Survivors and infected with full animation cycles, realistic winter
structures, weapons, items, effects and seamless ground tiles. Everything is
generated from tools/pixel-art/winter/ — a humanoid rig,
one palette, and a keyframe list per animation.
The animations below are the shipped sprite sheets, playing. Each one is a
single horizontal PNG stepped through with CSS steps() — no JavaScript
animation, no preview render. What you see is the file Unity would slice.
Why a rig. A person is not a blob: a walk cycle is knees and elbows in
counter-phase, and hand-placing that for every character × every animation is how a
project ends up with three animations. The body is a skeleton of joint angles, each
animation is a short list of keyframes, and the frames between are interpolated — so a
new survivor is a new outfit over the same rig, and a new animation arrives for
every character at once.
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The palette
A survival winter, not a Christmas one. Snow is blue-grey rather than white,
skin is cold, fabric is drab — and the only saturated colours in the entire set are
blood, fire and infected-green. Put one saturated red among twelve desaturated browns
and the eye goes straight to it, which is exactly what you want when the red is a wound.
Using them
Each animation is one horizontal strip: slice it in Unity's Sprite Editor with
Grid By Cell Count, columns = the frame count shown on the card.
Set Filter Mode: Point and Compression: None or Unity
smooths them back into mush. Characters are 48×48 at 48 Pixels Per Unit.
Non-looping animations (death, rise) are marked — do not set them to loop.
No sprite bakes in a ground shadow; the renderer draws its own.