GameFoundry

Help Center/AI generators

Sprite Studio (beta)

Make, animate and export game-ready pixel-art sprites by picking pictures instead of settings.

Sprite Studio makes pixel-art sprites for your game in three steps: Make it, Animate it, Finish and export. Every option is a picture you click (real pixel grids for size, little drawings for the camera view, sample sprites for the look, colour swatches for the palette), so you can see what you will get before you spend anything. Only the buttons that show a credit price spend credits; picking options, previewing, cleaning up and exporting are free.

Step 1, Make it: choose what you are making (character, monster, item, tile or effect), describe it in a few words, then pick a size (16, 32, 48, 64 or 128 pixels), a view (side, front, top-down or isometric), a look (clean, retro, cartoon, detailed, 1-bit or blocky), a colour palette (Auto, NES, Game Boy, PICO-8, DB16 or your own colours) and whether you want a transparent background. Quick sketch costs 20 credits per option and Best costs 60 credits per option. You can make 1 to 4 options at a time and pick the one you like.

You can also start from a picture. "Match this style" makes a new sprite in the same look (use the "Keep the pose / Follow my words" slider to let your description change the pose). "Turn my picture into pixel art" redraws your image as pixel art. "Same character, new pose" keeps your character exactly (outfit, colours, size) and puts it in the pose you describe, for example "flinging his cape open with claws raised", for 50 credits. Uploaded pictures are checked by moderation first and you are not charged if one is rejected.

Shape: characters and monsters default to Tall (for example 64x128) so the whole body fits from head to feet. You can also pick Square or Wide. Sprites are placed with their feet at the bottom centre of the frame, so they line up in your game.

Step 2, Animate it: turn your sprite into an animated sprite sheet for 150 credits. Choose Walk (4 directions, 48 pixels), Walk and Idle (4 directions, 48 pixels), the Tiny adventurer set (32 pixels: walk, attack, look around, surprised and lie down) or an Effect loop (fire, explosions, lightning, 24 to 96 pixels). The player lets you play, pause, change speed and switch between rows.

Pose sequence (48 to 128 pixels, any character): for attacks, hits, deaths, jumps and spells at game size. Pick a preset (Attack, Hurt, Death, Jump, Cast) or write your own list of 2 to 6 poses, and Sprite Studio draws each pose from your current sprite, all at the same size, on the same palette and standing on the same spot, then plays them as a sprite sheet. This is keyframe animation: a few strong poses, the classic way pixel-art attacks are animated. It costs 50 credits per frame (a 4-frame attack is 200), and any frame that fails is refunded.

Step 3, Finish and export: "Change something" is an AI edit for single sprites (for example "add a red cape"), 50 credits, and the result is snapped back to the pixel grid and your palette automatically. The free clean-up tools snap to the pixel grid, lock colours to your palette, add a 1-pixel outline and trim empty space. Export as PNG, a sprite sheet PNG with JSON (works with Phaser, Pixi and most engines), an animated GIF or a ZIP of frames, save to My assets, or send it to the Pixel Editor or Sprite Atlas.

If a generation fails you get your credits back automatically. If you leave the page while something is still making, it finishes in the background: it appears in My assets when done, or your credits are refunded if it fails.

AI agents connected to the GameFoundry MCP server can use Sprite Studio too, with the sprite_create, sprite_animate, sprite_edit and sprite_job_status tools, at the same prices.

Tip

Make 2 Quick sketch options first to find the look you like, then use "Match this style" with your favourite as the picture to make the rest of your characters so they all look like they belong in the same game.

Open Sprite Studio →