SAMPLE OUTPUT
Real generations from the tool. Not hand-picked, not retouched. This is what you get when you type a prompt and hit generate. All output is AI-generated and should be credited as such.
CHARACTERS & ENEMIES
CHARACTER
"a knight with sword and shield"
CHARACTER
"a wizard with a staff"
ENEMY
"a skeleton warrior"
ENEMY
"a slime monster"
ITEMS & UI ELEMENTS
ITEM
"a healing potion"
UI ELEMENT
"health hearts HUD"
TILES & TILESETS
TILE
"brick wall"
TILESET
"dungeon stone wall"
SPRITE SHEET ANIMATIONS
WALK CYCLE
"a rogue with daggers"
ATTACK
"a paladin with longsword"
DEATH
"a goblin"
CAST
"a wizard casting a spell"
Walk, idle, attack, jump, death, and cast cycles. Zero palette drift between frames.
SAME PROMPT, FOUR ERAS
RETRO
1978 – 1983
3 COLORS
EARLY
1983 – 1984
4 COLORS
MID
1985 – 1986
6 COLORS
LATE
1987+
6 COLORS
The era system matches the visual style and constraints of specific periods in console hardware history. Same prompt, different era, different look.
DRAWN PIXEL-BY-PIXEL IN ASEPRITE
An alternative mode where Claude draws every pixel natively in Aseprite using MCP tools. Output is a real .aseprite file — editable layers, palette, the works. More advanced eras available via the MCP server product.
ENEMY
"an alien invader"
ENEMY
"a ghost enemy"
ITEM
"a star power-up"
TILE
"a brick wall"
ENEMY
"a bat enemy"
ENEMY
"a mushroom enemy"
ITEM
"a health heart"
CHARACTER
"a warrior"
Aseprite mode produces native .aseprite files with correct palettes and editable layers. Hardware-compliant output, ready to use.
MID & LATE ERAS — YOUR MODEL, YOUR QUALITY
With a more capable model, Aseprite mode extends to mid and late eras. Equipment detail, complex creatures, and richer palettes become viable at 16×16. Available via the MCP server product — you bring your own Claude model.
OPUS
ENEMY
"a dragon"
CHARACTER
"an armored mage"
ITEM
"a potion bottle"
SONNET
ENEMY
"a dragon"
CHARACTER
"an armored mage"
ITEM
"a potion bottle"
ANIMATIONS — MULTI-FRAME VIA PIXEL-MCP
Both Opus and Sonnet can draw coherent multi-frame animations — walk cycles, attack sequences, idle bobs. Each frame is drawn pixel-by-pixel, maintaining character identity across the sequence.
IDLE BOB
"a mushroom character"
EARLY • OPUS
IDLE BOB
"a mushroom character"
EARLY • SONNET