Create a Character

Go from a text prompt to a fully animated character set in one flow.

The /characters flow handles the full pipeline. You write a prompt, tweak the result, pick an animation set, and export. Everything in one place.

Prompt
Revise
Animate
Export
1

Write a prompt

Start with a short description. You can also upload an existing sprite or reopen something from your library.

Example prompts:

  • "A forest ranger hero"
  • "A cyberpunk swordswoman"
  • "A tiny druid with a staff"
Character creator start screen
2

Review and revise

You get a larger preview and a revision panel. Tighten the design without starting over.

Things you can change here:

  • • Heavier armor, different weapons
  • • Color palette shifts
  • • Silhouette and proportion tweaks

The suggested revisions help when the sprite is close and you want a few fast directions to try.

Review and revise screen
3

Pick an animation set

Choose the perspective that matches your game, then toggle which motions you need.

Platformer orientation
Platformer
Isometric orientation
Isometric
Top-Down orientation
Top-Down

Each set starts with a default group of motions (idle, walk, run, etc.) and you can add extras. The credit cost shows before you generate, so you can start small for a prototype.

Animation set selection
Match your perspective early. If you want isometric animations, make sure the base sprite already looks isometric. Changing perspective after the fact is much harder than revising details.
4

Export

Each motion appears in its own card as it finishes. Preview at true size and download when ready.

Animation results and export screen
Knight animation showcase
A knight cycling through idle, walk, run, jump, and attack

When to use something else

Single motion →

If you already have a sprite and only need one custom animation (a tree swaying, a chest opening), use /animate instead.

Just a sprite →

If you only need a static sprite with more control over generation settings (theme, palette, resolution), use the image editor.