AI makes pictures. A Technical Artist makes them game-ready.
PX-Art is the Technical Artist for agent-built games: Plan decides what matters next, Vibe Coding creates in project context, and Result Diff Modify refines each result before structured delivery.
One core, three capabilities
- Plan: understand requirements, accepted inventory, progress and the next useful action.
- Vibe Coding: turn a natural-language goal into a bounded action using the current game setting.
- Result Diff Modify: change what is wrong while explicitly preserving what already works.
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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.
From intent to delivery
- Set the game context and use Plan to identify the next useful work.
- Create through Vibe Coding or a typed module flow.
- Review the result and refine it with explicit change and preserve instructions.
- Accept the chosen candidate into the structured project library.
- Assemble, validate and export, or let a coding agent read the structure.
Pricing
PX-Art offers a free starting allowance, subscriptions and one-time credit top-ups. Current amounts and regional availability are authoritative on the pricing page.
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