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PixelLab & Sprite Tools

Updated July 4, 2026Open the tool

PixelLab & Sprite Tools connect WizardGenie chat to pixel-art asset creation. While you are working in an open WizardGenie project, you can ask the agent to generate sprites, characters, tilesets, objects, UI art, animations, rotations, and image edits, then import the results into the project so they can be used in your game.

Open WizardGenie

What it does

PixelLab tools are available to the WizardGenie agent inside a project. They are designed for game-ready 2D assets, especially pixel-art assets that need predictable sizes, transparent backgrounds, directional views, or animation frames.

You can ask WizardGenie for assets such as:

  • A 16×16, 32×32, 48×48, 64×64, or 128×128 sprite
  • A pickup, prop, projectile, icon, or UI element
  • A directional character for top-down or other game views
  • A monster, NPC, or player character
  • A top-down, sidescroller, general, isometric, or advanced tileset
  • A map object or interactable prop
  • Object states and object animations
  • Character states and character animations
  • A text-guided animation from a first frame
  • Frame interpolation, animation edits, outfit transfer, or skeleton-guided animation
  • A cleaned image with its background removed
  • A pixel-art version of an existing non-pixel image
  • Eight directional rotations from one source image
  • An inpainted edit using an image and mask

After a generation or edit completes, WizardGenie imports the resulting files into the current project and reports the saved project-relative file locations. You can then ask it to load the images in your game code, place them in a scene, create animation definitions, or replace placeholder art.

Requirements

To use PixelLab tools, you need:

  1. An open WizardGenie project.
  2. A PixelLab token added in Settings → API Keys.
  3. Source/reference images must already be inside the open project when you want to use them.

If no project is open, WizardGenie cannot import the results. If no PixelLab token is configured, WizardGenie will ask you to add one before continuing.

Typical workflow

A good PixelLab workflow is:

  1. Open or create a WizardGenie project.
  2. Ask WizardGenie to generate, animate, or edit an asset.
  3. Include the intended pixel size, view, background preference, and save name.
  4. Wait for WizardGenie to report the imported files, or ask it to check the generation again later if it is still running.
  5. Ask WizardGenie to wire the imported asset into your game.
  6. Run or preview the game and request refinements if needed.

Example:

Generate a 32×32 pixel-art blue mana potion pickup with a transparent background, save it as mana-potion, then add it to the collectible items in my game.

WizardGenie will generate/import the image first, then you can ask it to use the imported file in the relevant scene, item list, animation setup, or entity code.

Generating static sprites, props, icons, and UI art

Use static image generation for standalone game art such as:

  • Player pickups
  • Inventory icons
  • Projectiles
  • UI buttons or panels
  • Props and decorations
  • Small environment details
  • Single-frame enemy or NPC sprites

For static sprites, be explicit about size. Pixel art works best when you specify a compact resolution such as:

  • 16×16 for tiny icons, pickups, and simple effects
  • 32×32 for classic sprites, tiles, projectiles, and objects
  • 48×48 or 64×64 for characters and larger props
  • 128×128 for larger objects, portraits, UI art, or detailed props

Useful prompt details include:

  • The exact subject
  • Art style, outline, and shading preference
  • Transparent/no-background requirement
  • Direction or view, if relevant
  • Negative prompt guidance such as “avoid blur, gradients, text, watermarks, realistic lighting”
  • A save name

Examples:

Generate a 32×32 pixel-art fireball projectile, orange core with yellow highlight, transparent background, save it as fireball-projectile.

Create a 64×64 pixel-art wooden shop sign UI icon, strong dark outline, simple shading, no text, save it as shop-sign-icon.

Generate a 128×128 pixel-art treasure chest prop with transparent background, closed state, save it as treasure-chest-closed.

Generating characters

PixelLab can create characters suitable for game projects, including directional characters and character variants.

Supported character-style workflows include:

  • Four-direction characters
  • Eight-direction characters
  • Advanced character generation
  • Character states
  • Character animations for an existing character
  • Downloading a completed character into the project

When asking for a character, describe:

  • Character role, silhouette, clothing, weapon, or creature type
  • Intended view, such as low top-down, top-down, or side-view if relevant
  • Sprite size, when you need a specific resolution
  • Directional needs, such as four directions or eight directions
  • Background preference, usually transparent/no background
  • Save name

Example:

Create a 64×64 low top-down knight character with a red cape, small sword, strong dark outline, transparent background, save it as red-cape-knight, and wait up to 120 seconds.

Some character requests may take longer than a single chat turn. You can ask WizardGenie to wait, or ask it to check the generation again later. Once the files are imported, ask WizardGenie to connect the character to your player, NPC, or enemy logic.

Generating tilesets

Tileset prompts are different from single-sprite prompts. They work best when you describe the terrain components clearly.

