AI makes pictures. A Technical Artist makes them game-ready.
PX-Art is the Technical Artist between generation and your engine: structured characters, animations, UI and maps, then export — or let Cursor, Claude Code and Codex read them over read-only MCP.
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AI and independent-brand disclosure
PX-Art is an independently developed software product that provides generation through the APIs of third-party AI model providers. PX-Art is not affiliated with, partnered with or endorsed by those model developers. All user text entering an image or video generation model passes content moderation first.
What it can generate
- Characters: three-view sprites (front/side/back), portraits, avatars and battlers, with a shared size reference (tiny / normal / tall / giant body tiers).
- Animation: idle, walk, run, jump, attack, hit and death sprite sequences; high frame counts use two-stage generation for smoother motion.
- Effects: fire, explosions and projectiles.
- UI: nine-slice panels, 4-state buttons, bitmap numbers, and full component boards for HUD / inventory / shop / skill screens (auto-sliced).
- Cards and icons: icon sets (skill / item / equipment / attribute / class / status, sliced into single files), full cards and card frames.
- Map elements: tilesets, top-down and side-view elements, animated tiles and backgrounds.
From assets to a deliverable
- Game asset library: characters, animations, UI, maps and effects in one game keep their type and relationships — no organizing by filename.
- Assembly workbench: compose assets into a map or a full UI, storing scene size, layers, coordinates, asset references and map grids.
- Agent delivery: the read-only MCP server lets coding agents fetch scene deliverables, Tiled maps, the asset catalog and layout diagnostics.
- Regular export: sprite sheets, GIF, Aseprite packages and Tiled maps, among others.
How to deliver a game scene
- Create a game and generate the assets you need from structured options; you can bring your own reference images and existing art.
- Results land in the current game's asset library with type, animation and relationship data preserved.
- Compose a map or UI in the assembly workbench and manage layers, positions and asset references.
- Preview and verify the result, keeping a structured scene you can keep editing.
- Export common formats, or let a coding agent read the assets and wire them into your game project.
Pricing
New accounts get 20 free credits. The creator subscription is 9 USD per month and grants 300 credits on each successful payment; a top-up is a one-time 4 USD for 100 credits. Unused credits stay in your account, and cancelling only stops future renewals and grants. Creem payments are live.
See full pricing and billing rules
FAQ
How is this different from a general AI image generator? PX-Art does not just output PNGs — it keeps asset relationships organized per game project and stores scene size, layers, coordinates and references.
Can I keep one art style across a game? Yes — reuse the project style, characters and size references, and check results during assembly and preview.
Which game assets are supported? Characters, animations, UI, maps, icons, cards and effects.
Which export formats are available? Sprite sheets, GIF, Aseprite packages and Tiled maps, among others.
How does a coding agent read the assets? Agents such as Cursor, Claude Code and Codex can fetch asset types, animation relationships, scene size, layers, coordinates and references over the read-only MCP server.
Do failed generations cost credits? On a failure or partial failure, credits for the parts that did not complete are refunded automatically.
Can I use the assets in a commercial game? Lawfully generated assets can be used commercially, but you still need to check third-party rights, applicable law and AI provider restrictions; results are not guaranteed to be exclusive.
Start using PX-Art