Pixel Documentation
Complete guide to generating game-ready pixel art — sprites, animations, tilesets, direction sheets, and more.
1. Overview
WokGen Pixel is a specialized pixel-art asset generator built for game developers. It is purpose-built to produce game-ready sprites, tilesets, spritesheets, animated GIFs, and direction views at fixed pixel-perfect resolutions with coherent palettes and transparent backgrounds.
Who it's for
- Indie developers — solo devs and small teams who need fast, consistent placeholder or final art without hiring a pixel artist.
- Game jam participants — generate a full set of character sprites, tiles, and UI icons in hours rather than days.
- Mobile game studios — rapidly prototype retro-style asset sets, test visual directions, and iterate on character designs.
- Hobbyist game makers — RPGMaker, GDevelop, Godot, and Unity users who want a fast asset pipeline.
What WokGen Pixel is NOT
WokGen Pixel is not a general-purpose image generator. It does not produce photos, illustrations, or vector art. Every output is constrained to pixel-art aesthetics: fixed resolutions, palette-aware rendering, and game-asset categories. If you need general image generation, use a different tool.
Output types
| Output type | Tool | Description |
|---|---|---|
| Sprite | Sprite (generate) | Single-frame static PNG, transparent background |
| Spritesheet | Sprite (generate) | Multi-frame laid out on a grid, single PNG |
| Animated GIF | Animate | Looping multi-frame animation exported as GIF |
| Direction views | Directions (rotate) | 4 or 8 directional views in a grid PNG |
| Tileset | Tileset (scene) | Seamless-edge-matching tileable map section |
| Edited sprite | Edit (inpaint) | Masked region of an existing sprite replaced |
Standard (free) vs HD (credit-based)
Every tool has two quality tiers. Standard is always free and uses Pollinations — fast results, excellent for prototyping and iteration. HD uses a premium model for crisp, high-detail output and costs credits. HD is recommended for final assets, print-quality sprites, and 512 px outputs. See Credits & Limits for details.
2. Quick Start
Generating your first pixel art asset takes under a minute. Follow these three steps.
Step 1 — Pick a preset
Open Pixel mode at wokgen.wokspec.org/pixel/studio. In the top-left panel, choose a style preset. For most RPG assets, start with rpg_icon. For a character, use character_idle. For a dungeon tile, use tileset.
Step 2 — Write a short, noun-focused prompt
Type a concise description. The most common mistake new users make is writing a paragraph — the model works best with short noun-focused phrases under 200 characters. Lead with the subject, then add descriptors.
Good:
fire sword, battle-worn blade, glowing runes, red gem hiltNotice: do not write "pixel art" yourself — the engine automatically adds the pixel-art style constraint based on your chosen preset and size. Adding it manually can cause the model to over-apply it.
Step 3 — Generate
Click Generate. Standard results appear in 3–8 seconds. HD results take 10–25 seconds. Use the zoom controls (1×, 2×, 4×) to inspect the output at native resolution before downloading.
Walkthrough: fire sword with rpg_icon preset
- Select preset:
rpg_icon - Select size:
64(64 × 64 px) - Select quality:
Standard - Enter prompt:
fire sword, battle-worn blade, ember glow - Click Generate
- Zoom to 4× to check details
- Click Download or Save to Gallery
3. Tools Reference
WokGen Pixel has five tools accessible from the top tab bar in the studio. Each tool is optimized for a different asset type.
Sprite
The Sprite tool (engine name: generate) produces a single-frame static sprite on a transparent background. This is the most versatile tool and the right starting point for the majority of game assets.
Best for:
- Inventory items — weapons, armour, potions, keys, gems
- Character sprites — heroes, NPCs, enemies, bosses
- Monster icons — slimes, skeletons, dragons, elementals
- Tile singles — floor, wall, door, water, lava, grass
- UI elements — buttons, frames, health bars, icons
- Decorative objects — barrels, chests, pillars, torches
Output: PNG with alpha (transparent background by default). File size is tiny at 32 px (1–4 KB), moderate at 256 px (20–80 KB), and up to 200 KB at 512 px HD.
