Godot Platformer Character Animation Package

via Freelancer ·

Budget / Salary$250–750
TypeFreelance project
LocationRemote
Posted1 hour ago
I’m building a side-scrolling action platformer in Godot and I’m ready to replace my placeholder sprites with fully-fleshed, layered 2D artwork. The heroine is a female android; I’ll supply her concept sheet and my own rough run cycle so you can grasp proportions, palette, and mood.

Style & finish
• The look is clearly cartoonish, not pixel art or hyper-realistic, yet I still want the polish and nuance you’d expect from a modern “HD” sprite game. Think Mega Man X fluidity blended with Dark-Souls-scale encounters.
• Each motion must be highly detailed: secondary limb motion, cloth/tech cable follow-through, subtle recoil, etc.—enough frames to read smoothly at 60 fps.

Core animation set
1. Run (loop)
2. Jump / fall / land
3. Dash (ground & air)
4. Melee slash combo
5. Laser gun firing
6. Hit-stun / knock-back
7. Death / reboot
8. Interaction poses: pressing buttons, pulling levers, and reacting to environmental effects (shaking platforms, floor collapse, wind push)

Technical specs
• Godot-ready: deliver Aseprite sheets or individual PNGs plus a sample .tscn with AnimationPlayer tracks, so I can drop them straight into the engine.
• Layered PSD/Clip Studio file for easy palette swaps.
• All frames aligned to a common pivot; ­idle frame at origin (0,0).
• Target resolution: the main sprite should read crisply at 1920×1080 when shown at 1:1 scale on a 48-pixel grid.

Pipeline flexibility
If you prefer Spine, DragonBones, or Godot’s built-in skeletons for rigging, feel free—as long as the final export is spritesheets with transparent backgrounds. I’m also open to hand-drawn frame-by-frame if that fits your workflow and schedule.

Acceptance criteria
• Every move listed above animates seamlessly in-engine without jitter or mis-registration.
• Color palette and line weight match the supplied concept sheet.
• Source files and export instructions included so I can generate future variations.

Once we’re both happy with the hero, I’d love to discuss boss and enemy sets, plus those intricate backgrounds I mentioned, so consider this the first step in an ongoing collaboration.
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