About SpriteCook

Built for game devs who would rather make the game.

SpriteCook helps independent developers and small teams create characters, animations, textures, and props that fit together, without turning asset production into a second project.

  • Paladin
  • Archer
  • Mage
  • Druid
17k+
Game developers
240k+
Assets generated
Every character above was made in SpriteCook.

Why it exists

Keep the creative loop moving.

Game development moves quickly until every new idea needs another character, prop, or animation. SpriteCook brings those pieces into one workflow so developers can explore a direction, keep the style consistent, and get back to building.

It runs as a web app, a public REST API, and integrations for AI coding agents. Built for real projects, from the first prototype through production.

What it's built around

1

One visual direction

Characters, props, textures, and animations come out of the same style, so a new asset fits the game you already have.

Props, food, and creatures generated in a single consistent pixel style
2

Made for game workflows

Everything exports as PNGs and sprite sheets, sliced and sized for Unity, Godot, Phaser, and whatever else you build in.

3

From idea to asset

A prompt or a reference becomes art you can drop into the project while the idea is still fresh, animations included.

An eight frame walk cycle sprite sheet
mick-wonnink.png
Mick Wonnink, founder and developer of SpriteCook
100 × 100 · nearest neighbor
role
Founder and developer
based
Netherlands
focus
Practical creative tooling

The founder

Mick Wonnink

Founder and developer of SpriteCook

I'm a software and game developer based in the Netherlands. I build SpriteCook across engineering, product design, and day-to-day operations.

My focus is practical creative tooling: helping small teams make more of their game without losing control of its visual direction.

I also build original games and work with other teams through Lodestone Development.