HD vs Standard: Standard produces clean sprites suitable for most uses. HD adds significantly more pixel detail, sharper outlines, and more accurate palette adherence — recommended for 128 px and above.
Example prompts:
iron longsword, ornate crossguard, fantasy RPG weapon green health potion bottle, cork stopper, glowing liquid skeleton archer enemy, tattered cloak, bone bow leather boots, worn and muddy, adventure gear treasure chest, golden lock, wooden planks, side view blue mana crystal, faceted gem, glowing inner light
Animate
The Animate tool generates a multi-frame pixel art animation and exports it as a looping GIF or a PNG spritesheet(frames laid out horizontally in a single image). Both formats are ready to drop into your game engine.
Animation types available:
| Type | Frames | Description |
|---|---|---|
idle | 4–8 | Breathing, blinking, subtle sway — looping background animation |
walk | 6–8 | Side-view walk cycle with leg movement |
run | 6–8 | Faster run cycle, more exaggerated motion |
attack | 4–6 | Melee swing or ranged shot — one full attack motion |
cast | 6–8 | Spellcast wind-up, release, and recovery |
death | 4–6 | Character or enemy death/collapse sequence |
fire | 4–8 | Flame flicker loop — suitable for torches and campfires |
magic | 6–8 | Magical particle/glow effect loop |
explosion | 6–8 | Expanding explosion burst, one-shot or loop |
water | 6–8 | Ripple or wave animation loop for water tiles |
Frame count guide:
4 frames— Snappy, classic retro feel. Fast to generate. Good for NES/Game Boy era.6 frames— Smooth without being over-animated. Best balance for most use cases.8 frames— Fluid, cinematic motion. Best for hero characters and prominent enemies.- More than 8 frames increases generation time significantly with diminishing returns at pixel scale.
FPS guide:
6 fps— Retro chunky. Authentic NES/Famicom feel.8 fps— Classic SNES/GBA feel. Most common for RPGs.12 fps— Smooth modern pixel animation. Good for action games.18 fps— Fast and fluid. Best for effects, explosions, fast attacks.
Reference image upload: You can upload an existing sprite as a reference. The engine will attempt to match the character's silhouette, colour palette, and proportions across all frames, giving you much better frame-to-frame consistency.
GIF export: The output GIF uses the exact frame dimensions you selected (e.g. 64 × 64 px per frame). GIFs are indexed-color (256 colours max), which is actually ideal for pixel art and produces very small file sizes — typically 20–150 KB for a 6-frame 64 px animation.
Example prompts:
warrior knight, idle animation, slight breathing movement red dragon, walk cycle, side view, wings folded fire torch wall mount, flickering flame loop blue wizard, cast animation, staff raised, magic particles slime enemy, idle bounce, jelly wobble
Directions
The Directions tool (engine name: rotate) generates multiple directional views of a single character or object in one operation. This is essential for top-down RPGs and isometric games where characters must face in multiple directions.
4-direction mode produces views for:
- Front (facing toward camera / south)
- Right (east)
- Back (facing away / north)
- Left (west)
8-direction mode adds four diagonal views:
- Front-right (south-east)
- Front-left (south-west)
- Back-right (north-east)
- Back-left (north-west)
Output format: The result is a single PNG containing all directional frames arranged in a grid — 2×2 for 4 directions, 2×4 for 8 directions. You can also download each direction as a separate PNG strip. The grid PNG is directly usable in engines like RPGMaker MZ/MV (which expect this exact layout).
Example prompt:
top-down warrior, plate armor, sword and shield, RPG character forest elf ranger, leather armor, bow equipped, top-down skeleton guard, spear, cracked armor, undead, 4-direction
Edit
The Edit tool (engine name: inpaint) lets you modify a specific masked region of an existing pixel art image. Upload a sprite, paint over the region you want to change with the brush tool, describe the replacement, and generate.
