid foundation for your project.Included ContentHeroesWarriorWarrior (Modular)MageElf ArcherNPCs8 Unique NPC CharactersMonstersMonster Starter PackMonster Second PackFeaturesHandcrafted pixel artSmooth frame-by-frame animationsConsistent Tiny Questers art styleReady-to-use PNG sprite sheetsEasy to integrate into Unity projectsSuitable for commercial game developmentPerfect ForTop-Down RPGAction RPGAdventureSurvivalFarming GamesDungeon CrawlersIndie GamesThis package is a standalone bundle (Vol. 1). Future Tiny Questers packs may be released separately but will not be added to this package.2D pixel-art character package. All art is hand-drawn PNG sprite art. No 3D models, meshes, shaders, audio or video are included. LODs: No.ASSET COUNTS21 unique animated characters: 4 Heroes (Elf Archer, Mage, Warrior, Warrior Modular), 8 NPCs (Barmaid, Blacksmith, Female Villager, Guard, Merchant, Old Man, Town Girl, Village Man), 9 Monsters (Bat, Goblin, Skeleton, Slime, Orc, Lizard, Mushroom, Golem mossy, Golem clean).379 unique PNG texture files.2,892 individual sliced sprites (animation frames + items/icons/FX).302 animation clips (.anim).26 Animator Controllers, 23 prefabs, 2 demo scenes.78 non-animated extra sprites: 10 modular weapon/shield/hand items, 67 monster FX & prop sprites, 7 item icons, 7 shop signs, 4 arrow projectiles, 18 demo UI sprites.IMAGE FORMATFormat: PNG.Color depth: 8 bits per channel / 32-bit RGBA (PNG color type 6, truecolor with alpha). This applies to 100% of the 379 files.Transparency: YES — full 8-bit alpha channel. Every sprite is on a fully transparent background. Character silhouettes are hard-edged pixel art (no anti-aliasing); partial alpha appears only in a few FX sprites.No interlacing, no embedded color profile (straight sRGB).IMAGE DIMENSIONSEach PNG is one horizontal strip holding all frames of a single clip, and is shipped pre-sliced (slice rects and pivots are baked into the .meta files).Sheet dimensions: 30 x 30 px minimum up to 2048 x 1024 px maximum.Widths used: 30, 32, 48, 64, 128, 256, 384, 448, 512, 569, 576, 640, 896, 1024, 1120, 1280, 1344, 1536, 1736, 1984, 2048Heights used: 30, 32, 48, 64, 80, 128, 161, 256, 384, 1024No texture exceeds 2048 px on either axis.Frame (cell) dimensions, 2,892 sprites total:64 x 64 — 1,571 sprites (base canvas: idle/walk/hit/death)128 x 128 — 826 sprites (large attacks, Mage VFX, big monster clips)128 x 64 — 127 sprites (wide Golem clips)80 x 80 — 108 sprites (Elf Archer idle/walk/death)73 x 64 — 40 sprites (Warrior attack extents)101 x 256 — 38 sprites (Lizard power-up)124 x 80 — 28 sprites (Elf Archer knock-back deaths)64 x 32 — 16 sprites (demo UI)94 x 64 — 13 sprites (Skeleton attack extents)69 x 100 — 12 sprites (Mage turn-around)64 x 137 / 64 x 145 — 24 sprites (Bat effect clips)Other — 89 sprites across 63 further sizes, from 6 x 6 to 494 x 106 (items, icons, signs, FX)86.9% of sprites use a square cell.IMPORT SETTINGS (pre-configured in every .meta)Texture Type: Sprite (2D and UI)Sprite Mode: Multiple (sheets) / Single (items, icons, FX)Pixels Per Unit: 64Filter Mode: Point (no filter)Compression: NoneMip Maps: OffAlpha Is Transparency: OnWrap Mode: ClampPivots: Custom, x = 0.5. The y is measured from the bottom-most opaque pixel of each sheet's first frame — that is, the character's feet — and the same value is applied to every frame of that sheet, so all of a character's clips sit on one ground line regardless of canvas size. The frames carry transparent padding below the feet (about 16 px on a 64x64 idle cell, about 48 px on a 128x128 attack cell), so a plain bottom-center pivot would leave characters hovering and make them jump between clips whose padding differs. The 12 effect_* VFX sheets inherit the pivot of their matching character sheet rather than self-measuring (their first frame is a single