WokGen Pixel

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 typeToolDescription
SpriteSprite (generate)Single-frame static PNG, transparent background
SpritesheetSprite (generate)Multi-frame laid out on a grid, single PNG
Animated GIFAnimateLooping multi-frame animation exported as GIF
Direction viewsDirections (rotate)4 or 8 directional views in a grid PNG
TilesetTileset (scene)Seamless-edge-matching tileable map section
Edited spriteEdit (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.

Start with Standard to iterate on your prompt, then switch to HD for your final export. You'll save credits and get cleaner results.

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.

!Bad: "I want a really cool fire sword that looks ancient and battle-worn, maybe with some glowing runes on the blade and a red gem in the hilt, it should feel powerful and dangerous"
Good: fire sword, battle-worn blade, glowing runes, red gem hilt

Notice: 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

  1. Select preset: rpg_icon
  2. Select size: 64 (64 × 64 px)
  3. Select quality: Standard
  4. Enter prompt: fire sword, battle-worn blade, ember glow
  5. Click Generate
  6. Zoom to 4× to check details
  7. Click Download or Save to Gallery
If the first result doesn't match, re-generate without changing anything first — each run uses a different random seed. If results consistently miss, refine your prompt (add a material: "iron blade", add a mood: "dark fantasy").

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
iThe Sprite tool always outputs a single image. For a row of animation frames in a single PNG, use the Animate tool with "export as spritesheet" enabled instead of GIF.

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:

TypeFramesDescription
idle4–8Breathing, blinking, subtle sway — looping background animation
walk6–8Side-view walk cycle with leg movement
run6–8Faster run cycle, more exaggerated motion
attack4–6Melee swing or ranged shot — one full attack motion
cast6–8Spellcast wind-up, release, and recovery
death4–6Character or enemy death/collapse sequence
fire4–8Flame flicker loop — suitable for torches and campfires
magic6–8Magical particle/glow effect loop
explosion6–8Expanding explosion burst, one-shot or loop
water6–8Ripple 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
For walk/run cycles, specify "side view" in your prompt. For idle animations designed for top-down games, say "top-down view, idle".

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)
Use a reference image with the Directions tool whenever possible. Upload your front-facing sprite and the engine will keep colours, proportions, and equipment consistent across all views.

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
i8-direction generation takes roughly twice as long as 4-direction. Start with 4 directions during development and add diagonals when you're finalizing art.

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)
!Keep your mask tight and targeted. Masking large areas causes the engine to regenerate too much and the result will diverge from the original sprite. Small, focused masks produce the best edits.

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
Avoid describing objects in a Tileset prompt — no barrels, chests, or characters. The engine should generate a uniform surface. Objects belong in separate Sprite generations that you place on top of your tileset.

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

PresetWhat it producesBest prompt typesRec. sizeDo NOT use for
character_idleFront-facing character sprite, slight idle pose, full bodyHero, NPC, vendor, villager — any human or humanoid64 or 128Weapons, tiles, UI elements
character_sideSide-view character for platformers, walking stancePlatformer characters, side-scrollers, profile views64 or 128Top-down games, isometric characters
top_down_charOverhead bird's-eye character, visible from aboveTop-down RPG characters, Zelda-like heroes, NPCs32 or 64Platformers, portrait art
chibiSuper-deformed chibi style — large head, small bodyCute characters, mobile game heroes, mascots64Serious/horror aesthetics, tiles
portraitFace/bust portrait for dialogue boxes, character selectNPC portraits, dialogue faces, character select screens128 or 256Full-body sprites, tile generation

Items

PresetWhat it producesBest prompt typesRec. sizeDo NOT use for
rpg_iconCentred item on transparent bg — inventory icon stylePotions, scrolls, gems, food, misc loot, rings, amulets32 or 64Characters, tiles, large objects
weapon_iconWeapon viewed at 45° angle, optimised for armamentsSwords, axes, bows, staves, daggers, hammers, spears64Armour, potions, tiles
badge_iconAchievement / badge style — circular or shield framingAchievement icons, skill icons, class badges, emblems64Environment art, characters

Environments

PresetWhat it producesBest prompt typesRec. sizeDo NOT use for
tilesetGround-level tile for grid-based maps — orthogonal viewStone, grass, dirt, sand, water, ice, lava floor tiles64 or 128Characters, UI, perspective views
nature_tileNature-themed tile — trees, bushes, flowers, rocksForest tiles, outdoor maps, nature props64Indoor dungeon scenes, UI
isometricIsometric 2:1 projection tile/objectIsometric buildings, furniture, ground tiles128 or 256Top-down orthogonal tiles, side-view sprites