Good use cases:
- Swapping a weapon — paint over the sword, describe "iron axe, wooden handle"
- Adding detail — paint over empty chest area, describe "glowing rune tattoo, blue light"
- Changing colours — paint over a cloak, describe "red velvet cloak" instead of blue
- Fixing a region — paint over a garbled area and describe what should be there
- Adding equipment — paint shoulder area and describe "iron pauldron, battle-worn"
Bad use cases (expect poor results):
- Masking the entire image for a full regeneration — use Sprite for that
- Trying to change the art style or palette across the whole sprite
- Asking for structural pose changes (standing → running)
Mask brush controls: Use the brush size slider to adjust precision. Zoom in with 2× or 4× before painting for pixel-accurate masks. The red overlay shows your masked region before you submit.
Tileset
The Tileset tool (engine name: scene) generates seamless, tileable game map sections — dungeon floors, forests, deserts, snow, water, and more. The output is designed so adjacent tiles connect without visible seams or edges.
Map size options:
1×1— Single tile (useful as a base texture)2×2— 2-tile-wide section. Good for most use cases.4×4— Larger map section with more varied detail. Best for backgrounds.
Seamless edge matching: The Tileset tool applies a seamless tiling constraint so the left edge matches the right edge and the top edge matches the bottom edge. You can tile the output infinitely in any direction. Test this by loading the PNG into your engine and placing it adjacently.
Example prompts:
stone dungeon floor, dark grey cobblestones, moss cracks lush green grass meadow, small flowers, sunny lava cavern floor, glowing cracks, volcanic rock snow tundra ground, frost patterns, icy surface wooden plank floor, tavern interior, warm light
4. Style Presets Guide
WokGen Pixel includes 18 style presets organized into 5 categories. Selecting the right preset is the single biggest lever you have for output quality — it controls pixel density expectations, colour palette, outline weight, and compositional framing.
Characters
| Preset | What it produces | Best prompt types | Rec. size | Do NOT use for |
|---|---|---|---|---|
character_idle | Front-facing character sprite, slight idle pose, full body | Hero, NPC, vendor, villager — any human or humanoid | 64 or 128 | Weapons, tiles, UI elements |
character_side | Side-view character for platformers, walking stance | Platformer characters, side-scrollers, profile views | 64 or 128 | Top-down games, isometric characters |
top_down_char | Overhead bird's-eye character, visible from above | Top-down RPG characters, Zelda-like heroes, NPCs | 32 or 64 | Platformers, portrait art |
chibi | Super-deformed chibi style — large head, small body | Cute characters, mobile game heroes, mascots | 64 | Serious/horror aesthetics, tiles |
portrait | Face/bust portrait for dialogue boxes, character select | NPC portraits, dialogue faces, character select screens | 128 or 256 | Full-body sprites, tile generation |
Items
| Preset | What it produces | Best prompt types | Rec. size | Do NOT use for |
|---|---|---|---|---|
rpg_icon | Centred item on transparent bg — inventory icon style | Potions, scrolls, gems, food, misc loot, rings, amulets | 32 or 64 | Characters, tiles, large objects |
weapon_icon | Weapon viewed at 45° angle, optimised for armaments | Swords, axes, bows, staves, daggers, hammers, spears | 64 | Armour, potions, tiles |
badge_icon | Achievement / badge style — circular or shield framing | Achievement icons, skill icons, class badges, emblems | 64 | Environment art, characters |
Environments
| Preset | What it produces | Best prompt types | Rec. size | Do NOT use for |
|---|---|---|---|---|
