2D Infinite Character Forge - Pirates & Privateers OFFICIAL SALE

2D Infinite Character Forge - Pirates & Privateers generates animated pixel-art characters for the age of sail: pirate crews and the crown forces hunting them. Every character is drawn procedurally from editable parameters, so you can generate one from a seed in a second and then change anything about it: race, build, face, hair, clothes, colours, weapons, hooks and peg legs.


Two factions, sixteen roles

  • Pirates: Captain, Quartermaster, Buccaneer, Swashbuckler, Deckhand, Gunner, Privateer, Castaway.
  • Crown forces: Redcoat, Grenadier, Marine, Army Officer, Naval Officer, Navy Sailor, Soldado, Governor. These are historical uniform types, with no flags or national insignia.

Each role dresses and arms a character with its own loadout and colour palette. Generate again and you get a new face, a new body and a different mix of gear.


Every race can sail


Eight race families and twelve variants (humans, high, wood and night elves, dwarves, gnomes, goblins, orcs, zombies and skeletons, merfolk and fishfolk) work with every role. Race presets are plain data, so you can build your own races in the editor.



Hooks and peg legs


Choose a hook or a peg leg separately for each side, or let the role decide: captains, quartermasters and gunners get them often, crown soldiers almost never. They follow every animation, including death. Generated pirates also get the occasional eyepatch and gold earring.



Age-of-sail catalog

  • 13 weapons: cutlass, rapier, officer’s sword, boarding axe, boarding pike, dagger, belaying pin, flintlock and double-barrel pistols, blunderbuss, musketoon, musket, bayonet musket.
  • 6 off-hand items: buckler, lantern, spyglass, pistol, rum bottle, dagger.
  • 9 hats and helmets: tricorne, bicorne, plumed hat, bandana, headscarf, knit cap, round hat, grenadier mitre cap, morion.
  • 12 outfits: shirt, waistcoat, gown, striped shirt, bodice, rags, frock coat, red coat, naval coat, sailor jacket, doublet, slops. Military coats have facing-colour cuffs, and coat tails sway as the character walks.
  • 6 belts and chest pieces, 6 back/hip items (knapsack, cartridge box, powder horn, rope coil, cloak, loot sack), gloves, footwear, neckwear and epaulettes.

Colours can be set per slot or shared across all gear.


Animation


14 animation slots: Idle, Walk, Run, Jump, Roll, Attack, Attack1, Attack2, Shoot, Reload, Block, Hurt, Celebrate and Die. Flintlocks have a priming flash, a muzzle flash (a wider cone for the blunderbuss and musketoon) and drifting powder smoke. The reload hand travels along the barrel.



Workflow

  • An editor window with a live animated preview, seed browsing, race, variant and role selection, and side-by-side editing of hooks and peg legs.
  • Export to PNG, editable prefabs, baked animated prefabs, presets or JSON.
  • A runtime API for generating and changing characters during play.
  • Full C# source. It works offline, with no generation service and no external art.

Demos

  • A showcase scene where you can play any animation on all characters at once.
  • A Standoff scene: a pirate crew faces a redcoat line across a tidal channel on a procedural beach. The camera zooms out from two characters to more than a hundred, all generated live on worker threads.
  • Scene builders for a role gallery and an animation gallery.

Suitable for pirate and naval adventures, Caribbean and colonial-era settings, roguelikes, tactics and strategy games, auto-battlers, crowd and NPC generation, and prototyping when you need many distinct characters fast.


Includes: runtime and editor source, sample scenes, EditMode tests, documentation, and an optional URP sprite-shadow material (requires Universal RP and Shader Graph).