AI game asset generator
Approve one screen.
Get every asset in it.
Any AI game asset generator can make a sprite. The hard part is fifty sprites that look like they came from the same game. So this one designs your game, renders a single gameplay screen, and waits for you — then builds the whole pack out of that screen.
No card. 1 credit = 1 image.
A folder of PNGs is not an asset pack.
The screen is the contract
Every asset is generated against the screenshot you signed off, and sized from where it actually sits in it. A coin and a shopfront stop arriving at the same resolution.
You can watch it rebuild
The workspace composites your pack back onto the screen it came from, before you spend another credit. Wrong asset? It has a button next to it.
It ships the assembly instructions
Position, size, draw order and anchor for every element, as data. Most packs hand you a folder of PNGs and wish you luck.
Four steps, and you control the expensive one.
- 01free
Describe the game
One or two lines. You get a design doc with real numbers — costs, timers, win conditions — not a mood board.
- 021 credit
Render one screen
An actual in-game screenshot with its HUD. Ask for changes and render it again until it is the game you meant.
- 03free
Approve it
Nothing is produced until you do. Already have art? Upload your own screen instead and skip this entirely.
- 041 credit each
Take the pack
Sprites, tiles, animation sheets and UI — every one measured against that screen. Plus manifest.json and a build brief.
Questions people ask first
- Can I use the generated assets in a commercial game?
- Yes. You own what you generate and can ship it in games you sell. AI output may not attract copyright in every country, and similar prompts can produce similar results, so nothing is guaranteed exclusive — the terms cover this in full.
- Which game engines do the assets work with?
- Any 2D engine. The export is plain PNGs with real alpha, uniform sprite sheets, a manifest.json and a written build brief — so Unity, Godot, Unreal, Phaser, GameMaker, LÖVE or a hand-rolled canvas renderer all work. Nothing is engine-specific.
- Does it make pixel art?
- Yes, and on a real pixel grid rather than a pixel-art look. Every render is resampled to a native resolution derived from how large the object is in your approved screen, so sprites composite with the screen at 1:1 instead of needing a fractional scale that would destroy the grid.
- How is this different from a sprite generator?
- A sprite generator makes one sprite at a time and each one is its own guess at your style. Here you approve a single gameplay screen first, and every asset is then generated against that screen and measured off it — so the pack looks like one game rather than fifty separate images.
- What does it cost?
- Credits are bought 10 to 1000 at a time, from $2.90, and the price per credit falls as the amount rises. One credit produces one image. Game designs, asset plans and exports are free, and new accounts start with 5 credits.
- Can I use my own art instead of generating a screen?
- Yes. Upload a screenshot of your existing game for free and the pack is planned and generated to match it, rather than to a preset style. The look is read off your screen, so an uploaded pixel-art or hand-painted game keeps its own look.
- How many credits does a full game need?
- Up to about 136 credits for a full-production pack, 59 for a standard game and 17 for a prototype — and those are ceilings, because a screen you upload yourself costs nothing. The scope picker shows the exact number before you spend anything.
Pay for images, nothing else
From $2.90
Buy 10 to 1000 credits at a time — the more you take, the less each one costs. Design docs, asset plans and exports are free. Credits never expire.