tileset | Ground-level tile for grid-based maps — orthogonal view | Stone, grass, dirt, sand, water, ice, lava floor tiles | 64 or 128 | Characters, UI, perspective views |
nature_tile | Nature-themed tile — trees, bushes, flowers, rocks | Forest tiles, outdoor maps, nature props | 64 | Indoor dungeon scenes, UI |
isometric | Isometric 2:1 projection tile/object | Isometric buildings, furniture, ground tiles | 128 or 256 | Top-down orthogonal tiles, side-view sprites |
FX & UI
| Preset | What it produces | Best prompt types | Rec. size | Do NOT use for |
|---|---|---|---|---|
animated_effect | Particle/effect sprite optimised for animation sequences | Fire, magic, explosions, sparks, holy light, dark void | 64 | Characters, tiles, static items |
game_ui | UI panel or HUD element with game-appropriate framing | Health bars, skill buttons, inventory frames, menu boxes | 128 or 256 | Character sprites, tileable maps |
sprite_sheet | Multi-frame spritesheet (frames in a horizontal row) | Walk cycles, attack animations laid out as a strip | 256 wide | Single static items, tiles |
emoji | Emoji-like expressive icon — round, cute, bold | Reaction icons, emotion bubbles, mobile stickers | 32 or 64 | Serious RPG items, detailed characters |
Advanced
| Preset | What it produces | Best prompt types | Rec. size | Notes |
|---|---|---|---|---|
sci_fi | Sci-fi themed pixel art — metal, neon, tech aesthetic | Space ships, robots, tech items, cyberpunk characters | 64 or 128 | Good for space games and cyberpunk titles |
horror | Dark horror aesthetic — desaturated, distorted, eerie | Monsters, undead, cursed items, blood, dark environments | 64 or 128 | Not suitable for cute/cheerful content |
raw | Minimal style enforcement — prompt drives everything | Experimental prompts, unusual styles, custom requests | Any | Use when other presets overconstrain the result |
rpg_icon is the safest default for items and small objects. character_idle for any humanoid. tileset for any ground surface. raw when experimenting.5. Prompting Guide
Writing effective prompts is the most impactful skill in WokGen Pixel. A well-structured prompt with the right preset will produce consistent, usable results on the first or second try.
Prompt structure
Follow this four-part formula:
[noun] + [descriptor] + [material] + [mood/era]
Examples:
// [noun] [descriptor] [material] [mood] iron longsword, double-edged, forged steel, dark fantasy leather satchel, worn and patched, brown hide, adventure skeleton warrior, cracked armor, aged bone, undead horror crystal orb, glowing purple, faceted glass, arcane magic
Good vs bad prompt examples
| Bad | Good | Why |
|---|---|---|
| Make a sword for my RPG game that looks really cool | iron sword, ornate crossguard, battle-worn | Specific nouns and descriptors outperform vague requests |
| pixel art character sprite | forest elf archer, green cloak, leather bracers | The preset handles "pixel art" — focus on the subject |
| a nice looking dungeon floor tile please | stone dungeon floor, dark cobblestones, moss cracks | Short, noun-first prompts produce more consistent results |
| fire magic explosion effect with particles and glow | fire explosion, orange core, white hot centre | Reduce to key visual elements rather than listing effects |
Length limit
Keep prompts under 200 characters. Beyond that, additional words tend to interfere rather than help. If you find yourself writing a long description, prioritise: subject noun → primary material → most important visual detail → mood. Cut everything else.
Do NOT write "pixel art"
The Pixel mode engine prepends the pixel-art constraint automatically based on your preset and size selection. Writing "pixel art" in the prompt itself often causes the model to overweight the style token and under-weight your actual subject description. Leave it out.
