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AI Assets

Generate art direction drafts

The AI asset generator helps produce starting points for game art, reference images, and exploration passes while keeping the generated files close to the editor workflow.

Step 1

Choose a provider and model

Start by selecting the provider model you want to use and adding the matching API key. Provider availability, billing, content rules, and image privacy are controlled by the provider you choose.

  1. Open the AI assets workspace.
  2. Choose a model from OpenAI, Gemini, xAI, or Together AI.
  3. Add the API key for the selected provider before generating.

Step 2

Configure the asset

Asset type controls help the prompt builder include details that matter for the selected target. A tileset prompt can include terrain and transition settings, while a sprite sheet prompt can include role, animation state, direction, frame count, and proportions.

  • Tilesets can target terrain, mask mode, transitions, and perspective.
  • Sprites can target role, animation state, direction, frame count, and size.
  • Backgrounds can target environment, mood, layer, and aspect ratio.
  • Icons, UI assets, and VFX each expose controls suited to that asset type.

Step 3

Iterate with style controls

Use style, color palette, image count, and aspect ratio controls to keep experiments comparable. When a selected model supports image-to-image input, upload a reference image to guide the next generation pass.

  1. Pick an art style such as pixel art, vector, hand-painted, cel-shaded, or watercolor.
  2. Choose a palette direction and aspect ratio.
  3. Generate one or two options, then revise the prompt with what you learned.

Next guides

image

Edit pixel assets and palettes

Use the built-in image editor for pixel drawing, shape tools, selections, crop work, blur, and palette import.

flag

Create your first project

Start a local browser project, set up a map, choose a tileset, and save a native project backup.

help

Troubleshooting and workflow notes

Handle browser storage, linked resources, tileset grid assumptions, provider keys, and engine export expectations.