Documentation
What the product does, why it works the way it does, and what it will not do.
Last updated 9 August 2026
The idea
Most AI art tools give you a picture. A game needs a character — the same character, from eight angles, walking, idling and attacking, on a consistent baseline, at a fixed tile size, in one palette, in a folder your engine can read.
That gap is the entire product. Generating a nice sprite is the easy part and it is a commodity. Everything above it — consistency, validation, packing, export — is the work.
The workflow
1. Set your style
Tile size, perspective, outline, shading, proportions, palette. These apply to everything in the project, so a character you make in month three still matches one from week one.
The palette is the strongest constraint. While it is unlocked it is a suggestion. Once locked, every asset is quantised to it and checked against it — colour drift stops being possible rather than becoming unlikely.
2. Generate concepts
Describe a character and get four takes. This step is deliberately cheap: you are looking for a silhouette you like, not a finished asset. Details help — what they wear and carry gives the silhouette something to read.
3. Approve one
Picking a concept promotes it to a character, and that is the moment that matters. The approved sprite becomes the reference passed into every later generation for that character.
Without it, a turnaround and three animations from the same prompt produce four different plausible people. This is the single most important step in the product, and it is free.
4. Build the pack
An 8-direction turnaround, an idle, a walk and an attack — all seeded from the approved concept, all generated in parallel. Expect a few minutes; the provider is the slow part, not us.
5. Look at it
Click any asset in your library to play it: scrub frames, change speed, zoom, and switch the background between the alpha checker, black and white. A turnaround can be read as a compass of all eight directions, or spun in place — spinning is how you catch drift a static grid hides.
6. Export
Download one character or the whole project as an engine-ready folder. See Engine export.
Quality checks
Every generated asset is validated before you are charged. If it fails, you are refunded automatically and we try again — retries are on us.
| Check | What it catches |
|---|---|
exactDimensions | Output that is not exactly your tile size |
binaryAlpha | Semi-transparent edge pixels, which halo in-engine and are the clearest tell of fake pixel art |
trueGrid | Art upscaled from a smaller grid — pixels that are not really square |
paletteCount | More colours than your style allows |
paletteMembership | Colour drift outside a locked palette |
contentBounds | A subject lost in empty canvas, or cropped at the edges |
baselineConsistency | A character whose feet move between frames of a walk cycle |
frameDelta | Duplicate frames, and frames that change so much the character was redrawn rather than animated |
loopClosure | A looping animation that jumps on the last frame |
directionDistinct | A turnaround where front and back are the same drawing |
tileSeam | A tileset that does not actually tile |
frameDelta bounds depend on the action: an attack is meant to change a lot between frames and an idle is not.
Credits
Generation is paid for in credits. They do not expire. Roughly:
| Operation | Credits |
|---|---|
| Four concepts | 40 |
| Approving a concept as a character | Free |
| 8-direction turnaround | 90 |
| Animation (per action) | 60 |
| Tileset | 60 |
| Export, in any format | Free |
Exports are free on purpose. You paid for the art; charging again to get it out of the tool would be charging you for your own property.
Costs scale with tile size — a 128px sprite costs more than a 32px one. See Pricing.
Engine export
Every download is a folder, not a loose image:
- Godot — sprite sheets plus a
.tresSpriteFrames resource, animations named and framed - Unity — sheets plus
.metafiles with sprite rects already sliced - Flame (Flutter) — sheets plus a Dart animation-data snippet
- Phaser — sheets plus a JSON atlas
- Generic — PNG sheets, individual frames, and a JSON manifest
Sprite sheets are horizontal strips of square cells with frames in a documented order, so they are readable by anything even if your engine is not listed.
What this will not do
Worth knowing before you pay:
- It is not a pixel editor. There is no brush, no layers, no timeline. Export to Aseprite and use the editor you already like.
- It will not draw named franchises or living artists. See Acceptable Use. You will be offered a genre instead, which is usually what you meant.
- Generation takes minutes, not seconds. That is the model's speed. The pack runs in parallel so four assets take about as long as one.
- Originality is not guaranteed. Nobody can honestly promise that — see the Asset Licence.
Ownership, in one line
You own everything you generate, commercially, with no attribution and no revenue cap, on every plan including free credits. The full text is in the Asset Licence.
Getting help
support@pixelite.art. If an asset came out broken in a way our checks missed, send it — that is a bug in a check, and we would rather fix the check than refund one sprite.