
Paid Micro-Kit Art Test (2D, 3/4 overhead, modular)
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£88(approx. $119)
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⭐ TOP CERT Graphic Designer ⭐| Expert 2D/3D Render | Video Animator | Web Developer |Logo Designer |Graphic Animations | Video Editor ||Illustration.

⭐ Graphic Designer ⭐| Expert 2D/3D Render | Video Animator | Web Developer |Logo Designer |Graphic Animations | Video Editor |Illustration | Content Writer | Data Scraper.

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Description
Experience Level: Expert
Farming & Village Sim RPG — Paid Micro-Kit Art Test (2D, 3/4 overhead, modular)
Camera / view
2D orthographic three-quarter overhead (Stardew-like readability).
Assets must align to a 32×32 pixel tile grid.
Scale / pixel targets
World grid: 32×32 px per tile.
For this test, build a 1×1 tile footprint house base (front face occupying one tile).
Target sprite size: ~32–40 px wide and ~56–64 px tall for the assembled house (taller than one tile), aligned to the 32×32 grid.
Style
Clean 2D illustration with vector-like clarity (non-pixel).
Controlled detail, believable UK materials, natural daylight.
Lighting: neutral/daylight; avoid heavy mood lighting.
Environments should not rely on thick outlines.
Material vocabulary (must match)
Roofs (test):
Thatch
Clay tile (weathered red/orange-brown, not bright terracotta)
Walls: pale rubble stone (chalk/limestone) with lime mortar + weathered red-brown brick surrounds OR lime render (your choice for the single base).
Brick colour: weathered red / red-brown (not bright orange, not modern).
Foliage / climbers (required)
Include a typical UK wall climber: wisteria OR English ivy.
Foliage must be clustered (no individual-leaf outlining) and must not obscure key shapes (door/window must remain readable).
Hard constraints (no drift)
Follow the provided reference photo(s) for proportions and character; keep real-world irregularities.
No invented major architectural changes.
No text/signage.
No people/vehicles/animals.
No gutters or drainpipes.
No clutter/modern attachments: aerials, satellite dishes, cables/wires, security lights, bins, vents, air-con units.
Prefer transparent cutouts with no baked ground shadow in the main sprites.
If you want, you can include a separate optional “contact shadow” sprite/layer (soft, subtle) that matches the footprint, but keep it separate from the base so I can control it per ground tile in-engine.
For pivots: please assume the pivot/origin is at the bottom-centre of the footprint (the “feet” point where the building touches the ground tile). For this micro-kit (1×1 footprint), that means bottom-centre of the base. Please keep roofs/doors/windows/overlays aligned to that same base pivot so modules stack cleanly.
---
Deliverables (one of each, modular PNGs)
All pieces must be transparent PNGs and match the scale rules above.
House base (1)
One small cottage body/wall mass in 3/4 overhead view, aligned to the 32×32 grid.
Roof (2)
Thatch roof (1) sized to fit the house base.
Clay tile roof (1) sized to fit the house base.
Door (1)
Simple timber cottage door, readable at game scale.
Window (1)
Simple timber window (casement or sash), readable at game scale.
Chimney (1)
Weathered red-brown brick chimney, sized to fit the roofs.
Climber overlay (1)
One overlay (wisteria mass OR ivy) designed to sit on the house without obscuring the door/window area.
Boundary wall segment (1)
One low rubble/flint-style wall segment in 3/4 overhead view, reusable.
Assembly proof (required)
Provide 2 assembled example houses (PNGs), using the modules:
Example A: house + thatch roof + climber overlay
Example B: house + clay tile roof + climber overlay
File naming
YourName_Arunvale_MicroKit__v01.png
Optional (preferred)
Layered source files for the house base and one roof (PSD/Clip/Krita).
When replying
Confirm your fixed price for the micro-test and your delivery date, along with any question.
I have all design documents and image reference packs easily available to share on request.
Camera / view
2D orthographic three-quarter overhead (Stardew-like readability).
Assets must align to a 32×32 pixel tile grid.
Scale / pixel targets
World grid: 32×32 px per tile.
For this test, build a 1×1 tile footprint house base (front face occupying one tile).
Target sprite size: ~32–40 px wide and ~56–64 px tall for the assembled house (taller than one tile), aligned to the 32×32 grid.
Style
Clean 2D illustration with vector-like clarity (non-pixel).
Controlled detail, believable UK materials, natural daylight.
Lighting: neutral/daylight; avoid heavy mood lighting.
Environments should not rely on thick outlines.
Material vocabulary (must match)
Roofs (test):
Thatch
Clay tile (weathered red/orange-brown, not bright terracotta)
Walls: pale rubble stone (chalk/limestone) with lime mortar + weathered red-brown brick surrounds OR lime render (your choice for the single base).
Brick colour: weathered red / red-brown (not bright orange, not modern).
Foliage / climbers (required)
Include a typical UK wall climber: wisteria OR English ivy.
Foliage must be clustered (no individual-leaf outlining) and must not obscure key shapes (door/window must remain readable).
Hard constraints (no drift)
Follow the provided reference photo(s) for proportions and character; keep real-world irregularities.
No invented major architectural changes.
No text/signage.
No people/vehicles/animals.
No gutters or drainpipes.
No clutter/modern attachments: aerials, satellite dishes, cables/wires, security lights, bins, vents, air-con units.
Prefer transparent cutouts with no baked ground shadow in the main sprites.
If you want, you can include a separate optional “contact shadow” sprite/layer (soft, subtle) that matches the footprint, but keep it separate from the base so I can control it per ground tile in-engine.
For pivots: please assume the pivot/origin is at the bottom-centre of the footprint (the “feet” point where the building touches the ground tile). For this micro-kit (1×1 footprint), that means bottom-centre of the base. Please keep roofs/doors/windows/overlays aligned to that same base pivot so modules stack cleanly.
---
Deliverables (one of each, modular PNGs)
All pieces must be transparent PNGs and match the scale rules above.
House base (1)
One small cottage body/wall mass in 3/4 overhead view, aligned to the 32×32 grid.
Roof (2)
Thatch roof (1) sized to fit the house base.
Clay tile roof (1) sized to fit the house base.
Door (1)
Simple timber cottage door, readable at game scale.
Window (1)
Simple timber window (casement or sash), readable at game scale.
Chimney (1)
Weathered red-brown brick chimney, sized to fit the roofs.
Climber overlay (1)
One overlay (wisteria mass OR ivy) designed to sit on the house without obscuring the door/window area.
Boundary wall segment (1)
One low rubble/flint-style wall segment in 3/4 overhead view, reusable.
Assembly proof (required)
Provide 2 assembled example houses (PNGs), using the modules:
Example A: house + thatch roof + climber overlay
Example B: house + clay tile roof + climber overlay
File naming
YourName_Arunvale_MicroKit__v01.png
Optional (preferred)
Layered source files for the house base and one roof (PSD/Clip/Krita).
When replying
Confirm your fixed price for the micro-test and your delivery date, along with any question.
I have all design documents and image reference packs easily available to share on request.
Albion H.
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