2D Game Artist Needed: Tiled Tileset + 6 Top-Down Parking Maps for 48x48 Grid Game
Worldwide
I am looking for a skilled 2D environment artist to create game-ready top-down map art for a 2D parking game built with the **Tiled map editor**. The work includes: - one reusable 48x48px tileset - six editable Tiled maps: - `level-0`: tutorial / movement practice - `level-1` to `level-5`: parking challenge levels This is not a request for one large concept image. The final work must be usable inside Tiled and must follow strict layer, scale, and object-layout rules because the game converts `.tmx` files into runtime level data. ### Art Style - Top-down 2D environment art - Painterly / watercolor feel, inspired by Studio Ghibli-style backgrounds - Clear, readable parking lot design - Ground material: **[asphalt / cobblestone / stylized plaza paving]** - Visual charm is welcome, but gameplay readability and technical precision are more important than decorative detail ### Technical Requirements Maps must use: - Tiled orientation: `Orthogonal` - Infinite map: `false` - Tile size: exactly `48x48` - Main level canvas: `51 x 30 tiles` - Pixel canvas: `2448 x 1440px` - Aspect ratio: `51:30` The tileset and maps must align perfectly to the 48px grid. ### Required Tiled Layers Each map must use these exact layer names: - `bg` - ground art, pavement, road markings, curbs, parking lines - `fg` - optional overhead art that should visually render above the vehicle - `spawn` - object layer with exactly one point named `player_start` - `parking` - required for `level-1` through `level-5` - omitted on purpose for `level-0` - contains exactly one rectangle named `parking_spot` - `obstacles_static` - fixed colliders such as buildings, walls, booths, curbs, planters - `obstacles_dynamic` - movable objects such as parked cars or crates Please do not rename these layers. ### Object Rules Use only these object shapes: - point objects for `player_start` - rectangles for parking spots, buildings, walls, parked cars, booths, curbs - ellipses only for true circular objects such as round planters or tree trunks Do not use polygons. Every obstacle must have a readable `label` property, for example: - `Review Booth` - `Central Planter` - `Parked Blue Car` - `North Alley Wall` Dynamic obstacles must also include a `mass` property. ### Parking Rules - `level-0` is a tutorial map and intentionally has no parking target. - `level-1` through `level-5` must each contain exactly one `parking_spot` rectangle. - Each `parking_spot` must include a `targetAngle` property. - Parking bay markings in the art must visually match the `parking_spot` rectangle. - Painted lines must terminate cleanly at tile boundaries or object boundaries so the visuals and collision data agree. ### Scale Rules Each map should include explicit scale metadata: - preferred: `mapWidthMeters` and `mapHeightMeters` - fallback only if needed: `pixelsPerMeter` The current project fallback is: - `114.3 px = 1 meter` Please preserve the map scale consistently across the six levels unless we agree otherwise. The current project uses 48x48px tiles, and the tooling supports explicit map scale through: - preferred: `mapWidthMeters` and `mapHeightMeters` - fallback: `pixelsPerMeter` We are also open to adjusting the calibration to a more **grid-friendly value** if it makes the tileset and maps cleaner for the artist. For example, if the artist recommends using `64x64px` tiles instead of `48x48px`, we can use: - `pixelsPerMeter = 51.2` - `1 tile = 64px = 1.25m` - parking space = `2 tiles wide x 5 tiles long` - parking space in pixels = `128 x 320px` - parking space in meters = `2.5m x 6.25m` This would make parking bays much easier to paint precisely because the yellow parking lines can sit exactly on tile boundaries. Under this calibration, the player vehicle size of approximately `1.55m x 3.8m` becomes about: - `79px x 195px` So the final tile size and calibration can be agreed before production starts, as long as all six maps use the same grid and the Tiled metadata is updated consistently. ### Tileset Requirements Create a reusable tileset that supports both the parking lot surface and the gameplay obstacles. The tileset should include: - pavement / asphalt / plaza ground tiles - parking line tiles: straight, corner, T-junction, end caps - curbs and pavement edges - lane markings, arrows, crosswalk-style markings if useful - planters, shrubs, small trees, tree trunks, and decorative ground greenery - static obstacle assets such as booths, kiosks, cafe/shop footprints, walls, fences, bollards, cones, barriers, crates, trash bins, signs, benches, and lamp posts - dynamic obstacle assets such as parked cars, vans, compact cars, delivery vehicles, small trailers, pushable crates, bins, or movable barriers - damaged variants for dynamic vehicles where practical, especially parked cars/vans - optional overhead foreground pieces for the `fg` layer, such as tree canopies, awnings, roof overhangs, signs, and arch tops Important: obstacles should not just be decorative art. They need to visually match the Tiled object shapes used in `obstacles_static` and `obstacles_dynamic`, so collision rectangles/ellipses line up clearly with what the player sees. ### Level Design Scope Please create six simple, readable maps: 1. `level-0`: tutorial movement practice, open and safe, no parking target 2. `level-1`: first easy parking level, wide open geometry 3. `level-2`: narrower passage / alley-style parking challenge 4. `level-3`: larger trailer-friendly layout 5. `level-4`: narrow passage precision challenge 6. `level-5`: final plaza parking challenge The maps should remain simple and readable. Avoid visual clutter that hides the driving path or makes colliders hard to understand. ### Deliverables Please provide: - one 48x48px tileset PNG - Tiled tileset file, if applicable: `.tsx` - six editable Tiled maps: `.tmx` - exported background PNGs for each level - exported foreground PNGs where needed, or empty `fg` layers where not needed - source files: PSD, Aseprite, Krita, or equivalent - a short note explaining any custom tiles, scale choices, or assumptions ### Important Precision Note The game uses Tiled object layers for spawn points, parking targets, and obstacles. The art must support that data cleanly. The visual parking lines, curbs, walls, buildings, and obstacles should match the object rectangles/ellipses in Tiled. Please avoid decorative details that imply collision where no object exists, or objects that do not visually appear in the map. ### How To Apply Please include the phrase **“Ghibli Grid”** in your proposal so I know you read the technical requirements. Please also include examples of previous: - top-down game maps - Tiled maps - 48x48 or similar tilesets - painterly or watercolor-style environment art - grid-based game assets with precise technical constraints
$100.00
Fixed-price- IntermediateExperience Level
- Remote Job
- Ongoing projectProject Type
Skills and Expertise
Activity on this job
- Proposals:Less than 5
- Last viewed by client:3 weeks ago
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About the client
- United KingdomLondon11:08 PM
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