This jam is now over. It ran from 2022-11-13 22:00:00 to 2022-12-13 13:00:00. View results
The latest TimpsJam is here and this time we're running for an entire month. There's no limits or restrictions on how long you spend on it until submissions close.
TimpsJam3 is a sprite Jam. You'll create and submit 1, 4 (or up to 32) sprites in a single sprite sheet using our isometric template.
There's no restriction on theme, colour, setting, time period, high poly, low poly, whatever strikes your fancy. Use toon shaders, or HDRP, a thousand particles, realistic trees, a stack of crates.
You can create a field of grass and flowers, or a city filled with traffic. A castle, a battlefield of sci fi ships attacking a dragon, your imagination is the limit.
You will need to download the TimpsJam template scene in order to build your tile. Here's your scene.
It contains your tile, a single camera, and a directional light. You may not move the camera or the tile. You may not scale the tile.
To render it out. Expand your game view to max size to make sure everything is at the right scale, and then screenshot/snip and take it into your image editor of choice to remove the background colour.
All entries are considered CC0 for the final sprite sheet and will be displayed and used in an undisclosed method following the jam. And available for all to download and do the same with.
Your entry must fit within the bounds of the tile on all sides. You may build vertically as tall as the frame fits. You may not build below the edges of the tile or outside it.
You may not submit anything offensive, NSFW, excessively gory, or containing hate speech of any kind.
The final tiles will fit together into an isometric grid.
For ease of use, use guides in your image editor to line up the bottom centre corner of your sprites. Rows can then have additional height as needed.
Empty space in the sprite sheet is preferred to overlap. Here's a sample layout of the North, South, East, West views of the 4 sprite submission.
And a sample layout to use. The standard tile renders out as 724px wide, these frames are 604px tall with 2px breathing room.
And here's my sample spritesheet, ready to use.