Category-specific tips
Weapons:
- Always name the weapon type first: sword, axe, bow, staff, dagger, lance
- Describe material before decoration:
iron blade, gold runesnotgold rune iron blade - Add "weapon icon" or use the
weapon_iconpreset for inventory-style orientation - For magical weapons add a light source:
glowing blue edge,fire-enchanted blade
Characters:
- Specify role/class before appearance:
dark knight, full plate armor - Include pose hint when needed:
idle stance,arms at sides - Describe colour of primary garment:
red tunic,white robe - For top-down games add:
top-down view, overhead perspective - Chibi characters: add
chibi style, large heador usechibipreset
Tiles:
- Name the surface material first:
stone,grass,wood,water - Add a secondary variation detail:
moss cracks,small pebbles,frost pattern - Mood/lighting is effective:
dark damp dungeon,sun-baked desert sand - Never include objects (chests, enemies) in a tile prompt — tiles should be uniform surfaces
Effects:
- Describe the core visual element first:
fire burst,ice crystal,lightning bolt - Add colour temperature:
cold blue,hot orange-white,sickly green - Use the
animated_effectpreset for anything intended to animate - For looping effects, keep it symmetrical in your description:
circular flame ring
Era / style guide
Adding an era keyword helps lock in the visual feel. These work as prompt additions even without selecting a specific era preset:
| Keyword | Visual feel | Colours |
|---|---|---|
NES style | Hard edges, chunky pixels, minimal detail | 4-colour palette per tile |
SNES style | Gradient shading, medium detail | 16 colours per sprite |
Game Boy | Monochrome green, very blocky | 4 shades of green |
Pico-8 style | Fantasy console palette, clean and bright | 16 fixed colours |
Stardew style | Warm indie, medium resolution, soft outlines | Natural earth tones |
CPS1 arcade | Bold outlines, bright saturated colours | 32+ colours, vivid |
modern indie | High detail, smooth shading, clean outlines | Full colour range |
Palette guide
To specify a colour palette in your prompt, describe it in plain English after your main subject:
// Restrict to a specific palette iron sword, cold blue steel, limited palette: navy, silver, white forest tile, earthy greens, limited palette: dark green, brown, tan potion bottle, warm glow, limited palette: amber, gold, orange
Outline guide
Outlines are on by default for most presets. You can influence outline style with these prompt additions:
black outline— classic hard outline (default for most presets)no outline— outline-free, softer look (works best at 128 px+)colored outline— outline matches the sprite's dominant colourthick outline— bold black outline for high visibility in-game
6. Size Guide
Choosing the right resolution is critical for pixel art. Too small and detail is lost; too large and the model wastes resolution on empty space around small objects.
| Size | Label | Best for | Quality tier | Notes |
|---|---|---|---|---|
32 × 32 | Tiny | UI icons, status symbols, mini-map markers, coin/gem counters | Standard or HD | Very few pixels available — keep prompt minimal. Avoid complex characters. |
64 × 64 | Standard | Most sprites — characters, enemies, items, weapons, tiles | Standard or HD | Recommended default for the majority of game assets. Best bang-for-buck. |
128 × 128 | Detailed | Complex characters, boss sprites, large objects, detailed tiles | HD recommended | Standard can look blurry at 128 px — HD makes a meaningful difference here. |
256 × 256 | Large | Tilesets, environmental backgrounds, splash screens, map sections | HD recommended | Excellent for tileset generation. File sizes grow — 50–150 KB per PNG. |
512 × 512 | Full | Spritesheets, full backgrounds, cover art, large UI panels | HD only | HD-only tier. Not available on Standard. Very large file sizes (100–300 KB). |
File size trade-offs
PNG file sizes are relevant if you're shipping many assets in a mobile game or web-based title where download size matters:
- 32 px PNG — typically 1–5 KB with alpha
- 64 px PNG — typically 5–20 KB with alpha
- 128 px PNG — typically 15–60 KB with alpha
- 256 px PNG — typically 50–150 KB with alpha
- 512 px PNG — typically 100–300 KB with alpha
- GIF (64 px, 6 frames) — typically 20–80 KB
- GIF (128 px, 8 frames) — typically 80–250 KB
Most game engines support PNG compression and texture atlases — you can pack many 64 px sprites into a single atlas texture for optimal performance.
7. Export Guide
Output format
All static assets export as PNG with alpha channel (transparent background). GIF animations are exported as standard looping animated GIFs with indexed colour (up to 256 colours per frame). No watermarks are ever added.
Zooming for inspection
Before downloading, use the zoom controls beneath each generated image to inspect the result:
1×— native pixel resolution (may look tiny)2×— doubled pixels, good for 64 px assets4×— quadrupled, best for inspecting 32 px assets and checking pixel-level detail
4× zoom before regenerating. Many assets that look blurry at 1× look great at 4× — which is how they will appear in your game if you apply pixel-perfect scaling.Pixel grid overlay
Enable the pixel grid overlay (grid icon in the preview toolbar) to see exact pixel boundaries. This is particularly useful when checking that a tile is clean at its edges, or verifying a character sprite doesn't bleed outside its bounding box.
