Language: English (UK)
Pixel Art Item Generator
Generate coordinated pixel weapons, potions, food, and quest icons at inventory scale. Labs currently returns one item-family concept image.

Can I batch export a full inventory set?
The production contract is a named icon family. Today the page explores one concept sheet so you can lock silhouette and rarity colors first.
Set the constraints. Explore the direction.
This is a one-image concept preview. Sign in only when you generate; the exact credit cost is visible before the run.
Use this to test visual direction. Frame separation, tile rules, UI states, layers, and engine metadata are not included here.
These settings guide the prompt; they do not guarantee exact output dimensions or an exact color count.
Add a reference or start from the prepared brief. This preview is one image, not a separated production package.
See the assets as a game.
Explore gameplay, handheld use, and coordinated designs. These AI-generated concepts illustrate visual possibilities; review your own assets and engine imports before shipping.

Items and interface in context
Compare icon sizes, empty space, selected states, and contrast against the world behind the menu.

One art direction across the whole game
Review the playable scene beside its characters, terrain, items, and interface as one coordinated design.
Compare four inventory item silhouettes
Use a concrete input, inspect the output, and check the current limits before choosing your next step.

Example input
List a cloud rake, windmill key, rain bottle, and brass compass. Ask for one consistent view, outline weight, and background treatment.
What to check
- Enter the brief, choose the game profile, pixel-size target, and palette target, then review the credit cost before generating.
- Inspect the returned concept at the scale where it will appear in your game. Check edges, silhouette, color consistency, and unwanted details.
- Download the concept for review. Prepare and check actual frames, tiles, or components separately before importing them into a game.
Expected output
Inspect the concept inside mock inventory slots. Identify items that need redrawing before exporting separate icons or packing an atlas.
Current limits
The current Labs preview returns one concept image. Requested pixel dimensions and palette size guide the prompt; separated frames, exact colors, seamless tiles, layers, and engine metadata are not guaranteed.
Official workflow references
Check the engine or editor documentation when preparing your own import. These sources describe file and playback behavior, not an endorsement of PixelBox.
Publisher and support
Content updated:
Published and maintained by LlamaGen. This page describes current PixelBox controls and export formats. Contact the team about incorrect information or an export problem.
Clear terms before you build.
Can I use the assets in a commercial game?
Commercial use depends on your LlamaGen plan terms and the rights to your prompts and uploaded references. Review the current Terms of Service before publishing, and keep your source files and export records.
What does the current Labs preview return?
It returns one concept image for evaluating visual direction. It does not yet guarantee separated frames, tiles, layers, component states, or engine metadata.
Where can I build and review a structured character pack?
PixelBox Character Studio supports a 4-direction Idle, Walk, and Attack workflow with clip review, playable validation, portable PNG and JSON, plus generated Godot 4 and Unity import files.