SPRINT: COMPLETE ASSET REFERENCE

Everything available in the Kenney Platformer Art Deluxe pack for your final game

Sprint — Lessons 17–20 Complete Asset Shopping List Unity 2D — Year 9 Kenney Assets
1
Player Characters — Pick ONE Set
Base pack players + Alien characters with extra animations

Base Pack Players

Path: Base pack/Player/

Character Sprites Available
Player 1 p1_stand, p1_walk/ folder (11 frames), p1_jump, p1_duck, p1_hurt, p1_front
Player 2 p2_stand, p2_walk/ folder (11 frames), p2_jump, p2_duck, p2_hurt, p2_front
Player 3 p3_stand, p3_walk/ folder (11 frames), p3_jump, p3_duck, p3_hurt, p3_front
Base pack/Player/ ├── p1_stand.png p1_jump.png p1_duck.png ├── p1_hurt.png p1_front.png ├── p1_walk/ │ ├── p1_walk01.png ... p1_walk11.png (11 frames) ├── p2_stand.png p2_jump.png p2_duck.png ├── p2_hurt.png p2_front.png ├── p2_walk/ │ ├── p2_walk01.png ... p2_walk11.png ├── p3_stand.png p3_jump.png p3_duck.png ├── p3_hurt.png p3_front.png └── p3_walk/ └── p3_walk01.png ... p3_walk11.png

Alien Characters (Extra Animations)

Path: Extra animations and enemies/Alien sprites/

Aliens come in 5 colours: Beige, Blue, Green, Pink, Yellow. Each colour has 10 sprite states — more animation options than the base pack players!
Colour Sprites (each colour has all of these)
Beige stand, walk1, walk2, jump, duck, hurt, climb1, climb2, swim1, swim2
Blue
Green
Pink
Yellow
Extra animations and enemies/Alien sprites/ ├── alienBeige_stand.png alienBeige_walk1.png alienBeige_walk2.png ├── alienBeige_jump.png alienBeige_duck.png alienBeige_hurt.png ├── alienBeige_climb1.png alienBeige_climb2.png ├── alienBeige_swim1.png alienBeige_swim2.png ├── alienBlue_stand.png alienBlue_walk1.png ... ├── alienGreen_... alienPink_... alienYellow_...
Pick ONE character set for your game. Mixing player sprites from different sets will look inconsistent. Stick with either a Base Pack player (p1/p2/p3) OR one Alien colour.
2
Enemies — Pick 2–4
Base enemies + Advanced enemy sprites with full animations

Base Pack Enemies

Path: Base pack/Enemies/

Enemy Sprites Type Difficulty
Slime slimeWalk1, slimeWalk2, slimeDead Ground Easy
Fly flyFly1, flyFly2, flyDead Air Medium
Snail snailWalk1, snailWalk2, snailShell Ground Easy
Fish fishSwim1, fishSwim2, fishDead Water Special

Advanced Enemies (Extra Animations)

Path: Extra animations and enemies/Enemy sprites/

Advanced enemies have full animation sets: idle, move, dead, and hit sprites. Much more polished than the base pack enemies!
Enemy Sprites Type
Bat bat, bat_dead, bat_hit Air
Bee bee, bee_move, bee_dead, bee_hit Air
Spider spider, spider_move, spider_dead, spider_hit Ground / Ceiling
Ghost ghost, ghost_dead, ghost_hit Air / Special
Snake snake, snake_move, snake_dead, snake_hit Ground
Frog frog, frog_move, frog_dead, frog_hit Ground
Mouse mouse, mouse_move, mouse_dead, mouse_hit Ground
Worm worm, worm_move, worm_dead, worm_hit Ground
Ladybug ladyBug, ladyBug_move, ladyBug_dead, ladyBug_hit Ground
Slime (Green) slime, slime_move, slime_dead, slime_hit Ground
Slime (Blue) slimeBlue, slimeBlue_move, slimeBlue_dead, slimeBlue_hit Ground
Snake Slime snakeSlime, snakeSlime_move, snakeSlime_dead, snakeSlime_hit Ground
Snake Lava snakeLava, snakeLava_move, snakeLava_dead, snakeLava_hit Ground / Lava
Piranha piranha, piranha_move, piranha_dead, piranha_hit Water
Barnacle barnacle, barnacle_dead, barnacle_hit Wall / Static
Grass Block grassBlock, grassBlock_dead, grassBlock_hit Camouflage
Slime Block slimeBlock, slimeBlock_dead, slimeBlock_hit Camouflage
Spinner (Half) spinnerHalf, spinnerHalf_dead, spinnerHalf_hit Hazard
Spinner spinner, spinner_dead, spinner_hit Hazard
Don't overload your game! Pick 2–4 enemies that suit your level themes. A ground enemy, an air enemy, and one special type is a solid combination.
3
Collectibles
Coins, gems, keys, power-ups — all from Base pack/Items/