FX & UI

PresetWhat it producesBest prompt typesRec. sizeDo NOT use for
animated_effectParticle/effect sprite optimised for animation sequencesFire, magic, explosions, sparks, holy light, dark void64Characters, tiles, static items
game_uiUI panel or HUD element with game-appropriate framingHealth bars, skill buttons, inventory frames, menu boxes128 or 256Character sprites, tileable maps
sprite_sheetMulti-frame spritesheet (frames in a horizontal row)Walk cycles, attack animations laid out as a strip256 wideSingle static items, tiles
emojiEmoji-like expressive icon — round, cute, boldReaction icons, emotion bubbles, mobile stickers32 or 64Serious RPG items, detailed characters

Advanced

PresetWhat it producesBest prompt typesRec. sizeNotes
sci_fiSci-fi themed pixel art — metal, neon, tech aestheticSpace ships, robots, tech items, cyberpunk characters64 or 128Good for space games and cyberpunk titles
horrorDark horror aesthetic — desaturated, distorted, eerieMonsters, undead, cursed items, blood, dark environments64 or 128Not suitable for cute/cheerful content
rawMinimal style enforcement — prompt drives everythingExperimental prompts, unusual styles, custom requestsAnyUse when other presets overconstrain the result
When in doubt, 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

BadGoodWhy
Make a sword for my RPG game that looks really cooliron sword, ornate crossguard, battle-wornSpecific nouns and descriptors outperform vague requests
pixel art character spriteforest elf archer, green cloak, leather bracersThe preset handles "pixel art" — focus on the subject
a nice looking dungeon floor tile pleasestone dungeon floor, dark cobblestones, moss cracksShort, noun-first prompts produce more consistent results
fire magic explosion effect with particles and glowfire explosion, orange core, white hot centreReduce 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 runes not gold rune iron blade
  • Add "weapon icon" or use the weapon_icon preset 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 head or use chibi preset

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_effect preset 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:

KeywordVisual feelColours
NES styleHard edges, chunky pixels, minimal detail4-colour palette per tile
SNES styleGradient shading, medium detail16 colours per sprite
Game BoyMonochrome green, very blocky4 shades of green
Pico-8 styleFantasy console palette, clean and bright16 fixed colours
Stardew styleWarm indie, medium resolution, soft outlinesNatural earth tones
CPS1 arcadeBold outlines, bright saturated colours32+ colours, vivid
modern indieHigh detail, smooth shading, clean outlinesFull 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 colour
  • thick 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.

SizeLabelBest forQuality tierNotes
32 × 32TinyUI icons, status symbols, mini-map markers, coin/gem countersStandard or HDVery few pixels available — keep prompt minimal. Avoid complex characters.
64 × 64StandardMost sprites — characters, enemies, items, weapons, tilesStandard or HDRecommended default for the majority of game assets. Best bang-for-buck.
128 × 128DetailedComplex characters, boss sprites, large objects, detailed tilesHD recommendedStandard can look blurry at 128 px — HD makes a meaningful difference here.
256 × 256LargeTilesets, environmental backgrounds, splash screens, map sectionsHD recommendedExcellent for tileset generation. File sizes grow — 50–150 KB per PNG.
512 × 512FullSpritesheets, full backgrounds, cover art, large UI panelsHD onlyHD-only tier. Not available on Standard. Very large file sizes (100–300 KB).
!At 32 px, always zoom to 4× in the studio preview before downloading. Native 32 × 32 looks tiny on modern screens — zooming in shows you what it actually looks like in-game at 2× or 4× scale (which is standard for pixel games).

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:

  • — native pixel resolution (may look tiny)
  • — doubled pixels, good for 64 px assets
  • — quadrupled, best for inspecting 32 px assets and checking pixel-level detail
Always inspect at 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.gif

The 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:

  1. Note the seed from the filename or from the result card metadata
  2. Enter that seed in the Seed field (Advanced panel)
  3. Use the same prompt, preset, and size
  4. Generate — you will get the same image every time
iSeed reproducibility only works within the same quality tier (Standard or HD). Switching between Standard and HD with the same seed will produce different results because the underlying models differ.

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

  1. Click the workspace selector in the top navigation bar (shows your current workspace name)
  2. Click + New Workspace
  3. Enter a name (e.g. "Dungeon Crawler 2025", "Game Jam April")
  4. Click Create
  5. The new workspace becomes active immediately

Workspace limits by plan

PlanMax workspacesGallery items per workspace
Free3Unlimited
Plus10Unlimited
Pro25Unlimited
Max50Unlimited

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.

!Renaming a workspace does not affect your generation history or gallery. All history is preserved under the workspace's internal ID, not its display name.

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 typeRequests per minuteNotes
Authenticated (any plan)30 req/minPer user, across all tools
Guest (not logged in)10 req/minStandard only, no Gallery access
iRate limits are applied per user account, not per workspace. If you hit the rate limit, wait 60 seconds and retry. The studio will display a "rate limit reached" message if this occurs.

