SpriteForge.tech
Blog Pricing Open the studio

A free pixel art editor inside Claude and Claude Code

← All posts · · 7 min read
TL;DR
  • SpriteForge Editor is a pixel editor and a tileset editor that open inside Claude. In claude.ai and the Claude desktop app they are cards in the conversation; in Claude Code they are panes beside it.
  • Free, no account, no image model. In claude.ai, add the custom connector https://www.spriteforge.tech/mcp/editor. In Claude Code, install the plugin from OndrejKnizat/spriteforge-editor.
  • You edit, Claude reads it back. Press Done (or Send to Claude in Claude Code) and Claude gets the exact pixels, ready to write into your project.

Claude can draft pixel art as text, but some fixes are faster by hand: a stray pixel, a wrong shade, an eye one pixel too high. SpriteForge Editor puts SpriteForge's own pixel editor into the conversation for that. Ask Claude to draw a sprite and open it, open a PNG you already have, or start from a blank canvas. Edit it, hand it back, and Claude carries on with your version.

It is the free, hand-editing half of SpriteForge's Claude integrations. It has been submitted to Anthropic's connector and plugin directory (20 October 2026) and is still in review; until it is listed there, you add it by URL or from its GitHub repository, as below.

In claude.ai and the Claude desktop app

Add the connector

  1. Open Settings, then Connectors.
  2. Choose Add custom connector and paste the URL. There is no sign-in step.
https://www.spriteforge.tech/mcp/editor

If Claude doesn't reach for it, name it in your request ("…in the SpriteForge editor"). If no card appears, check that the connector is switched on for that conversation.

Three editors, each a card

The editors open as interactive cards right under Claude's reply. Every sprite also gets an edit link that opens the same editor in a browser, which is how it works anywhere the cards don't show.

The compact SpriteForge Editor card in claude.ai: a 24 by 24 treasure chest on a pixel grid, with Pencil, Eraser, Fill, Pick, Undo, Redo and Grid buttons, an eight-colour palette, an Open full editor button and a Done button
The compact card, after "Draw a 24x24 treasure chest and open it in the compact SpriteForge editor card so I can recolour it."
The full SpriteForge editor card in claude.ai: a 16 by 16 health potion on the canvas, zoom, grid and frames controls above it, brush and tool buttons, and a frames strip with an FPS slider and onion skin below
The full editor, after "Draw a 16x16 health potion and open it in the SpriteForge editor so I can touch it up."
The SpriteForge tileset editor card in claude.ai: a painted test map where grass patches blend into dirt, the base texture, and the 16 Wang tiles with gold dots marking their painted corners
The tileset editor, after "Make a 16px grass-and-dirt Wang tileset and open it in the tileset editor", with a few map cells painted.

How the sprite gets back to Claude

Edits save to the sprite's edit link as you go. When you press Done, the card tells Claude, and Claude reads the result with get_sprite: a preview, the size and palette, how many saves happened, and a link to the exact PNG at 1×. From there it can describe what changed, keep working on it, or, with a shell, download the PNG into your project.

The connector's tools

For the curious, or for writing your own prompts. The connector is an MCP server at /mcp/editor with four tools Claude calls:

Two more, load_art and save_art, are called only by the cards themselves to load and save the sprite.

In Claude Code

The plugin adds the same connector plus two panes that open beside the conversation: a pixel editor and a tile editor. They work on PNG files in your project, on your machine, and upload nothing. In the terminal:

/plugin marketplace add OndrejKnizat/spriteforge-editor
/plugin install spriteforge-editor@spriteforge-editor

Installed at the user scope, it also loads in the Code tab of the Claude desktop app. To install from the desktop app instead: click + next to the prompt box, then Plugins, Add marketplace with OndrejKnizat/spriteforge-editor, then Add plugin and pick spriteforge-editor. If you only want the connector, without the panes:

claude mcp add --transport http spriteforge-editor https://www.spriteforge.tech/mcp/editor

The pixel editor pane

/spriteforge-draw assets/hero.png opens a PNG from your project, up to 64×64 pixels and 256 colours. /spriteforge-draw 32x32 opens a blank canvas, and /spriteforge-draw alone a 16×16 one. Claude can open it for you too, with a file or with pixel art it drafted (its open_pixel_editor tool).

It has the tools of SpriteForge's Edit studio with Aseprite-style keys: brush, eraser, fill, pick, shade, line, rectangle and oval; select, wand and lasso with move, scale and rotate; palette tools; canvas resize, outline and Tile 3x3 to check a texture repeats; layers; and frames with timing, tags, onion skin and playback.

The SpriteForge pixel editor pane in the Claude Code desktop app: a 20 by 16 green slime, a colour picker, the seven-colour palette, the drawing tools and a Send to Claude button
The pixel editor pane in the Claude Code desktop app, on a 20×16 slime from the project.

The tile editor pane

/spriteforge-tiles grass.png opens a Wang set exported from SpriteForge (a 4×4 sheet, or the 16×1 strip the signed-in connector downloads). Give it a square texture instead and it derives a new set from it, the way SpriteForge does. /spriteforge-tiles 16 starts a placeholder with 16 px tiles; add wall or iso to preview the set as walls or isometric, or platformer for a 49-tile platformer set. Claude's tool for it is open_tile_editor.

Claude Code in a terminal: on the left the prompt to open grass_dirt.png in the tile editor pane and Claude's reply, on the right the tile editor pane with a painted grass-on-dirt map, the palette and the 16 numbered Wang tiles
The tile editor pane in the Claude Code terminal, in its fullscreen layout, with the grass and dirt set.

In a terminal, the panes take mouse clicks in Claude Code's fullscreen layout (Claude asks before switching). Exact clicks on large sprites need a terminal that reports pixel positions: kitty, Ghostty, iTerm2, WezTerm or foot.

Getting the edits back

Send to Claude puts the sprite into your prompt box as a grid of palette letters, with frame times and tags, and you decide whether to send it. Then ask Claude to write it back: "Write my edits back to assets/hero.png." Export writes files beside the sprite, never over an existing one: PNG at 1× or 8×, a sheet of every frame, a looping GIF, one PNG per frame, an Aseprite file or a text grid.

For the browser Edit studio instead, /spriteforge-editor:edit assets/hero.png uploads the PNG to an edit link, gives you the link, and writes the edited pixels back into the file when you say you're done.

Prompts to try

What it can't do

What it stores: only the sprite you open in a card or an edit link (its pixels, palette and a name), on spriteforge.tech, under an unguessable link. Anyone holding the link can view and edit that sprite. When the link closes, the sprite is deleted within a day. The Claude Code panes upload nothing. Details are in the privacy policy.

Source and support

The plugin, the panes' code and the full feature list are on GitHub at OndrejKnizat/spriteforge-editor (MIT licence), with a troubleshooting section for the usual snags. Both of SpriteForge's Claude connectors are summarised on SpriteForge for Claude, and the same editor runs in any browser as the free pixel art maker. Questions go to support@spriteforge.tech.