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Generate sprites, animations and tilesets from Claude

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TL;DR
  • The SpriteForge MCP connector runs SpriteForge's generator from Claude. Sprites, sets, animations, AI edits, Wang, terrain and platformer tilesets, and blended maps, 8 to 64 px.
  • Quote, then generate. Claude plans the job, tells you the exact price, and spends nothing until you say go. Failed generations are refunded.
  • It lands where you work. Results go into your SpriteForge library, and in Claude Code straight into your game's folder as PNGs.

SpriteForge's generator doesn't paint an image and shrink it. A Claude model writes each sprite as a grid of palette letters at its final size, one letter per pixel, so the result is real pixel art on a fixed grid. The signed-in connector brings that generator into claude.ai and Claude Code: you describe what your game needs, and Claude does the planning, the prompting and the downloading.

It works with your SpriteForge account and spends your SpriteForge credits. If you only want to edit pixel art by hand, the free SpriteForge Editor needs no account at all.

Set it up

In claude.ai and the Claude desktop app

Open Settings, then Connectors, choose Add custom connector and paste the URL. Claude asks you to sign in to SpriteForge the first time it uses it.

https://www.spriteforge.tech/mcp

In Claude Code

Install the plugin, then run /mcp once and sign in to SpriteForge:

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

The plugin brings the connector, a skill that teaches Claude the flow below, and a command: /spriteforge:generate a slime enemy with a bounce animation. Sign-in goes through SpriteForge's own sign-in page (OAuth), and the connector only ever sees your own projects and sprites.

No account yet? Signing up gives a one-time $1 credit, added the first time you open the studio while signed in. If your balance is short, Claude gives you that link.

What it can make

Claude picks the type from what you ask for. The nine types, and what each needs:

Quote, then generate

Spending is confirmed by default. Every generation goes through the same four steps, each a tool on the connector:

  1. Plan. Claude chooses the type, size, project, quality tier and any reference sprites, and writes a concrete prompt. get_generation_options gives it every tier's price and usual time.
  2. Quote. quote_generation takes the same arguments and returns the exact price, your balance and the usual time. Claude tells you in a line what it will make and what it costs, and waits.
  3. Generate. After your OK, generate starts the job with max_cents set to the quoted price, so it can never cost more than you agreed to, and a request_id, so a retried call can't start or charge a second job.
  4. Collect. get_job waits for the result, 25 seconds per call by default, and Claude calls it again until the job is done. When it's done, the sprite is already in your library, and Claude gets a preview and download links.

If part of a multi-sprite job fails, you get what was drawn and the rest is refunded; a failed generation is refunded in full, automatically.

Tired of saying yes? Tell Claude "don't ask about prices" or give it a budget ("spend up to $2"). It still quotes each job and keeps max_cents at the quote, stays inside your budget across the task, and tells you what it spent at the end. Separately, Claude's apps may ask you to approve each tool call; allowing generate permanently there removes that prompt too.

What it costs

There is no subscription. Each generation has a fixed price, paid from credit packs that start at $5; see pricing. The price depends on the tier and the canvas size, per drawing call. Today's prices for the three recommended tiers:

Tier16 px32 px64 px
Haiku$0.03$0.07$0.12
Sonnet$0.12$0.41$0.72
Opus$0.24$0.81$1.62

Per drawing call, October 2026. get_generation_options always has the current table, and the quote is what you pay.

Multi-call types multiply it: a set of six is six calls, an animation is one call per frame plus a planning pass, and terrain is three. Each reference sprite adds a small surcharge. Without instructions, Claude picks Sonnet for most sprites up to 32 px, Opus for 48-64 px canvases, detailed characters and final assets, and Haiku for small, simple icons when cost matters (it is cheap but slow). Each also has a Low and a High variant: the same model thinking less or more.

A worked example: a meadow level in Claude Code

Here is the whole loop for a small top-down level, in a game project open in Claude Code with both plugins installed. Your prompts and Claude's choices will differ in the details; the prices are today's.

1. Ask for the art

Make the art for a small top-down meadow level with SpriteForge: a 16px grass tileset that autotiles, and a 16px green slime enemy. Quote it first.

Claude reads the tier table and your project's style, then quotes two jobs: a 16-tile 16×16 Wang set at Sonnet for $0.12 (about 20 seconds), and a 16×16 sprite at Sonnet for $0.12. You say go. It starts both with generate and follows them with get_job.

2. Animate the slime

Now give the slime a 4-frame bounce.

This one is an animation of the slime that's now in your library, so it keeps the slime's exact look and size: 4 frames plus a planning pass, quoted at $0.56, usually under two minutes. It is saved onto the slime as a named animation rather than as a new sprite. The level so far: $0.80, inside the $1 sign-up credit.

3. Bring it into the project

Download the tileset as a 4x4 sheet and the slime's bounce as a sprite sheet into assets/.

Each result comes with download links that need no sign-in for 24 hours: png_url for one frame at 1× with real transparency, and sheet_url for every frame of an animation or tileset in one PNG, one row by default, with cols setting the layout. Claude Code saves them with plain curl:

curl -sSf -o 'assets/sprites/slime_bounce.png' '<sheet_url>'

4. Put it in the game

Paint a meadow with grass patches using the Wang tileset, and place three slimes playing the bounce.

The Wang set is a dual-grid autotile: each tile is drawn where four map cells meet, and its number adds 1, 2, 4 and 8 for the north-west, north-east, south-west and south-east corners that are grass, so tile 15 is the solid fill. That is all Claude Code needs to write the lookup for your engine. The bounce sheet slices into equal frames like any sprite sheet.

The video on the home page shows the end of this road at a larger scale: a snow tileset, trees and a yeti with three animations, made in SpriteForge, then dropped into a live Unity game with one Claude Code prompt.

5. Touch it up

If a pixel bothers you, open_sprite_in_editor opens a library sprite in SpriteForge's editor (a card in claude.ai, an edit link elsewhere), open_tileset_editor does the same for a tileset, and save_to_library keeps the edit, with the old version in the sprite's history. In Claude Code, the SpriteForge Editor plugin opens the downloaded PNGs in a pane beside the conversation instead.

Projects, references and your library

What it can't do

What it sends and stores: sign-in goes through SpriteForge's sign-in provider (Clerk), and the connector reads or writes only your own projects and sprites, when Claude calls its tools on your request. Generation prompts go to the model provider that draws the sprite, as in the studio. Download links name one of your sprites, work without sign-in and expire after 24 hours. The full list is in the plugin's README and the privacy policy.

Source and support

The plugin's skill, command and README are public at OndrejKnizat/spriteforge-claude-plugin. Both Claude connectors are summarised on SpriteForge for Claude, and the same engine is available over the REST API with the same credits. Questions go to support@spriteforge.tech.

Start with $1 free credit

No card, no subscription. Then add the connector and ask Claude for your first sprite.