Path: Base pack/Items/

Coins & Gems

File Suggested Value Use
coinBronze.png 1 point Common — scattered everywhere
coinSilver.png 5 points Uncommon — slightly hidden
coinGold.png 10 points Rare — reward for exploration
gemBlue.png, gemGreen.png 25 points Valuable — hard to reach spots
gemRed.png, gemYellow.png 50 points Premium — secret areas only
star.png Special Level completion star / bonus

Keys & Locks

File Purpose
keyBlue.png Unlocks blue doors / locks
keyGreen.png Unlocks green doors / locks
keyRed.png Unlocks red doors / locks
keyYellow.png Unlocks yellow doors / locks

Power-Ups

File Purpose
mushroomRed.png Extra life
mushroomBrown.png Power-up (define your own effect!)
💡 Point values are suggestions. Adjust them to match your GDD. The important thing is having a clear progression: common items worth less, rare items worth more.
4
Level Tiles by Theme
Every tileset available — base themes + expansion packs
💡 Every theme follows the same tile naming pattern. Once you learn one theme, you know them all! The pattern is: [theme][TileType].png

Tile Types Available Per Theme

Every theme includes these tile variants: Mid Left Right Center Half HalfLeft HalfMid HalfRight CliffLeft CliffRight CliffLeftAlt CliffRightAlt HillLeft HillRight HillLeft2 HillRight2 LedgeLeft LedgeRight Example for Grass: grassMid.png grassLeft.png grassRight.png grassCenter.png grassHalf.png grassHalfLeft.png grassHalfMid.png grassHalfRight.png grassCliffLeft.png grassCliffRight.png ... etc.

Base Themes

Path: Base pack/Tiles/

Theme Prefix Best For
Grass grass Outdoor levels, forests, starting areas
Dirt dirt Underground, caves, earthy areas
Sand sand Desert, beach, arid levels
Snow snow Winter, ice, mountain levels
Stone stone Dungeons, ruins, rocky terrain
Castle castle Castle interiors, fortresses, boss areas

Expansion Themes

Theme Pack Path Best For
Ice Ice expansion/Tiles/ Frozen caves, slippery surfaces
Candy Candy expansion/Tiles/ Sweet themed worlds, fun/quirky levels
Buildings Buildings expansion/Tiles/ City levels, rooftop stages, urban areas
Mushroom Mushroom expansion/Tiles/ Fantasy forest, magical worlds
Remember: All Kenney tiles are 70×70 pixels. Set Pixels Per Unit to 70 and Filter Mode to Point on every tile you import!
5
Level Props & Hazards
Interactive objects, dangers, doors, ladders, liquids, and more

Hazards & Damage

File Purpose Path
spikes.png Damage zone — instant hurt on contact Base pack/Items/
bomb.png, bombFlash.png Explosive — timed or triggered Base pack/Items/
fireball.png Projectile — shot by enemies or traps Base pack/Items/

Interactive Props

File Purpose Path
springboardUp.png, springboardDown.png Bounce pad — launches player Base pack/Items/
buttonBlue.png, buttonGreen.png, buttonRed.png, buttonYellow.png Buttons — trigger events Base pack/Items/
switchLeft.png, switchMid.png, switchRight.png Switches — toggle states Base pack/Items/
weight.png, weightChained.png Weights — pressure plates / puzzles Base pack/Items/
chain.png Decoration / climbable chain Base pack/Items/
flagBlue.png, flagGreen.png, flagRed.png, flagYellow.png Flags — checkpoints or markers Base pack/Items/

Doors & Locks

File Purpose Path
door_openMid.png, door_openTop.png Open door (2 tiles tall) Base pack/Tiles/
door_closedMid.png, door_closedTop.png Closed door (2 tiles tall) Base pack/Tiles/
lock_blue.png, lock_green.png, lock_red.png, lock_yellow.png Coloured locks — match with keys Base pack/Tiles/

Ladders, Ropes & Bridges

File Purpose Path
ladder_mid.png, ladder_top.png Ladders — vertical climbing Base pack/Tiles/
ropeVertical.png, ropeHorizontal.png Ropes — climbing / swinging Base pack/Tiles/
bridge.png, bridgeLogs.png Bridges — crossing gaps Base pack/Tiles/

