Parallax Backgrounds
48 seamless pixel art parallax backgrounds: 12 scenes at dawn, day, sunset and night, 320x180
- Sizes
- Side-view
- Formats
- JSON
- Engine files
- Godot, Unity, GameMaker
- Download
- 18 MB

What it does for your game
- No more flat level backdrops: Every background is 6 to 7 layers that repeat without a seam, so your scrolling has depth from the very first level.
- Picture a level at sunset: Your hero runs from the meadow to the mountains as the levels move from dawn to night, and the art never changes style.
- 48 backgrounds, Godot-ready: 12 scenes x 4 times of day, 640x180 layers, whole-number scales up to 1920x1080, and a Parallax2D scene per background tested in Godot 4.7.2.
48 pixel art parallax backgrounds in one style: 12 scenes (meadow, pine forest, mountains, desert, ocean, jungle, city, castle, winter, haunted graveyard, volcano, sky islands), each at dawn, day, sunset and night. Every background is 6 to 7 layers that repeat left to right without a seam, ready to scroll behind a platformer, runner or shooter.
Licence in one line: use them in any personal or commercial game; do not resell the assets.
What you get
- 48 backgrounds = 12 scenes x 4 times of day, 300 layer images.
- 320x180 view at 1x (20 x 11 tiles of 16 px). Every layer is 640x180, two screens wide, so the near layers repeat less.
- Scaled by whole numbers: 1x, 2x, 3x, 4x (1280x720) and 6x (1920x1080), always sharp.
- Animated layers: the ocean's sea with sun and moon glitter (8 frames), the volcano's lava river (8 frames), twinkling stars in every night sky (4 frames). Clouds and mist drift on their own.
- Lit windows at night in the city, the castle village and the haunted manor.
- Every background as one merged picture too (320x180 view at 1x, 2x, 4x, 6x, plus the full 640 strip) for menus, title screens and visual novels.
- viewer.html: open it in a browser and scroll through all 48 with their parallax.
backgrounds.json: every layer's file, parallax factor, autoscroll speed, frames, fps, opacity and order, for any engine.
Why these
- One style across 12 places and 4 times of day: a level can go from dawn to night, or from the meadow to the mountains, without the art changing style.
- Depth that reads: far layers fade into the horizon haze, near layers are darker, and the light comes from the sun or moon (rims on the lit side), so the layers always separate when they move.
- Proven seamless: the build checks every layer's wrap seam, that no background has holes, and that no two files are the same.
- The README lists every scene's layers with their factors, and how to set them up in Godot, Unity and GameMaker.
What it does not include
No tilesets, characters or foreground platforms (the platformer screenshot uses our Platformer Tileset, no PSD or Aseprite files, no vertical (tall) backgrounds, no caves or interiors.
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.
Start for $1