Filename convention
Downloaded files follow this naming pattern:
wokgen-{preset}-{prompt-slug}-{seed}.png
// Examples:
wokgen-rpg_icon-fire-sword-ember-glow-48291.png
wokgen-character_idle-forest-elf-archer-73910.png
wokgen-tileset-stone-dungeon-floor-10482.png
wokgen-animate-warrior-idle-walk-cycle-58321.gifThe seed at the end of each filename is the random seed used for that generation.
Seed reproducibility
Every generation has a seed — a number that determines the "random" starting point of the AI generation. If you want to reproduce a result exactly:
- Note the seed from the filename or from the result card metadata
- Enter that seed in the Seed field (Advanced panel)
- Use the same prompt, preset, and size
- Generate — you will get the same image every time
Save to Gallery vs Download
- Save to Gallery — stores the asset in your WokGen workspace history. Accessible from the Gallery panel at any time. Does not download to your device.
- Download — downloads the PNG/GIF directly to your device. Does not save to Gallery unless you also click Save.
- You can do both — save to Gallery for reference and download for immediate use.
- Gallery items are retained while your account is active. Deleting a workspace soft-deletes its gallery items (recoverable for 30 days).
8. Workspace & Projects
Workspaces let you organise your generations by project — for example, one workspace per game title, game jam, or client project. All generations, gallery saves, and history are scoped to the active workspace.
Creating a workspace
- Click the workspace selector in the top navigation bar (shows your current workspace name)
- Click + New Workspace
- Enter a name (e.g. "Dungeon Crawler 2025", "Game Jam April")
- Click Create
- The new workspace becomes active immediately
Workspace limits by plan
| Plan | Max workspaces | Gallery items per workspace |
|---|---|---|
| Free | 3 | Unlimited |
| Plus | 10 | Unlimited |
| Pro | 25 | Unlimited |
| Max | 50 | Unlimited |
History and filtering
The History panel shows all generations for the currently active workspace. Switch workspaces to see a different project's history. Within a workspace you can filter history by tool, preset, size, and date range.
Soft-delete and recovery
Deleting a workspace does not permanently erase your history immediately. Deleted workspaces and their gallery items enter a 30-day grace periodduring which they can be recovered from the Trash section of your account settings. After 30 days, deletion is permanent.
9. Credits & Limits
Standard (always free)
Standard quality is always free and unlimited. It uses the Pollinations engine for fast generation (typically 3–8 seconds per image). Standard is excellent for rapid iteration, prototyping, and game-jam-speed development. There is no daily or monthly cap on Standard generations.
HD (credit-based)
HD quality uses a premium model for higher detail, sharper outlines, and more faithful palette adherence. HD costs credits per generation. Credits are allocated monthly based on your plan and can also be purchased as top-up packs.
What costs HD credits:
- Any generation with "HD" quality selected
- Animate tool with HD quality (costs per frame generated)
- Edit (inpaint) with HD quality
- Directions with HD quality (costs per direction view)
- Tileset with HD quality
What does NOT cost credits:
- Any Standard quality generation across all tools
- Viewing, zooming, and downloading previously generated results
- Saving to Gallery or renaming gallery items
- Creating or managing workspaces
Monthly credits and top-ups
Monthly credits are allocated on your billing cycle date and expire at the end of each billing period. Top-up credit packs never expire — they are consumed only after your monthly allocation runs out. This means you can stock up on top-up credits for intensive periods (like game jams) without losing them.
Rate limits
| Account type | Requests per minute | Notes |
|---|---|---|
| Authenticated (any plan) | 30 req/min | Per user, across all tools |
| Guest (not logged in) | 10 req/min | Standard only, no Gallery access |
10. Negative Prompts
A negative prompt is a list of terms that tell the model what to exclude from the generated image. Enter negative prompts in the Negative field in the Advanced panel. Use comma-separated terms.
