Game art by your agent. pixling-perfect.

every tile here was made with pixling

Not an image model.
Game assets, written as code.

Your agent writes the shapes, materials and timing. pixling renders every pixel, with collision, frames and layers built in. Any change is one line.

Collision built in

Walkable, slow and blocked ground, depth and object ids come out with every map. Nothing to trace by hand.

One world, one palette

Every asset draws from the style's locked colours, light and outline. A thousand sprites still belong together.

The same house with a different roof materialroof: plum

Recolour in one line

Swap a material, a roof shape or a season. Variants are edits, not rerolls, and the rest stays identical.

1×
4× · 49 × 42 px, every pixel placed

Exact size, crisp at any zoom

Sprites come out at the size your game asks for, on one pixel grid, with an anchor point. No mushy downscaling.

Turns, walks and acts

Eight directions and every animation frame stay on model, because they are rendered from the same source.

build 1 · 65bf656c…
=
build 2 · 65bf656c…

Same input, same pixels

Byte-identical every build, so art lives in git, diffs are reviewable and nothing drifts between sessions.

A blurry, generated-looking house
A generated imageA picture of a house
  • One flat picture
  • Whatever size it comes out at
  • No collision, nothing to walk on
  • Can't turn or animate
  • Redraws differently every time
The same house as a crisp pixling sprite
A pixling assetA house your game can use
  • Layers: base, light, depth and collision
  • Exact size, on one pixel grid
  • Collision exported with every map
  • Eight directions, every frame on model
  • Byte-identical every build

How it works

You ask. Your agent picks a pipeline and a style, programs the art, checks it like an artist and ships it.

A harbour town for my game that lights up at dusk.

A house being built from its spec, part by part
wallswindowsroofchimney
Roof sinks into the sea → terracotta from the style
Before: a plum roof
render 1
After: a terracotta roof
render 2
night light animated base collision
01 · ask

Say what your game needs

A town, a creature, a spell, a whole new look. In your words, in the chat you already use.

02 · choose

It picks a pipeline and a look

Before it draws, your agent reads two things: the pipeline that fits the job, with the lessons we learned the hard way, and the style's making-of, with its hand, its kit and its lab notes.

spec → spriteskit → iso sceneliving mapseffectsAI video → framesBlender → painterlynew style
03 · build

It programs the art

No image model here. Your agent writes shapes on bones, materials from the style and the timing of each frame, and pixling renders them pixel by pixel.

04 · look

It looks, like an artist would

It renders, then looks: up close at the pixels, then zoomed out at game scale beside the rest of the set. It names the one thing that doesn't read, fixes it with the style's own colours and renders again, until it holds up. Lints only hint; the eye decides.

renderlook up closelook at game zoomone fixagain
05 · ship

Game-ready, layer by layer

Sprite sheets, animation timing, collision, depth and lighting for every hour, straight into your repo.

A pipeline for every kind of game art

Sprites, living maps, effects, motion from AI video and painterly scenes. Each one comes with the know-how, ready for your agent to run.

living maps

Every hour of the day

Windows light one by one as the sun goes down. A light file comes with it for your engine.

iso · crisp tactics

Eight directions

One creature, every facing, on held keys.

building states

Ruins that rebuild

Ruin, four building stages and finished, all from one spec.

AI video → sprites
A frame of the generated video→

Motion from AI video

Generate a take, then key it, cut it and lock it into a sprite sheet that matches your game.

Blender · painted

Not only pixels

Painterly scenes rendered in Blender, with swaying trees and paddling ducks.

effects

Effects that land

Slashes, bursts and lightning in your style's colours. Tap one.

new styles

A look of your own

The recipe that found these three styles, ready for your agent to run again.

A growing catalogue of styles

Four looks so far, each with its own camera, shading, line and kit, and the notes on how it was made, so your agent can reuse one or build its own. More are on the way.

Three steps. Then just ask.

01

Install pixling

Free. Python 3.9 or newer. One command.

02

Bring your own agent

Run it in your game's repo. It adds the skill and a short note your agent reads, whichever agent you use.

03

Ask for art

Start with one asset and look at it together.

Make one building for our village in a pixling style that fits the game, and show me the review image before you make more.

Go make a world.

pixling is open source. Read the engine, the docs and every style's lab notes, or add a style of your own.

Open on GitHub