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

TermWhat it prevents
blurry, soft, low detailAnti-aliased or blurry output (common at 16 px)
multiple items, duplicatesMore than one object in the frame
background, floor, shadowBackground fill when you want a transparent result
text, watermark, signatureEmbedded text or watermark artefacts
3d, realistic, photographicNon-pixel-art rendering styles leaking in
washed out, desaturatedPale, low-saturation colour output
asymmetric, unbalancedEnforce approximate left-right symmetry for icons
extra limbs, deformedAnatomical errors on character sprites
Start with an empty negative prompt — the model often produces clean output without one. Only add negatives when you see a recurring artefact in multiple generations with the same prompt.

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

  1. Generate or open an image in the studio
  2. Click the Palette button in the result card toolbar
  3. The panel shows every unique colour in the sprite with its hex code
  4. Click any swatch to copy the hex code
  5. Click Copy All to copy all swatches as a JSON array
  6. 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.

iPalette constraint is advisory, not absolute — the model will honour the palette but may add 1–2 accent colours in some cases. For strict palette adherence, switch to HD quality which uses a model with stronger instruction following.

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.

!Each item in a batch counts as one generation. A batch count of 4 on an HD generation uses 4 HD credits.

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.

iSee the full API Reference for all parameters, error codes, and the spritesheet assembly endpoint.

14. FAQ

Can I use generated assets commercially?
Yes. Assets generated on WokGen Pixel can be used in commercial projects — including games sold on Steam, itch.io, App Store, Google Play, and elsewhere. Free tier covers personal and indie commercial use. See Terms of Service for the full license terms.
Why does my sprite look different every time I generate with the same prompt?
Each generation uses a random seed by default, so results vary. This is intentional — it gives you variety to choose from. If you want the exact same image again, use the seed from the filename (the number at the end) and enter it into the Seed field in the Advanced panel, then regenerate with identical settings.
How do I get the same image again? (Seed reproducibility)
Every downloaded file contains the seed in its filename: wokgen-{preset}-{slug}-{seed}.png. Enter that seed number into the Seed field in the studio's Advanced panel. Use the same prompt, preset, size, and quality tier. Generate — you will get the identical image.
What is the difference between HD and Standard quality?
Standard uses Pollinations — fast (3–8 seconds), free, and very good for iteration. HD uses a premium model — slower (10–25 seconds), credit-based, and produces sharper outlines, more accurate palettes, and finer pixel detail. The difference is most visible at 128 px and above.
Can I upload a sprite to modify it?
Yes — use the Edit tool (Inpaint). Upload your existing sprite, paint a mask over the region you want to change, describe the change, and generate. Keep the mask tight to the region for best results. The Edit tool works on any PNG, including sprites generated outside of WokGen.
Why does my tileset have a visible seam when I tile it?
This can happen if the seamless constraint was not applied consistently — try regenerating once or twice with the same prompt, as it is stochastic. Also ensure you are using the Tileset tool (not the Sprite tool) with a tileset preset. If seams persist, try adding "seamless tile, no borders" to your prompt.
Which game engines are these assets compatible with?
All outputs are standard PNG (with alpha) and GIF files — compatible with every major game engine including Unity, Godot, Unreal, RPGMaker MZ/MV/XP, GDevelop, Phaser, Love2D, GameMaker Studio, Defold, Cocos2d, and any other engine that imports PNG. No conversion is needed.
My 32px sprite looks blurry — is something wrong?
It's almost certainly fine — zoom to 4× in the studio preview to see it at the scale your game will render it. Modern screens have very high pixel density, so a 32 × 32 px image displayed at 1× appears tiny and soft. In a pixel-art game using 2× or 4× integer scaling, it will look crisp and sharp.
Can I generate a full tileset as a batch?
Yes. Use the Tileset tool with map size set to 4×4 for a larger seamless section, or use the Sprite tool in batch mode (set batch count to 2–4) and describe individual tiles with the same palette descriptor for visual consistency. For large tile libraries, use a workspace to organise generations by tile category.
Can I cancel a generation that is taking too long?
Yes — click the Cancel button that appears while a generation is in progress. Standard generations are fast enough that cancellation is rarely needed. HD and multi-frame animations (Animate, Directions) can take 15–30 seconds and the cancel button will interrupt and discard the in-progress job.
What happens to my credits if I cancel an HD generation?
Credits are only deducted on successful completion. If you cancel a generation mid-run or if it fails due to an error, no credits are charged. If a generation completes and you receive an image but choose not to save or download it, the credit is still consumed.
Are there any content restrictions?
Yes. WokGen Pixel enforces a content policy — prompts that generate NSFW content, graphic violence, hate imagery, or real person likenesses are blocked. The engine will return an error message and no generation will occur. Credits are not charged on blocked requests.