An AI pixel art generator for sprites, tilesets and animations
You can spot the AI look in a second: muddy colours, speckled noise, edges that melt. SpriteForge never makes it. It places every pixel on the grid, from your palette, the way a pixel artist works. Sprites, animations and tilesets that actually tile, 8 to 64 px, all in one style so your whole game matches. 8 to 64 px, one style per project.
No card, no subscription. You own everything you make.
Ninety seconds: a snow tileset, withered trees and a yeti with three animations, all forged here, then one Claude Code prompt drops them into a live Unity game.
Watch it on YouTube, or download the snow level asset pack (free, use it in anything)
Both sit on the pixel grid. Neither is blurry. You can still tell in a second.
The long version, with same-prompt sprites and tiles: AI pixel art that doesn't look AI-made.
Same prompt, same 16 px tile, both repeated six by six. A diffusion tool draws a picture of stone and shrinks it: at 16 px there is no room for a picture, so you get noise, and the noise has no seams to line up. SpriteForge draws the stones on the grid and designs the edges together, so the pattern runs from one tile into the next. Turn on the grid and check.
A real two-terrain set from the studio – cobblestone floor over a purple void, one generation. Pick a brush and drag: the floor edges resolve live, using the same autotile engine the studio runs.
More on the tiling engine: paint with the AI tileset generator, and why AI tilesets don't tile.
One slime, three animations straight from our pipeline: a bounce, a spawn and an idle. Diffusion tools animate from a fixed set of pretrained templates – custom motion like this isn't available at low resolution.
Everything below is from Gacha Dungeon, an action RPG in development, made with SpriteForge and touched up by hand (the bee was redrawn by hand to match). Slimes, beasts, bosses and loot in one style. A one-off generator gives you twelve sprites that don't match; a game needs a set that belongs together.
Thirteen sprites from the game and the redrawn bee, each playing its animation live on this page. A sprite can carry several named animations: idle, walk, attack, whatever you describe.
Eight of the game's weapons on one sprite sheet that exports engine-ready, with Unity slice JSON and Godot SpriteFrames.
Pick a terrain and drag across the map – the blending happens live, using the same autotile engine the studio runs. The hero patrols the path: paint a road to loot and it gets collected, paint one into a slime and it's a fight. The characters and loot are Gacha Dungeon sprites; the grass, path and water were drawn pixel by pixel to match the game, and the engine works out every edge as you paint.
A game's worth of assets that match.
Seven steps, from an 8 px icon to a Unity or Godot import. Tap a step to expand.
The road, meadow and ponds behind the steps are the hand-drawn tiles from the map above, composed live by the same autotile engine the studio runs.
Credit packs, no subscription. Pick what you'd make and each pack shows how far it goes. The exact price is always shown in the studio before you strike.
Need more? Name your amount from $100 and get +18% credits (Studio+, in the studio's top-up panel).
Credits are spent per generation at a fixed price shown before you strike – from about $0.15 for small drafts to around $3.50 for the largest premium sprites. Nothing is charged until you generate, failed generations are refunded automatically, and there's no recurring charge. Prices exclude VAT/sales tax, added at checkout by Polar, our merchant of record.
Anti-fraud note: brand-new accounts can buy the $5 or $20 pack right away – the $50 and custom packs unlock right after your first purchase (or an hour after sign-up).
What developers ask before they try it.
Not in the ways people spot. The AI look in pixel art – dozens of near-identical shades, stray speckled pixels, soft edges with no outline, mixels – comes from generating a big image and shrinking it. SpriteForge never does that: it places each pixel on the final grid, one at a time, from your palette, the way a pixel artist works. Nothing is shrunk, blurred or resampled, so it is real pixel art with nothing to clean up. Zoom into anything on this page – it was all made with SpriteForge (the Gacha Dungeon sprites were touched up by hand afterwards).
8 to 64 px. It is sharpest at 8 to 32 px, the range diffusion tools smear, and 64 px is supported and improving with refine passes. Above 64 px is not what this tool is for.
Yes. Everything you generate and export is yours, royalty-free, for commercial use, with no attribution required. SpriteForge claims no rights to your output. The Terms carry the full wording.
Credit packs from $5, no subscription. Every generation has a fixed price shown in the studio before you strike, from a few cents for small sprites to about $2 for a 64 px sprite on the top model at high effort. Bigger canvases and more complex subjects also take longer – from under a minute to a few minutes. Failed generations are refunded automatically. Checkout is handled by Polar, our merchant of record, which adds VAT or sales tax where applicable.
You refine instead of restarting: every generation is editable in the studio, with grid-level touch-ups, palette swaps, AI edits and rerolls. New accounts get $0.25 of free credit – enough for a couple of small sprites – so you can judge the quality before you spend anything.
Yes. Sprite sheets export with Unity slice JSON and Godot 4 SpriteFrames resources. Tilesets export as autotile-ready tile sheets. The video above shows a full set dropped into a live Unity game.
Yes. The same engine is available over a small REST API with account API keys, using the same credit pool. See the API docs.
Sign up and get $0.25 of free credit. No card, no subscription.
Start with $0.25 free credit