What's in the pack
A pixel art isometric modern city kit: 321 pieces on the exact 32x16 diamond grid of Gridwright Isometric Tiles: roads that join by themselves (15 pieces with centre and edge lines, crossings, parking), buildings of any size and height from a storey kit in 4 facades, flat roofs that join, 20 vehicles in 4 directions, traffic lights, street lamps and street furniture, and every window and lamp lit for night. Every standing piece has its own shadow sprite. For city builders, tycoon and management games, simulations, strategy, puzzle games and modern RPGs.
Licence in one line: use it in your commercial games; do not resell the files. No credit required.
Build scenes with this pack: every piece 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.
What you get
- The storey kit (76 pieces): red brick, cream stucco, grey concrete and a glass office facade, each with 6 ground-floor pieces (windows, a door on either side, a shop front, a shop door on either side) and 4 upper-floor pieces (windows, a balcony on either side, a blank wall). A storey is one cell and 20 px tall: stack them to any height and fill any shape of cells, and they become one building (window bays repeat every cell). Every piece with windows has a lit version with the same outline.
- Roofs and shop fronts (16 roofs, 8 rooftop props, 14 awnings and signs): flat roofs with a parapet in 16 joins; air conditioner, water tank, antenna, solar panels, roof hatch, vent pipes, satellite dish, skylight; striped awnings in three colours and shop signs (cafe, shop, pharmacy, bakery) for either face.
- Roads (24 pieces): 15 road pieces by neighbour mask (straights with a dashed centre line, bends, T junctions, a crossroads, dead ends, all with edge lines), zebra crossings on both axes, parking bays opening four ways, a P marking, manholes and drains. Asphalt sits 2 px lower than the pavement, so the kerb shows.
- Vehicles (88 sprites): sedans in 5 colours, hatchbacks in 4, vans in 3, pickups in 2, a taxi, a police car and an ambulance with flashing lights (2 frames), and two cells long: a bus, a delivery truck and a fire engine. Each in 4 directions, never mirrored (the light stays on the left), with the lane offset in the JSON.
- Street and park (49): street lamps (also lit), traffic lights in red, amber and green, stop and parking signs, a bus shelter, benches, bins, recycling bins, a hydrant, a mailbox, bollards, planters, three street trees, hedges, a vending machine, a bike rack with bikes, a parking meter, cones, barriers, dumpsters, an electrical box, billboards, a fountain (4 frames), a picnic table, a slide and swings.
- Ready buildings (12): a suburban house with a garage, a gas station with pumps and a shop, a street kiosk; left or right (drawn both ways, not mirrored) and lit.
- Ground (19 blocks, 15 floors): pavement slabs, plaza pavers, mown lawn, concrete and asphalt.
- 82 shadow sprites: nothing is baked into the art; each standing piece has its own shadow with the same anchor.
Made to drop in
- The same grid as our other isometric packs: 32x16 diamond, 16 px blocks, every file a multiple of 16 px. It mixes with Isometric Tiles (water, trees, more ground) and Isometric Interiors (modern furniture), sold separately.
- One JSON for everything (isometric.json): footprint, anchor, height, facing, road and roof joins, storey types, lane offsets and frames, plus the placement formula, the stacking rule and the draw order in the README.
- Clear names: storey_brick_ground_shop_door_sw.png, storey_glass_upper_windows_lit.png, roof_06.png, road_11.png, car_sedan_red_ne.png, traffic_light_se_green.png.
- Single PNGs and sheets at 1x, 2x and 3x, and the palette (.hex, .gpl).
- The city in the screenshots was put together from these same sprites only.
What it does not include
No people (see our isometric character packs), no interiors (see Isometric Interiors), no water or rivers (see Isometric Tiles), no sloped roads or bridges, no RPG Maker sheets and no engine project files (the README gives the placement formula and the draw order). The night look in the screenshots is a darkening shader over the lit sprites. The art is drawn at 1x; the 2x and 3x files are scaled copies.
Licence
Use and modify in personal and commercial projects. Shipping the tiles inside your game is fine. No resale or redistribution of the assets, modified or not. Credit is appreciated, not required. Not for AI training or NFTs.
How it was made
Every piece is drawn by code: a small ray caster draws each block, storey, vehicle and prop from simple solids on the exact 2:1 grid, lights it from the left and bands it onto 6-tone colour ramps. The code was written with AI-assisted tools. No image generator was used, no third-party art is included, and there are no real brands, logos or buildings.