Negative prompts are most effective at excluding global visual properties — colour bleed, blurriness, multiple objects, watermarks — rather than highly specific compositional details.
Common negative prompts for pixel art
| Term | What it prevents |
|---|---|
blurry, soft, low detail | Anti-aliased or blurry output (common at 16 px) |
multiple items, duplicates | More than one object in the frame |
background, floor, shadow | Background fill when you want a transparent result |
text, watermark, signature | Embedded text or watermark artefacts |
3d, realistic, photographic | Non-pixel-art rendering styles leaking in |
washed out, desaturated | Pale, low-saturation colour output |
asymmetric, unbalanced | Enforce approximate left-right symmetry for icons |
extra limbs, deformed | Anatomical errors on character sprites |
11. Color Palette Extraction
After generating a sprite you can extract its exact colour palette directly from the studio — no external tool needed. This is useful for maintaining colour consistency across a full asset set.
How to extract a palette
- Generate or open an image in the studio
- Click the Palette button in the result card toolbar
- The panel shows every unique colour in the sprite with its hex code
- Click any swatch to copy the hex code
- Click Copy All to copy all swatches as a JSON array
- Click Save as Palette to store it in your workspace for reuse
Using a saved palette in future generations
Open the Advanced panel → Palette field → select a saved palette. The model will constrain its colour choices to that palette. This is the primary mechanism for visual consistency across a game's entire art set.
12. Batch Generation
Batch mode lets you generate multiple variations of the same prompt in a single action — or run a list of different prompts back-to-back.
Variation batch (same prompt)
In the Sprite tool, set the Batch count slider (1–8) in the Advanced panel. All variations run in parallel and appear in the result grid. Useful for picking the best result without regenerating manually.
Multi-prompt batch via Eral
Use the WAP command in the Eral chat panel:
/batch Viking warrior sprite, front view ×6
Or for different prompts, use /batch csv and upload a CSV with one prompt per row. Optional columns: style, width,height, negative.
prompt,style,width,height fire sword,rpg_icon,32,32 ice staff,rpg_icon,32,32 lightning bow,rpg_icon,32,32 poison dagger,rpg_icon,32,32
Spritesheet output
After a batch completes, click Export Spritesheet in the batch results panel. WokGen packs all generated sprites into a single PNG spritesheet with a JSON metadata file describing each frame's position and dimensions.
13. API Examples
WokGen Pixel is fully accessible via the REST API. Authenticate with a Bearer token from Settings → API Keys.
Generate a sprite — curl
curl -X POST https://wokgen.io/api/generate \
-H "Authorization: Bearer YOUR_API_KEY" \
-H "Content-Type: application/json" \
-d '{
"mode": "pixel",
"prompt": "RPG warrior character sprite",
"preset": "rpg_character",
"width": 64,
"height": 64,
"quality": "standard"
}'Generate a sprite — JavaScript (fetch)
const response = await fetch('https://wokgen.io/api/generate', {
method: 'POST',
headers: {
'Authorization': 'Bearer YOUR_API_KEY',
'Content-Type': 'application/json',
},
body: JSON.stringify({
mode: 'pixel',
prompt: 'RPG warrior character sprite',
preset: 'rpg_character',
width: 64,
height: 64,
quality: 'standard',
}),
});
const data = await response.json();
// data.url — CDN URL of the generated PNG
// data.seed — seed for reproducibility
console.log(data.url);Generate with negative prompt
{
"mode": "pixel",
"prompt": "forest tileset, mossy stones",
"preset": "tileset_nature",
"width": 16,
"height": 16,
"negative": "blurry, background, text, watermark",
"quality": "standard"
}Batch via API
{
"mode": "pixel",
"prompt": "fire sword icon",
"preset": "rpg_icon",
"width": 32,
"height": 32,
"batch": 4,
"quality": "standard"
}Batch responses return an array of generation objects under results[]. Each has its own url and seed.