Supported tileset workflows include:

  • General tilesets
  • Top-down tilesets
  • Sidescroller tilesets
  • Asynchronous sidescroller tilesets
  • Isometric tiles
  • Advanced tile generation

For top-down and general tilesets, describe the lower terrain and upper terrain separately. You can also include a transition description. For sidescroller tilesets, describe the lower terrain and optionally the transition details.

Good tileset prompts include:

  • Tile size, such as 32×32
  • Level view: top-down, sidescroller, or isometric
  • Lower terrain description
  • Upper terrain description where applicable
  • Transition/edge description where useful
  • Intended mood and color palette
  • Save name

Examples:

Generate a 32×32 top-down forest tileset. Lower terrain: mossy grass with small stones. Upper terrain: dense dark pine trees and bushes. Transition: soft dirt edges and roots. Save it as dark-forest-tiles.

Generate a 32×32 sidescroller cave tileset. Lower terrain: dark stone platforms with moss. Transition: cracked edges, hanging roots, and small glowing fungi. Save it as moss-cave-tiles.

Generate a 64×64 isometric stone floor tile with cracked blue-gray flagstones and subtle moss, save it as isometric-stone-floor.

After import, ask WizardGenie to build or update a map using the tileset. Generating a tileset does not automatically guarantee your current level uses it until you ask WizardGenie to wire it into the game.

Generating map objects, props, states, and object animations

For larger environmental items and interactable objects, use map object or object generation. These workflows are useful for:

  • Chests and doors
  • Switches and levers
  • Trees, rocks, barrels, crates, and furniture
  • Directional objects
  • Animated props
  • Alternate states such as open/closed, lit/unlit, damaged/intact

Supported object workflows include:

  • Map objects
  • One-direction objects
  • Eight-direction objects
  • Object states
  • Object animations

Examples:

Generate a 128×128 pixel-art locked dungeon door object, front-facing, transparent background, save it as locked-dungeon-door.

Generate an eight-direction pixel-art bat enemy object from a top-down view, transparent background, save it as bat-object.

Add an open state for the existing treasure chest object and import it as treasure-chest-open.

Objects and object states may take time to complete. If WizardGenie reports that the result is still being created, ask it to check again later.

Creating animations

PixelLab animation tools can create or edit pixel-art animations such as walk cycles, attacks, jumps, idles, spell effects, and other game motion.

Supported animation workflows include:

  • Text-guided animation from an image
  • Newer text-to-animation workflows
  • Skeleton-guided animation
  • Animation editing
  • Frame interpolation
  • Outfit transfer
  • Skeleton estimation
  • Character animation for an existing character
  • Object animation for an existing object

The recommended image-to-animation pattern uses a first frame from your project and an action. You can optionally provide a last frame, frame count, and transparent-background preference.

Examples:

Use assets/player/idle.png as the first frame and create an 8-frame sword swing animation. Keep a transparent background, save it as player-sword-swing, and wait up to 120 seconds.

Use the imported slime sprite as the first frame and create a 6-frame hop animation, save it as slime-hop.

Interpolate between these two spell effect frames and save the animation as spark-burst-interpolation.

Animation results are imported as files under the project’s PixelLab animation asset area. After import, ask WizardGenie to define the animation in your engine or scene and test playback speed, frame order, and looping behavior.

Editing and post-processing existing images

PixelLab edit tools work with images already inside your WizardGenie project. WizardGenie reads the project image, sends it for editing, and imports the result back into the project.

Supported edit and post-processing workflows include:

  • Edit an image from instructions
  • Edit multiple images together
  • Inpainting with a mask
  • Advanced inpainting
  • Pixel-art conversion
  • Resize using a reference image and target size
  • Remove background
  • Rotate a sprite from one direction/view to another
  • Generate eight rotations from a source image

Common examples:

Remove the background from assets/raw/slime.png, keep the same size, and save it as slime-clean.

Convert assets/concept/tree.png into a 64×64 pixel-art tree sprite and save it as pixel-tree.

Generate eight directional rotations from assets/enemies/bat-south.png and save them as bat-rotations.

Inpaint the damaged area of assets/props/sign.png using assets/masks/sign-mask.png; replace the masked area with fresh wooden planks and save it as repaired-sign.

When using source images, make sure the paths are inside the current project and spelled correctly. WizardGenie will not use files outside the open project.

Enhancing prompts before generation

Prompt enhancement improves a draft prompt before generating. It does not create files by itself. Use it when you have a rough idea and want WizardGenie to make it more generation-ready.

Prompt enhancement is available for:

  • Static pixel-art image prompts
  • Character prompts
  • Animation prompts based on a first frame and action

Examples:

Improve this PixelLab prompt for a 32×32 enemy sprite: “evil mushroom with glowing eyes.” Then use the enhanced prompt to generate the sprite.

