Open the overlay
Click Open Isometric. The 30/60° grid renders on the canvas.
An isometric grid generator for game design, pixel art, technical illustration, architectural plans, and product design. Adjustable cell size, line colour, opacity. Overlay the grid on any reference image, or export printable isometric graph paper at 4× resolution as PNG, JPG, PDF, or SVG. No signup, no upload, image stays on your device.
The Isometric Grid Generator is a free browser tool for 30°/60° isometric grids — the technical drawing standard for game design, architectural plans, product design, and technical illustration. Unlike perspective grids, isometric grids have no vanishing point — parallel lines stay parallel forever, preserving exact measurements along each axis. Adjustable cell size, line colour, opacity, and grid extent. Export at 4× resolution as PNG, JPG, PDF, or SVG.
Click Open Isometric. The 30/60° grid renders on the canvas.
Adjust cell size to match your work — small for fine detail, large for blocking out architectural plans.
Overlay the grid on a reference image, or use it as a planning aid for technical drawing and game tile design. Export printable isometric graph paper as PDF, or SVG for game engines.
Geometrically correct isometric angles, not approximations. Preserves measurements along each axis.
Editable SVG output for direct use in Unity, Godot, Unreal, or any vector workflow.
Crisp lines at standard paper sizes (US Letter, A4, A3, 11×14, 16×20). Perfect for printable isometric paper.
One-click switch to dimetric (two equal angles) or trimetric (three different angles) variants.
Set up the grid on iPad Safari, screenshot, import to Procreate as a guide layer.
No upload, no signup, no tracking. Your work stays on your device.
The Isometric Grid tool draws a true 30°/60° (or 2:1 pixel) parallel-projection grid on any canvas, suitable for game art, axonometric architecture, technical illustration, and pixel art. Cell size adjusts 5-200 px; angles flip between true isometric, dimetric, and trimetric in one click; export as transparent PNG or SVG. No signup, free, runs entirely in browser, image stays local. Works at any zoom level for both pencil-and-paper printing and digital pixel-snap workflows.
Isometric projection is one of the three parallel-projection systems used in technical drawing — alongside dimetric and trimetric. The defining property: all three axes are drawn at equal angles to the picture plane, which means a unit measurement along any axis projects to the same screen length. A 1 cm cube reads as exactly 1 cm along every visible edge. This is why isometric became the dominant convention in engineering drawing, video game art, and mathematical visualization — measurements survive the projection.
The "30/60° grid" terminology refers to the angles between the projected axes and the horizontal. In a true isometric grid, the two diagonal axes sit at 30° above and 30° below horizontal (60° apart from each other), with the vertical axis straight up. The ratio of unit-width to unit-height for each rhombus cell is 1 : √3 ÷ 2 = 1 : 0.866 — meaning every cell is slightly taller than wide, by a precise mathematical factor. Most "isometric grids" you find online are rough approximations; this tool draws the geometrically exact ratio.
If your reference material is video-game pixel art (Diablo, Habbo Hotel, classic SimCity), be aware those games used a 2:1 pixel approximation — not true isometric — because integer pixel ratios were easier on early hardware. The 2:1 ratio gives axis angles of approximately 26.57°, not 30°. Switch our grid to "pixel isometric (2:1)" mode if you're working in that aesthetic. For modern game engines (Unity, Godot, Unreal) using vector or 3D rendering, true 30° isometric is correct.
The decision between true 30°/60° isometric and 2:1 pixel-art isometric (the 26.57° "fake iso" of classic SimCity and Diablo) depends entirely on your output medium.
Choose true 30°/60° isometric when: you are working in a vector tool that supports floating-point coordinates (Illustrator, Affinity Designer, Figma); your output is vector or high-resolution print where pixel boundaries are invisible; you are creating architectural axonometric drawings, infographics, or assembly diagrams where dimensional accuracy matters; you are working in a modern game engine (Unity 2D, Godot, Unreal) that handles arbitrary rotations without pixel snapping.
Choose 2:1 pixel isometric when: you are creating pixel-art for a retro-style game where every pixel placement is intentional; you want crisp pixel boundaries without sub-pixel antialiasing; you are emulating the classic isometric game look (Habbo Hotel, Diablo II, classic SimCity, Stardew Valley); your tile assets are 64×32 or 128×64 pixel rectangles where the 2:1 ratio is structural to the asset format.
