2D Infinite Character Forge – Cozy Life


Village: Baker, Cook, Shopkeeper, Innkeeper, Tailor, Courier ... Material: Wood, Stone, Copper, Iron, Steel, Gold ... Craft changes the tool’s shape, not just its colour. ... Work animations


by Lucasoft Arts


Price History +

Create infinite animated pixel characters with 2D Infinite Character Forge – a Procedural pixel character generator and animator.

Package type: Editor tool + runtime library (procedural 2D pixel-art character generator). No pre-made sprite sheets: all character art is generated by C# code in the Editor or at runtime.

Generated images

  • Frame size: 112×80 px by default (32×32 style canvas plus padding for animations; the style canvas can be set from 16 to 128 px)
  • Characters are about 15–26 px tall; the sprite pivot is at the feet; 16 pixels per unit by default
  • Color depth: 32-bit RGBA (Texture2D RGBA32, point filtering, no mipmaps)
  • Transparency: binary alpha (fully transparent background, no semi-transparent pixels)
  • Export: PNG (integer scale 1–16×), editable prefabs, baked animated prefabs (sprite atlas per animation), JSON presets

Content

  • 21 professions in 4 groups (Farm, Crafts, Village, Nature) × 7 races in 10 variants; unlimited variations from seeds
  • 22 tools with quality: 6 materials, 3 craft levels and condition 0–100, with 8 grade presets (Starter to Golden)
  • 19 outfits, 18 headwear types, 11 off-hand items, 5 belts and bags, 6 back items, 3 glove, 3 boot and 5 neckwear types, 6 carry loads
  • 15 animation slots: Idle, Walk, Run, Jump, Celebrate, Wave, Stumble, Chop, Mine, Hoe, Water, Hammer, Fish, Gather, Carry (4–10 frames each, 102 frames per character)
  • Included files: 70 C# scripts, 2 demo scenes, 11 documentation preview images (2 PNG, 9 animated GIF), documentation (Markdown)

Architecture

  • Pure C# engine (no UnityEngine dependency) and thin Unity components (PixelCharacterView, PixelCharacterAnimator)
  • Editor window, inspectors, prefab exporter
  • Separate assembly definitions: Runtime, Editor, Samples, Tests
  • Main API: CozyLifeLibrary.Generate, CharacterForge.Generate, CharacterAnimationRenderer.RenderFrame, PixelCharacterView.SetRole / SetTool / SetToolGrade / SetToolQuality / SetEquipment, plus animation events (WorkMoment, AnimationCompleted)
  • Characters are serialized as JSON-compatible data (CharacterDefinition), including tool quality

Dependencies: None required. Optional: URP + Shader Graph for the included lit sprite shader; Unity Test Framework for the included EditMode tests.

Platforms: All Unity platforms (managed C# only, no native plugins). On WebGL, generation runs on the main thread; on other platforms the demo uses worker threads.

Limitations: Animations are visual poses only; movement, collision and the results of work (felled trees, tilled soil, caught fish) are handled by your game. Effects (wood chips, sparks, soil, water drops, smoke, fishing line) are drawn into the sprite frames, not particle systems. The demo props (trees, rocks, fields, ponds and so on) are sample visuals, not a tile or prop system. No weapons, combat animations, vehicles or animals.

Unity version: 2022.3 or newer

2D Infinite Character Forge - Cozy Life Edition

Procedural, animated pixel villagers for cozy farming, crafting and life-sim games. There are no weapons, no violence and no scary characters. Instead you get ordinary folk with professions, work clothes and tools: endless farmers, bakers, miners, fishers and blacksmiths, generated from a seed and fully editable.


Built for cozy games


Cozy Life is made for farming sims, village builders, crafting and gathering games, life sims, relaxing RPGs and adventure games with a gentle tone. Every character is a villager who works for a living. The tools are what they work with, not weapons.



Seven races, friendly faces


There are seven races in ten variants: Human; High, Wood and Night Elf; Dwarf; Gnome; Goblin; Orc; Merfolk and Fishfolk. Faces are always friendly, with no scars, war paint or fangs. Goblins and orcs have warm eyes and rosy cheeks. Any race can take any profession


.

21 professions in four groups

  • Farm: Farmer, Gardener, Shepherd, Beekeeper, Dairy Farmer
  • Crafts: Blacksmith, Carpenter, Lumberjack, Miner, Stonemason
  • Village: Baker, Cook, Shopkeeper, Innkeeper, Tailor, Courier
  • Nature: Fisher, Forager, Explorer, Herbalist, Naturalist

Each profession has its own outfits, colours, headwear, tools and gear, chosen with weighted randomness. Every seed gives a new villager, and they still look like they belong to the trade.


22 tools with a crafting ladder


The tools are: axe, pickaxe, hoe, shovel, scythe, sickle, watering can, hammer, mallet, saw, fishing rod, pitchfork, rake, broom, shepherd’s crook, walking staff, bug net, trowel, rolling pin, ladle, bee smoker and shears.



Every tool has a quality, made of three parts:

  • Material: Wood, Stone, Copper, Iron, Steel, Gold
  • Craft: Handmade (twine lashing, crooked branch handle), Workshop (riveted collar, leather grip) or Masterwork (brass fittings, polished edge). Craft changes the tool’s shape, not just its colour.
  • Condition from 0 to 100: soil, chips, rust or green patina, cracks and finally a split handle.

There are eight grade presets: Starter, Flint, Village, Smithy, Rusty, Masterwork, Golden and Heirloom. They fit upgrade systems directly, from the first wooden axe to the golden one.


Work animations


There are 15 animation slots: Idle, Walk, Run, Jump, Celebrate, Wave and Stumble, plus the work animations Chop, Mine, Hoe, Water, Hammer, Fish, Gather and Carry. Work comes with small effects: wood chips, sparks, soil clods, water from the watering can, smoke from the bee smoker, and a fishing line with a float. A WorkMoment event fires when the tool lands, so your game can damage the tree, till the tile or water the crop at the right moment.



Clothing and gear

  • 19 outfits, from overalls, smocks and aprons to chef jackets, oilskins and robes
  • 18 headwear items, including straw hats, chef toques, beekeeper veils and miner helmets with lamps
  • 11 off-hand items: lantern, basket, bucket, ledger, mug, parcel, bouquet, herb bundle, seed pouch, tongs and fish
  • Belts, bags, backpacks, gloves, boots and neckwear
  • Six loads to carry: crate, logs, sack, produce basket, hay bale and stones

Fully customizable


Everything is parameters, not fixed sprites. In the editor window you can change race, profession, body, face, hair, clothing, colours, gear and tool quality, and see the result live with animation. Save presets, export PNGs, editable prefabs or baked animated prefabs, or generate villagers at runtime. Runtime calls let you swap tools, change professions or upgrade a tool in a running game. The full C# source is included, and you can create your own race presets as assets.



Village Workday demo


Two neighbours wave good morning in the middle of the village green. Then the camera zooms out over the whole village at work. Lumberjacks chop trees, miners strike rocks, farmers hoe their fields, gardeners water seedlings, fishers cast into ponds, smiths hammer at anvils, and carriers walk the cart paths with crates and logs. Every villager is generated live as the camera reveals them.




Technical

  • Works with the Built-in Render Pipeline and URP (optional URP lit sprite material included)
  • Runs fully offline, with no external services
  • Pure C# drawing engine: generation is deterministic, the same seed always gives the same villager, and characters can be drawn on worker threads
  • JSON save and load of complete characters
  • Documentation and EditMode tests included
  • Separate namespaces and assemblies, so it can be used alongside other 2D Infinite Character Forge editions