Liquids

File Purpose Path
liquidWaterTop.png Water surface — swimming or hazard Base pack/Tiles/
liquidLavaTop.png Lava surface — instant death hazard Base pack/Tiles/

Crates & Boxes

File Purpose Path
box.png Standard crate — pushable / breakable Base pack/Tiles/
boxAlt.png Alternative crate style Base pack/Tiles/
boxCoin.png Coin crate — break to get coins Base pack/Tiles/
boxItem.png Item crate — break to get power-up Base pack/Tiles/
boxExplosive.png Explosive crate — dangerous! Base pack/Tiles/

Signs, Fences & Structures

File Purpose Path
sign.png, signExit.png, signLeft.png, signRight.png Signs — directional markers Base pack/Tiles/
fence.png, fenceBroken.png Fences — boundaries / decoration Base pack/Tiles/
tochLit.png, tochLit2.png, torch.png Torches — lighting / atmosphere Base pack/Tiles/
window.png Windows — castle / building detail Base pack/Tiles/
6
Backgrounds
Sky and world backgrounds for your levels
File Description Path
bg.png Default sky — works with any theme Base pack/
bg_castle.png Castle sky — darker, moody atmosphere Base pack/
bg_grasslands.png Grasslands — green rolling hills Mushroom expansion/Backgrounds/
bg_desert.png Desert — sandy dunes, warm tones Mushroom expansion/Backgrounds/
bg_castle.png Dark castle — dramatic sky Mushroom expansion/Backgrounds/
bg_shroom.png Mushroom world — fantasy setting Mushroom expansion/Backgrounds/
💡 Background setup in Unity: Create a large Quad or UI Image, assign the background sprite, and place it on a Background sorting layer behind everything else. Set the camera's background colour to match the edges of the image.
7
HUD Assets
Hearts, score icons, player portraits, number sprites

Path: Base pack/HUD/

Lives Display

File Purpose
hud_heartFull.png Full heart — one life point
hud_heartHalf.png Half heart — half life point
hud_heartEmpty.png Empty heart — lost life point

Score & Collectible Icons

File Purpose
hud_coins.png Score icon — display next to coin count
hud_gem_blue.png, hud_gem_green.png, hud_gem_red.png, hud_gem_yellow.png Gem counters — track collected gems

Key Inventory

File Purpose
hud_keyBlue.png, hud_keyGreen.png, hud_keyRed.png, hud_keyYellow.png Key icons — show collected keys
hud_keyBlue_disabled.png, hud_keyGreen_disabled.png, etc. Disabled key icons — keys not yet collected

Player Portraits

File Purpose
hud_p1.png, hud_p1Alt.png Player 1 portrait + alternate
hud_p2.png, hud_p2Alt.png Player 2 portrait + alternate
hud_p3.png, hud_p3Alt.png Player 3 portrait + alternate

Number Sprites

File Purpose
hud_0.png through hud_9.png Digit sprites (0–9) — build any number display
hud_x.png Multiply symbol — e.g. “× 3” for lives
💡 HUD sprites go on a Canvas in Unity. Use Screen Space – Overlay so the HUD always stays on screen regardless of camera movement. Anchor elements to corners so they work at different resolutions.
8
Decorations
Clouds, bushes, plants, rocks, hills — bring your levels to life

Foreground Decorations

Path: Base pack/Items/

File Description Path
cloud1.png, cloud2.png, cloud3.png Clouds — 3 different shapes Base pack/Items/
bush.png Bush — ground decoration Base pack/Items/
plant.png, plantPurple.png Plants — green and purple variants Base pack/Items/
rock.png Rock — ground detail Base pack/Items/
cactus.png Cactus — desert decoration Base pack/Items/
snowhill.png Snow mound — winter decoration Base pack/Items/

Background Hills

Path: Base pack/Tiles/

File Description Path
hill_small.png, hill_large.png Background hills — green, rounded Base pack/Tiles/
hill_smallAlt.png, hill_largeAlt.png Alt hills — different shade / style Base pack/Tiles/
rockHillLeft.png, rockHillRight.png Rock hills — left and right halves Base pack/Tiles/
💡 Layering tip: Place decorations on a Decoration sorting layer between the Background and the main Tilemap. Clouds can slowly drift using a simple script for added atmosphere.
This is your complete toolkit! You do not need to use everything here. Pick only what fits YOUR game design from your GDD. A focused game with fewer, well-used assets is always better than a cluttered game that uses everything. Refer back to this page whenever you need to find a specific asset during your sprint.