spark). Items, icons, signs and FX sprites use a centered pivot (0.5, 0.5).ANIMATIONAnimation is sprite-swap frame animation: AnimationClip assets that key SpriteRenderer.sprite. There are NO skeletal rigs, NO humanoid avatars, NO bones and NO blend trees. Each character has one Animator Controller containing all of its clips as separate states.Naming: TQ___, e.g. TQ_Warrior_Idle_Down.Frame rate: 13.33 fps (75 ms/frame) for the Elf Archer and Second Pack monsters; 6.67 fps (150 ms/frame) for all other characters.Idle/walk/turn loop; attack/hit/death play once.Per-character clip and frame counts:HeroesElf Archer — 30 clips / 350 frames: idle x6 (incl. two 3/4 views), walk x4, dodge roll x4, attack x4, attack_fast, bow loading/shot/finish, hit x4, die, die_reflect, die_flying left/rightMage — 32 clips / 307 frames: idle x2, walk x4, attack_stick x4, attack_magic x4, attack_fireball x4 (+2 no-light), base_magic VFX x4, fireball VFX x4, hit, die (+no-shadow), turn360Warrior — 17 clips / 200 frames: idle x2, walk x4, attack x4 (+4 hold variants), hit, die (+no-shadow)Warrior (Modular) — 13 clips / 125 frames: idle x2, walk x4, attack x4, hit, die (+no-shadow); body animated without gear, 10 separate weapon/shield/hand sprites suppliedNPCs (idle x4 + walk x4 each)Barmaid 8 clips / 40 framesBlacksmith 8 / 44Female Villager 8 / 41Guard 8 / 46Merchant 10 / 62 (+2 grab-pose idles)Old Man 8 / 61Town Girl 8 / 40Village Man 8 / 45MonstersBat — 16 clips / 120 frames: idle x2, walk x4, attack x4, effect x4, hit, dieGoblin — 15 clips / 67 frames: idle x2, walk x4, attack x4, hit x4, dieSkeleton — 13 clips / 79 frames: idle x2, walk x4, attack x4, hit x2, dieSlime — 17 clips / 111 frames: idle x2, walk x5, attack x5, hit x3, die x2Orc — 16 clips / 130 frames: idle x2, walk x4, attack x4, hit x4, die x2Lizard — 22 clips / 281 frames: idle x7 (incl. eye-blink, power-up), walk x4, attack x4, hit x4, die x2, teleportMushroom — 18 clips / 176 frames: idle x4, walk x4, attack x4, hit x4, die x2Golem — 13 clips / 228 frames: idle x4, walk x4, attack x4, dieGolem Clean — 13 clips / 226 frames: idle x4, walk x4, attack x4, dieCOMPATIBILITYBuilt with Unity 6000.3.7f1. Minimum supported version: Unity 2021.3 LTS.Render pipelines: Built-in AND URP. All prefabs use Unity's built-in Sprites-Default material, which renders correctly under both. No custom shaders or materials are shipped.Package dependency: com.unity.2d.sprite only (included in every 2D template). The demo scenes also use com.unity.ugui.External dependencies: NONE. No third-party plugins, no network access, no native libraries.Supported platforms: ALL Unity build targets. The package contains only PNG textures, animation clips, prefabs and plain C# demo scripts; nothing is platform-specific.Scripting: 7 demo-only C# scripts inside the TinyQuesters.Demo assembly definition. They drive the showcase/demo scenes only and are not required to use the art — the assembly can be deleted with no effect on any sprite, clip, controller or prefab. Mono and IL2CPP compatible, .NET Standard 2.1, no unsafe code.Included font: Pretendard Regular (.otf), SIL Open Font License 1.1, used by the demo UI only.KNOWN LIMITATIONSFixed-resolution pixel art — use Point filtering and integer camera scaling.Movement is designed for 4-direction top-down; only the Elf Archer includes diagonal (3/4 view) idle poses.Modular Warrior equipment sprites are static single sprites intended to be parented/offset by your own code; no pre-built layered prefab is included.The music used in the video was generated using Suno AI.Claude was used as a coding assistant for parts of the demo code.All code was manually reviewed, edited, tested, and integrated by the publisher.No AI/ML tools were used to create the pixel art, sprites, animations, or other graphical assets. All visual assets were created manually.





