Character sprites
Start with a player, enemy, or NPC. Specify the camera angle and how large the character will appear in the game.
How it works
Start with one side-view pose. At game size, check that the arms, boots, and backpack still read clearly.
Pick a small palette and save the pose as your reference. Carry the same colors, proportions, and gear into each frame.
Lay out six poses in equal cells. Play them in order and watch for slipping feet, flickering outlines, or a jump at the seam.
Pick a starting point
Turn a character reference into a side-view run cycle for a platformer.
Create a four-frame pixel art run cycle for a side-view platformer character. Design a forest courier wearing a teal jacket, orange scarf, brown satchel, and boots. Use a 64×64 px canvas per frame. Show four distinct running poses in one horizontal row, with consistent character proportions, colors, and ground alignment. Keep the pixel outlines clean and the movement easy to follow.
Why SEELE
Start with a player, enemy, or NPC. Specify the camera angle and how large the character will appear in the game.
Develop idle, walk, or run frames from the same character reference. Check the loop before adding more actions.
Use the character palette and camera angle as a brief for pickups, obstacles, and scenery.
Step by step
Learn how to turn a character idea into a sprite sheet, refine your animation frames, and prepare the result for your 2D game.
Open SeeleAgent Workspace and describe your character's appearance, pixel art style, viewing angle, and movement. For example, create a side-view forest courier with a teal jacket and orange scarf, then request a four-frame running animation.
Name each state, its frame count, and whether it loops. For the courier’s run, ask for six 64 × 64 px cells in one row. Specify playback order, a shared baseline, and a transparent background.
Play the frames at game size. Watch the feet at contact and the transition from the last pose back to the first. If one frame jumps, ask to revise that frame and keep the approved poses.
If your output is a PNG sheet, check the transparency and cell size before slicing it in Unity or Godot. Set the pivots and frame timing, then test the loop in your scene.
Workflow illustration
This illustrated example follows one courier from outline to color reference, then plays the six poses in order.
Compare
Start with the output you need: a set of game frames, an image to edit, or a short video.
| Feature | SEELE AI | PixelLab | OpenArt | Midjourney |
|---|---|---|---|---|
| Getting started | Start with a character prompt and refine your sprite in Workspace using available credits. | Free trial available. | Trial credits on signup. | Subscription plans. |
| Character design | Brief a character and revise the reference pose in Workspace. | Generate pixel art sprites and rotate a character reference. | Create character images with a choice of image models. | Develop a character concept with image prompts. |
| Motion output | Describe the action and frame layout you want, then review and refine the resulting poses in Workspace. | Generate pixel art animation frames from a reference sprite. | Animate a still image with image to video tools. | Animate an image and download the result as an MP4. |
| Transparent images | Check the background on the generated asset before import. | Remove the background and export a transparent PNG. | Use the background remover to save a transparent PNG. | Erase areas in Editor and save the edit as a transparent PNG. |
FAQ
A sprite sheet places several images on one canvas. A game can display individual cells in sequence to animate a character, or use the cells for separate items and effects.
Specify the camera angle, character silhouette, palette, frame size, and action. For an animation, also describe the poses and where the character touches the ground.
Keep a reference pose and ask for the same proportions, colors, and frame size. Inspect the frames side by side to catch changes in the outline or ground line.
Yes. Ask for pixel art and give a target size and palette. Review the result at the size it will occupy in your game, where outlines and contrast matter most.
Yes. For a button confirmation flash, ask for four transparent 32 px frames that brighten, peak, and fade once. Keep the flash centered and check the sequence against the actual button background.
Both engines can slice a sprite sheet into frames. Before importing, check the file format, transparency, grid spacing, and frame order against your project settings.
Send a prompt from this page to seeleAgent Workspace. Review the first pose there, then ask for the frames or revise individual poses.
Start with the courier prompt or describe a character of your own.
Write a sprite prompt