8-direction pixel-art conquistador for top-down and isometric games: 17 actions with an arquebus and a rapier, separate shadow and effect layers, and a ready prefab.Pixel Conquistador is a 16th-century foot soldier for top-down and isometric games. He fires and reloads an arquebus and fights at close quarters with a rapier. Every action is animated in all 8 directions, each with its own frames, so he works as a player character, an enemy or an NPC.Animations (frames per direction)Idle: Idle (6), Idle Lookout (18), Idle Inspect (21), Idle Alert (12)Movement: Walk (6), March (8), Run (8)Arquebus: Fire (5), Reload (6)Rapier: Sword Idle (6), Slash (8), Backslash (8), Thrust (9), Block (7), Dodge (7)Reactions: Hurt (4), Death (7)17 actions × 8 directions = 136 animation clips, 1,168 frames in total.Why it is easy to work withOne pivot on the ground under his feet in every cell size (64×64, 96×96, 128×96). Switching actions never makes the sprite jump, and the pixel scale is the same in every sheet.Body, ground shadow, back effects and front effects are separate layers on the same grid. Recolor them, change their sorting or shaders, or turn the effects off.Effects come with the animations: muzzle flash and smoke, footstep dust, rapier trails, parry sparks and a hit flash.Frame timing is uneven on purpose, so wind-ups, hits and recoveries read clearly. It is already set in the clips.Idle Lookout and Idle Inspect start and end on the basic idle frame, so you can play them between breathing cycles without a pop.What is in the package52 PNG sprite sheets: 17 for the character, 19 shadows, 16 effects136 Animation Clips and a configured Animator ControllerProduction prefab with four layers sorted in a Sorting GroupRuntime component with a small API: SetMovement, SetFacing, TryFire, TrySwordAttack, TryBlock, TryDodge, TakeDamage, Respawn. It does not read input itself, so you can drive it from your player controller, AI or network code.Playable demo scene with keyboard and mouse controls; works with both the Input Manager and the Input System packageJSON atlas with frame rectangles, pivots, per-frame timing and root motion for March and Dodge, for custom pipelinesDocumentation in EnglishNot includedThe backgrounds and environments in the images and the video (the map, the desert, the forest) are for presentation only. Music and sound effects are not included.New World seriesThis is the first pack of VOLET's New World series. More packs in the same style, scale and palette are planned, so they can be used together in one game.AI disclosureThe base sprite frames were generated with Grok (xAI) and then edited in Aseprite. Layers, pivots, timing and the Unity setup were done manually. The C# scripts were written with the help of an AI assistant. Details are in the AI description below.SupportQuestions or problems: volet.assets@gmail.comUnity 2022.3 LTS or newer; Built-in Render Pipeline and URPPixel art, animated: 17 actions × 8 directions = 136 Animation Clips, 1,168 framesActions: Idle, Idle Lookout, Idle Inspect, Idle Alert, Walk, March, Run, Fire, Reload, Hurt, Death, Sword Idle, Sword Slash, Sword Backslash, Sword Thrust, Sword Block, Sword DodgeDirections: S, SW, W, NW, N, NE, E, SE52 PNG sprite sheets (17 character, 19 shadow, 16 effects)Cell sizes: 64×64, 96×96 and 128×96 with one shared ground pivot; 64 pixels per unitImport settings: Point filtering, no compression, no mipmapsSeparate Character, Shadow, FX Back and FX Front layers in a Sorting GroupConfigured Animator Controller with 136 transitionsProduction prefab and a playable demo prefab and sceneRuntime API (namespace Volet.Conquistador) for player controllers, AI, networking and navigationDemo input works with both the Input Manager and the Input System packageJSON atlas with frame rectangles, pivots, per-frame timing and root motionDocumentation: README_EN.mdNo third-party dependenciesAI tool used: Grok (xAI), image generation.AI-generated content: the base character sprite frames, produced over many generation iterations.Modifications by the publisher: the frames were edited in Aseprite (anatomy corrections, line cleanup, fixing overlapping parts such as the sword crossing the arm, reworking unreadable poses). Layer separation (character, shadow, back and front effects), slicing, pivots, frame timing, the Animator Controller, the prefab and the Unity integration were set up manually.Parts of the documentation and store text were written with the help of an AI assistant (Claude, Anthropic) and edited by the publisher.The runtime and demo C# scripts (ConquistadorPlayer, ConquistadorDemoInput) were written with the help of an AI assistant.


