Collision built in
Walkable, slow and blocked ground, depth and object ids come out with every map. Nothing to trace by hand.
Your agent writes the shapes, materials and timing. pixling renders every pixel, with collision, frames and layers built in. Any change is one line.
Walkable, slow and blocked ground, depth and object ids come out with every map. Nothing to trace by hand.


Every asset draws from the style's locked colours, light and outline. A thousand sprites still belong together.
roof: plumSwap a material, a roof shape or a season. Variants are edits, not rerolls, and the rest stays identical.


Sprites come out at the size your game asks for, on one pixel grid, with an anchor point. No mushy downscaling.
Eight directions and every animation frame stay on model, because they are rendered from the same source.


Byte-identical every build, so art lives in git, diffs are reviewable and nothing drifts between sessions.


You ask. Your agent picks a pipeline and a style, programs the art, checks it like an artist and ships it.


A town, a creature, a spell, a whole new look. In your words, in the chat you already use.
Before it draws, your agent reads two things: the pipeline that fits the job, with the lessons we learned the hard way, and the style's making-of, with its hand, its kit and its lab notes.
No image model here. Your agent writes shapes on bones, materials from the style and the timing of each frame, and pixling renders them pixel by pixel.
It renders, then looks: up close at the pixels, then zoomed out at game scale beside the rest of the set. It names the one thing that doesn't read, fixes it with the style's own colours and renders again, until it holds up. Lints only hint; the eye decides.
Sprite sheets, animation timing, collision, depth and lighting for every hour, straight into your repo.
Sprites, living maps, effects, motion from AI video and painterly scenes. Each one comes with the know-how, ready for your agent to run.
Windows light one by one as the sun goes down. A light file comes with it for your engine.
One creature, every facing, on held keys.
Ruin, four building stages and finished, all from one spec.
→Generate a take, then key it, cut it and lock it into a sprite sheet that matches your game.
Painterly scenes rendered in Blender, with swaying trees and paddling ducks.
Slashes, bursts and lightning in your style's colours. Tap one.
The recipe that found these three styles, ready for your agent to run again.
Four looks so far, each with its own camera, shading, line and kit, and the notes on how it was made, so your agent can reuse one or build its own. More are on the way.
Free. Python 3.9 or newer. One command.
Run it in your game's repo. It adds the skill and a short note your agent reads, whichever agent you use.
Start with one asset and look at it together.
pixling is open source. Read the engine, the docs and every style's lab notes, or add a style of your own.