Isometric Animals
Isometric pixel art animals, farm and wild, in 8 directions: walk, run, eat, sleep, attack, die.
- What's inside
- 64x64, 9,512 Frames
- Sizes
- Isometric, 64x64
- Formats
- PNG, GIF, JSON
- Engine files
- Godot, Tiled
- Download
- 42 MB

What it does for your game
- No more sliding feet: The legs really walk with feet planted, and the JSON gives the ground speed for each stride, so your animals stop skating across the map.
- Picture a living farm: Cows graze, a pig roots for food, chickens peck at the ground, the dog curls up asleep and a horse gallops across the field.
- 9,512 frames in 8 directions: 14 species in 29 coats on exact 64x64 cells, each with idle, walk, run, eat, sleep, attack, hurt and death, every direction drawn.
29 animated pixel art animals for isometric games, in 8 directions, on exact 64x64 cells: 9,512 frames. 14 species (farm animals, pets and wildlife) in 29 coats, each with idle, walk, run, eat, sleep, attack, hurt and death. Made for the 32x16 diamond of Gridwright Isometric Tiles and our other isometric packs, and for any 2:1 isometric map. For farming and life sims, city builders, strategy and survival games, RPGs and hunting games.
Licence in one line: use them in your commercial games; do not resell the files. No credit required.
Build scenes with this pack: every animal of it is in the Gridwright Isometric Builder, a map builder in your browser with all our isometric packs, which exports PNG, GIF, Tiled and Godot scenes.
Every direction is drawn, none is mirrored, and the legs really walk: the feet stay planted on the ground (two-bone legs), with a four-beat walk and a gallop, bound, trot or hop to run. The JSON gives the ground speed that matches the stride, so nothing slides.
The animals (size of the figure in its cell)
- Horse (bay, black, grey): rears up and strikes, gallops, grazes, lies down to sleep (42x44 px).
- Cow (black & white, brown): butts with its horns, grazes, lies down to chew (44x35 px).
- Pig (pink, spotted): charges with its snout, trots, roots for food, sleeps on its side (30x22 px).
- Sheep (white, black): butts, bounds away, grazes, sleeps in a woolly heap (28x26 px).
- Chicken (white, brown): flaps and pecks, runs with its wings out, pecks at the ground, sleeps sitting (18x21 px).
- Dog (golden, black & white, brown): bites, bounds along, eats, curls up asleep (32x27 px).
- Cat (orange tabby, grey tabby, black): pounces and bites, runs, eats, sleeps curled up (24x25 px).
- Fox (red, arctic): lunges and bites, bounds, eats, curls up round its tail (32x24 px).
- Wolf (grey, black): lunges with bared fangs, runs, eats, sleeps curled up (38x31 px).
- Deer (Stag): lowers its antlers and charges, bounds away, grazes, lies down (40x43 px).
- Deer (Doe): butts, bounds away, grazes, lies down (32x35 px).
- Bear (brown, black, polar): rises and swipes with a paw, charges, eats, sleeps (36x28 px).
- Wild Boar: charges with its tusks, runs, roots, sleeps (32x22 px).
- Rabbit (brown, white): nips, hops, nibbles, dozes (20x25 px).
The animations (all 8 directions, every animal)
- Idle (4), walk (8), run (6), eat (4: grazing, rooting, pecking), sleep (4: lying down, breathing), attack (6), hurt (3) and death (6: it falls onto its side and stays down).
- Attacks to suit each animal: the horse rears up and strikes, cows, sheep, pigs, boars and deer butt, dogs, cats, foxes, wolves and rabbits bite, the bear rises and swipes, the chicken flaps and pecks.
Made to drop in
- One exact cell: every frame is 64x64 at 1x and the anchor always sits on the same point (32, 46): the centre of a ground diamond. Nothing touches the cell's edges.
- A JSON per animal with fps and loop, the anchor, the size of the figure, the hit frame and hit box for each direction, and the walk and run speed per direction.
- One sheet per animation with a row per direction, and every frame as its own PNG in a folder per direction, at 1x, 2x and 3x, plus the palette (.hex, .gpl). No baked shadows: three shadow sprites to draw under them.
- The same 64x64 cell, anchor and JSON format as Isometric Characters, so farmers, hunters and their animals share one code path.
- The README gives the placement formula and the draw order for an isometric tile map.
- The scenes in the screenshots use Gridwright Isometric Tiles, not included).
What it does not include
No tiles or people as Isometric Tiles and Isometric Characters), no riders or saddles, no baby animals, no portraits, no sound, no Aseprite files and no engine project files or Unity package. The art is drawn at 1x; the 2x and 3x files are scaled copies.
Every Gridwright asset pack, made to fit together, and all 31 tools for the fiddly work, with every new release, for $17 a month. Try it in your own game first: 3 days for $1, cancel any time.
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