Art, audio and 3D
Everything a game needs to stop looking like coloured rectangles: characters, backgrounds, props, UI, animation, sound effects, music, voice acting, rigged 2D characters and 3D models.
How generation works
The AI never handles image or audio bytes. It calls a tool with a name and a prompt; the platform generates the file, processes it, stores it beside the game and splices a reference into the game's asset table. The AI is told the asset's name and nothing else.
This is why a game with 200 images does not blow up the AI's context, and why the same generation costs the same whether you are on your tenth image or your two-hundredth.
Generating art is not the same as showing it. The image lands in the game's asset table, but it only appears if the game code draws it. If the code still draws a placeholder rectangle for that thing, you paid for art that is loaded and invisible — and a screenshot still looks like a working game. The platform detects this and pushes the list of undrawn assets back to the AI unprompted, but if you spot art that never shows up, this is almost always why. Ask the AI to wire it in.
2D art
| What | Produces | Credits |
|---|---|---|
| Game asset | One image with the background cut out — a character, enemy, prop, tile, UI piece or scene background. | 20 |
| Concept art | Design options to choose from before the game is built around one. Priced per image, two by default. | 20 each |
| Character sprite | An edit of an image you already have — the same character in a new pose, outfit or expression, or two characters in one scene. | 35 (110 with two reference images) |
| Prop pack | One generation sliced into several named items — efficient for icon sets and small props. | 20 |
| Cover | A 16:9 banner for the gallery, with the game's title composited on in a real font. Won't overwrite a cover you chose yourself. | 20 |
| Import | Your own artwork, from a URL or an upload, through the same processing pipeline. | free |
Keeping a character consistent
This is the difference between a game and a mood board. Text-to-image gives a different person every time, however detailed the prompt.
Generate the character once, then edit that image for every other pose. The second action, the second expression, the walk cycle, the portrait — all of them come from character sprite with the first image as the base, never from a fresh text prompt. For a scene with two characters, pass both images as references and they each keep their own face.
With the Character design first module wired in, the AI does this automatically: concept art, your approval, then everything else derived from the image you picked.
Getting art that reads at the size it is drawn
A 512-pixel illustration rendered at 16 pixels on screen is a coloured dot — the credits were spent and the player sees nothing. The platform's guidance covers this, but it is worth knowing when you are reviewing what came back:
| On-screen size | What the art should be |
|---|---|
| 40px and up | Normal detail. Detail survives. |
| 16–40px | One bold silhouette, few parts, high contrast. Small art has to read as a shape. |
| under 16px | Not an image at all — draw it as a shape in code. |
Games also draw sprites through a platform helper that measures each image's actual content and fits it to a design box, so a fox that fills its canvas and a frog that does not still come out the same size on screen. If objects of the same type look inconsistently scaled, the game is drawing them the raw way — ask the AI to use the helper.
Animation
| What | Produces | Credits |
|---|---|---|
| Sprite animation | Turns a character image into a real animation sequence — idle, walk, run, attack — as a sprite sheet the game plays back. | ~180 |
| Animated CG | A short cinematic clip for openings, boss defeats and endings, from a prompt or from one or two character images. | ~120 |
| Live2D rig | A rigged anime-style character: bones, spring physics on hair, breathing and blinking, built from a single portrait. | 320 |
Sprite animation and animated CG are billed per second of generated video, so a longer clip costs more; the figures above are the defaults. Both run as background jobs — the AI starts them and polls for completion rather than blocking.
A static main character is the clearest sign of a cheap-looking game. If you have budget left over, animation is the first thing worth spending it on.
Audio
| What | Use it for | Credits |
|---|---|---|
| Sound effect | Every gameplay action — shooting, jumping, taking damage, coins, explosions, UI clicks. One flat price per sound, whatever its length. | 36 |
| Music | Looping background music, ideally one track per game state: menu, exploration, combat, boss, results. One flat price per track, whatever its length. | 20 |
| Speech | Dialogue and narration for story games. Billed per second of speech — a single line is a few credits. | ~3 |
| Voice library | Browsing candidate voices with previews, and claiming one so a character keeps the same voice throughout. | free |
Music generated is not music playing. Generation only puts the track into the game's audio table — the game code has to play it. If a game is silent despite having audio, the cause is almost always one of three things: the code never plays it, playback was started before the player interacted with the page (browsers block that), or a new audio object is created every frame. Regenerating the sound fixes none of them, and it overwrites a take you already approved.
3D Pro
| What | Produces | Credits |
|---|---|---|
| Text to 3D | A model from a description. Fast quality is the shippable one; high fidelity is for covers and promo art — it is far too heavy to run inside a browser game. | 300 |
| Image to 3D | A model built from your own artwork. | 750 |
| Rig and animate | Skeletal animation. One call bakes every action you ask for — idle, walk, run, attack — into a single model. | 375 + 600 per action |
| Textured primitive | A PBR material generated onto a bundled cube, sphere, cylinder, cone or plane. | 250 |
| Shared 3D library | Curated ready-made models, some with animations already baked in. Instant. | free |
For image-to-3D, start from a T-pose. The pose visible in the source image is baked into the mesh, so an action pose gives the rigger a fused, ambiguous silhouette — and because one call bakes every action at once, a single bad joint guess corrupts the whole animation set rather than one clip. Edit the source image to arms-out, full-body, plain background first.
Bringing your own assets
Upload images and audio from the assets dock in the Editor, or from the Assets page, which is your account-wide library across all games — with folders, drag-and-drop, click-to-hear audio and draggable 3D previews. Teams get a shared folder that everyone on the team can pull from. Imported files go through the same processing as generated ones and cost nothing.
Plans and availability
| Category | Free | Advanced | Pro | Ultra |
|---|---|---|---|---|
| 2D art, concept art, sprites, covers | credits only | credits only | credits only | credits only |
| Sound effects, music, speech | credits only | credits only | credits only | credits only |
| Sprite animation, animated CG | credits only | credits only | credits only | credits only |
| Live2D | — | — | credits only | credits only |
| 3D models, 3D animation, textured primitives | — | — | credits only | credits only |
“Credits only” means there is no plan lock — your credit balance is the only limit. A dash means that plan cannot use it; the first column that says “credits only” is the plan you need.