The angles are visibly different — true isometric reads as slightly more "tall" than 2:1 pixel iso — but both are valid choices for the right context. Mixing them within one project produces inconsistent visual rhythm; pick one and stay with it.
The tool defaults to true 30°/60° isometric because that is the right choice for the majority of contemporary work, but the 2:1 pixel mode is one keyboard shortcut away when you need it. The grid renders correctly in both modes at any cell size from 5 to 200 pixels.
Lay out the grid at your target tile size (commonly 64×32 px or 128×64 px for 2:1 pixel iso; 100×87 px for true 30° iso). Snap tile assets to grid intersections. Export as SVG for direct import into Unity's Tilemap or Godot's TileSet. The SVG export preserves the geometric ratios so your in-engine tile snapping aligns to the same grid you designed on.
Axonometric is the architectural term for isometric (and its dimetric / trimetric cousins). Used since the 1920s in International Style and Bauhaus drawings, axonometric became the default for technical architecture illustration because it preserves measurement along all three axes — letting the drawing serve as both a presentation render and a measurable construction document. Print our grid at A3 or 11×14 in for analog drafting, or use as a Procreate guide layer on iPad.
Patent drawings, exploded-view assembly diagrams, IKEA-style instructions — all use isometric projection because it preserves the proportions a manufacturer or assembler needs to read off the drawing. Set the grid to small cell size (10–20 px) for fine product detail; large (50–100 px) for assembly overviews.
The isometric grid is the planar projection of the simple cubic lattice — the most common arrangement of atoms in a crystal. Used by math teachers for visualizing 3D coordinate systems, and by chemistry instructors for crystal structure diagrams.
Isometric projection occupies a distinctive niche between strict orthographic plans (which lose depth) and full one- or two-point perspective (which complicate measurement). The reason it remains popular across game art, illustration, technical drawing, and architectural communication has less to do with realism — isometric scenes do not look like photographs — and more to do with the unique combination of three properties.
Measurability. Because all three axes share the same scale, a designer can read dimensions directly off the drawing without applying perspective foreshortening corrections. A 2-metre wall is twice the length of a 1-metre wall on the page, not "twice the length minus the foreshortening factor at this distance from the vanishing point." For technical illustration this is invaluable; the drawing IS the measurement document.
Compositional flatness. Isometric scenes have no single focal vanishing point pulling attention to one spot on the canvas. Every region of the composition reads with equal weight. This makes isometric ideal for designs where multiple parts of the scene need to be equally legible — game-board overviews, exploded assembly diagrams, multi-room building layouts, infographic illustrations.
Predictable repeatability. Isometric grids tile cleanly across any canvas size. A tile drawn for one game level fits into a larger composition without scaling distortion. A wall section detailed in one drawing fits into a full-building view without rework. The repeatability is what enables the tile-based game art and pattern-design traditions that dominate the isometric aesthetic.
The three properties together explain why isometric has survived in active practice for over a century despite the rise of 3D rendering, real-time perspective tools, and AI image generation. For projects where measurability and clarity matter more than photographic realism, isometric remains the right tool.
| Feature | Grid Maker Pro | Procreate | Photoshop | Paper |
|---|---|---|---|---|
| True 30° / 60° angles | ✓ | ✓ (Drawing Guides) | Manual setup | ✓ (pre-printed) |
| Adjustable cell size in-tool | ✓ (5–200 px) | Re-create per change | Re-create per change | Fixed |
| SVG export for game engines | ✓ | PNG only | SVG via Export As | Scan required |
| Switch to dimetric / trimetric | ✓ (one click) | Custom rebuild | Custom rebuild | Buy different paper |
| Cost | Free | $13 one-time | $23/mo subscription | $5–10 per pad |
| Privacy | 100% local | 100% local | Local (Creative Cloud sync optional) | N/A |
For most users the choice comes down to whether you're working in a drawing app already (use its built-in guides) or need to print/share/snap to a true-geometric grid for technical work (use this tool).
Three notes from game designers, illustrators, and architecture students who use the isometric grid mid-project.
We block out level layouts in the browser tool — true 30° iso for the design doc, then SVG export straight into the Unity Tilemap. Faster than spinning up an isometric grid file in Illustrator and the geometry is exact.
