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CHARACTERS & ENEMIES

Knight character sprite CHARACTER "a knight with sword and shield" MID ERA • 6 COLORS
Wizard character sprite CHARACTER "a wizard with a staff" MID ERA • 6 COLORS
Skeleton enemy sprite ENEMY "a skeleton warrior" MID ERA • 6 COLORS
Slime enemy sprite ENEMY "a slime monster" EARLY ERA • 4 COLORS

ITEMS & UI ELEMENTS

Potion item sprite ITEM "a healing potion" MID ERA • 6 COLORS
Health hearts HUD element UI ELEMENT "health hearts HUD" 3 COLORS

TILES & TILESETS

Brick wall tile TILE "brick wall" 4 COLORS • SEAMLESS
Dungeon stone tileset TILESET "dungeon stone wall" 3×3 CONNECTED • 4 COLORS

SPRITE SHEET ANIMATIONS

Rogue walk cycle animation WALK CYCLE "a rogue with daggers"
Paladin attack animation ATTACK "a paladin with longsword"
Goblin death animation DEATH "a goblin"
Wizard cast animation CAST "a wizard casting a spell"

Walk, idle, attack, jump, death, and cast cycles. Zero palette drift between frames.


SAME PROMPT, FOUR ERAS

Warrior in retro era style RETRO 1978 – 1983 3 COLORS
Warrior in early NES era style EARLY 1983 – 1984 4 COLORS
Warrior in mid NES era style MID 1985 – 1986 6 COLORS
Warrior in late NES era style 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.

Retro alien drawn in Aseprite ENEMY "an alien invader" RETRO • ASEPRITE MODE
Retro ghost drawn in Aseprite ENEMY "a ghost enemy" RETRO • ASEPRITE MODE
Retro star item drawn in Aseprite ITEM "a star power-up" RETRO • ASEPRITE MODE
Retro brick tile drawn in Aseprite TILE "a brick wall" RETRO • ASEPRITE MODE
Early era bat drawn in Aseprite ENEMY "a bat enemy" EARLY • ASEPRITE MODE
Early era mushroom enemy drawn in Aseprite ENEMY "a mushroom enemy" EARLY • ASEPRITE MODE
Early era heart item drawn in Aseprite ITEM "a health heart" EARLY • ASEPRITE MODE
Early era warrior drawn in Aseprite CHARACTER "a warrior" EARLY • ASEPRITE MODE

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

Mid-era dragon drawn in Aseprite by Opus ENEMY "a dragon" MID • OPUS
Late-era armored mage drawn in Aseprite by Opus CHARACTER "an armored mage" LATE • OPUS
Late-era potion bottle drawn in Aseprite by Opus ITEM "a potion bottle" LATE • OPUS

SONNET

Mid-era dragon drawn in Aseprite by Sonnet ENEMY "a dragon" MID • SONNET
Late-era armored mage drawn in Aseprite by Sonnet CHARACTER "an armored mage" LATE • SONNET
Late-era potion bottle drawn in Aseprite by Sonnet ITEM "a potion bottle" LATE • SONNET

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.

Opus mushroom idle animation IDLE BOB "a mushroom character" EARLY • OPUS
Sonnet mushroom idle animation IDLE BOB "a mushroom character" EARLY • SONNET