Fixed dimensions
Design for the actual 16, 32, 64, or 128 pixel canvas you ship.
Target workflow: Create a distinctive game character at 16×16, 32×32, 64×64, or 128×128 with a controlled palette. The current Labs version returns one concept image for visual exploration—not separated production assets or engine metadata.
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.
Add a reference or start from the prepared brief. This preview is one image, not a separated production package.
Design for the actual 16, 32, 64, or 128 pixel canvas you ship.
Prioritize role, equipment, pose, and contrast at game scale.
Explore costume, class, age, faction, and colorway variations.
Describe who the character is and what players should read instantly.
Set canvas size, view, body proportions, outline, and palette.
Choose a concept, refine it, and continue into animation.
This page is for character concepts at a fixed game size. Animate and export the chosen hero in the AI sprite sheet generator inside Character Studio.
Yes. Assets you generate can be used in commercial game projects under your LlamaGen plan terms. Keep your project files and export records for your production archive.
It returns one concept image for evaluating visual direction. It does not yet guarantee separated frames, tiles, layers, component states, or engine metadata.
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.