I do exploded-view product illustrations for patent applications. The 4× PDF export prints at the resolution the patent office needs, and the cell size adjusts in 1-pixel steps so I can match the legal margin requirements exactly.
Second-year architecture studio. We teach axonometric early because it preserves measurement, and students struggle with the 30° angle in pencil. The browser overlay gives them a reference they can sketch over without re-buying isometric paper every week.
Four small studies — game tile, axonometric building, exploded product, math diagram — each pairing a working subject with the isometric grid that anchors it.
An isometric grid is a triangular grid pattern with lines drawn at 30°, 90°, and 150° (or equivalently, with three axes 60° apart). Used in technical drawing, game design, and architectural plans to represent 3D objects on 2D surfaces while preserving exact measurements along each axis. Unlike perspective grids, isometric grids have no vanishing point — parallel lines stay parallel forever.
Isometric projection was formalised by William Farish in 1822 (On Isometrical Perspective) as a way to draw mechanical components for engineering manufacture. The broader family of parallel-projection methods — isometric, dimetric, trimetric — was given a unified mathematical basis by Karl Wilhelm Pohlke's 1860 theorem, which proved that any three coplanar segments meeting at a point can serve as the projected axes. The perspective pillar covers the full history of axonometric drawing from Farish through the Bauhaus.
Yes — pixel-art isometric uses a 2:1 pixel ratio (two pixels horizontal per one pixel vertical) rather than the true 30° angle, because true 30° produces stair-stepped lines that look noisy at small sizes. Toggle the grid to "2:1 pixel" mode in the tool's options panel; the overlay snaps to whole-pixel positions and matches the look used in games like SimCity 2000, Diablo, and most modern indie isometric titles. Export as PNG at exact tile size for direct use as a planning layer in Aseprite, Photoshop, or Procreate.
All three are parallel-projection systems with no vanishing points. Isometric uses three equal axis angles (120° apart) — all three axes appear with identical foreshortening. Dimetric uses two equal angles and one different. Trimetric uses three different angles. Isometric is the most common; the others are technical-drawing variants.
Isometric preserves exact measurements along each axis — a 1cm cube is 1cm on every visible edge. This makes isometric ideal for technical drawing, architectural plans, and product design where measurements matter. Perspective is more naturalistic but distorts measurements with distance. Choose isometric when accuracy matters; choose perspective when realism matters.
Yes. Grid Maker Pro is fully free with no signup, no watermark, no upload limit. Image processing happens locally in your browser. The isometric grid is part of Grid Maker Pro's broader 82-overlay catalog.
Yes. Export as PDF at standard paper sizes — US Letter, A4, A3, 11×14, 16×20. The PDF export keeps line crispness at 4× resolution. Useful for game designers planning isometric tile maps on paper, or for architecture students sketching technical views.
Yes. Isometric games (think classic SimCity, RollerCoaster Tycoon, modern indie games like Monument Valley and Hades) use isometric or near-isometric perspective. Grid Maker Pro's isometric overlay can be applied at the exact cell size of your tile system, used as a planning grid in Procreate or Photoshop, or exported as SVG for direct use in game engines.
A true isometric grid uses two diagonal axes drawn at 30° above and 30° below the horizontal — 60° apart from each other — with a third axis straight up vertical. That is why it is often called a "30/60 degree grid". The 2:1 pixel-art variant used by classic SimCity and Diablo sits at roughly 26.57° instead, because integer pixel ratios were easier on early hardware.
Yes. Drop a reference image into the tool and turn on the isometric overlay — the 30/60 degree grid renders on top so you can trace, block out, or check axonometric alignment. The image is processed locally in your browser and never uploaded, so it stays on your device. This is the part most printable isometric graph paper tools skip.
Yes. Export as PDF at A4 (also US Letter, A3, 11×14, and 16×20) to download printable isometric graph paper. The PDF keeps line crispness at 4× resolution, and you can set the cell size and line colour before exporting so the printed sheet matches your drawing scale.
Free in any browser. No signup, no upload, image stays on your device. True 30°/60° axes — adjustable cell size, SVG export for Unity/Godot/Unreal, plus 81 other overlays in the same app.
Open Isometric tool →