Gameplay composition
Reserve readable space for platforms, characters, enemies, and UI.
Target workflow: Create game-ready locations, battle backdrops, cutscene plates, and separated parallax layers. 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.
Reserve readable space for platforms, characters, enemies, and UI.
Separate foreground, midground, and sky for depth and movement.
Create time-of-day, weather, and biome variations that still match.
Describe location, time, weather, gameplay view, and focal points.
Pick flat background, battle plate, cutscene, or parallax package.
Check character contrast and export the scene or layers.
Separated layers are the target package. The live page explores one location concept so you can judge contrast, weather, and safe play areas.
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.