Use assets/player/idle.png as the first frame and improve the animation prompt for the action “quick sword slash.”

After WizardGenie returns the improved prompt, ask it to generate the asset using that prompt.

Important options and settings

You can describe most PixelLab options naturally in chat. WizardGenie translates your request into the correct generation or edit settings.

Asset size

Use explicit pixel sizes whenever possible. Say “32×32,” “64×64,” or “image size 48 by 48.” For pixel-art conversion, distinguish between the source image size and the desired output pixel-art size.

Example:

Convert this 512×512 concept image into a 64×64 pixel-art tree sprite.

Save name

Tell WizardGenie what to save the result as:

Save it as ice-wand-icon.

The save name becomes the imported asset group name. Use short, lowercase, descriptive names when possible.

Transparent background

For sprites, props, characters, projectiles, and UI elements, ask for no background or a transparent background:

Make it a standalone sprite with a transparent background.

If a result comes back with an unwanted background, ask WizardGenie to remove the background from the imported file.

Negative prompt

Use negative guidance to exclude unwanted traits:

Avoid blur, gradients, text, watermarks, realistic lighting, and extra limbs.

Direction and view

For characters, objects, rotations, and tiles, specify the intended view:

  • Top-down
  • Low top-down
  • Sidescroller
  • Isometric
  • Front-facing
  • South, north, east, west, or diagonal directions where relevant

Examples:

Rotate this sprite from south-facing to east-facing.

Create an eight-direction top-down skeleton guard.

Style controls

Some generators accept style-related guidance such as outline, shading, detail level, text guidance strength, background preference, and seed. You can request these naturally:

Use a strong dark outline, simple shading, low detail, and keep the seed fixed so we can iterate.

Reference and source images

For edits, animations, style guidance, rotations, and some generation workflows, provide a project-relative image path:

Use assets/references/mage.png as the reference image.

The image must exist inside the open project. If you are unsure where an image is, ask WizardGenie to list the relevant assets first.

Waiting for longer generations

Some PixelLab operations import immediately. Others take longer, especially characters, tilesets, map objects, objects, and many animations.

You can handle longer creations in two ways:

Ask WizardGenie to wait

Include a wait time in your request:

Generate a four-direction 48×48 goblin scout character, save it as goblin-scout, and wait up to 120 seconds.

If the result is ready within that time, WizardGenie imports it and lists the files. If it is still running, WizardGenie will tell you to check again later.

Check again later

If WizardGenie says a generation is still running, ask:

Check the PixelLab generation for goblin-scout again and import it if it is done.

Or, if WizardGenie gave you an identifier for the in-progress generation, include it in your message.

Managing existing PixelLab assets

WizardGenie can help manage PixelLab resources associated with your token. Available management actions include:

  • List characters
  • Get character details
  • Download a completed character into the project
  • Delete a character
  • Update character tags
  • List objects
  • Get object details
  • Delete an object
  • Update object tags
  • Select object frames
  • Dismiss object review
  • List tilesets
  • Get tileset details
  • List isometric tiles
  • Get an isometric tile
  • Get advanced tile details
  • List PixelLab work tracked for the current project

The most common management action is downloading a finished character into the project:

Download my completed PixelLab character into this project as forest-ranger.

If WizardGenie needs an identifier for a character, object, or tileset, ask it to list the available items first.

Exporting, saving, and using generated assets

PixelLab results are saved directly into your WizardGenie project. WizardGenie reports the imported file list after a generation, edit, animation, or download completes.

Assets are grouped by broad type, such as:

  • Images and sprites
  • Characters
  • Objects
  • Tilesets
  • Animations
  • Edits

WizardGenie also keeps an index of imported PixelLab assets so it can refer to them later in the chat. You normally do not need to edit this yourself.

Once an asset is imported, you can ask WizardGenie to:

  • Load the image or spritesheet in your game
  • Replace a placeholder asset
  • Add a pickup, enemy, prop, or UI element to a scene
  • Define animation frame sequences
  • Update tilemap or level data
  • Create collision, interaction, or item behavior around the new art

Example:

Use the imported mana-potion sprite for all mana pickups, add it to the item atlas if needed, and test that it appears in the first level.

Create and use a new sprite

  1. Ask WizardGenie to generate the sprite with a size, background preference, and save name.
  2. Wait for the imported file list.
  3. Ask WizardGenie to use the imported file in your game.
  4. Run or preview the game.
  5. Ask for cleanup or regeneration if needed.

Example:

Generate a 32×32 pixel-art fireball projectile with transparent background, save it as fireball-projectile, then update the player spell code to use it.

Create a character with animations

  1. Generate the base character.
  2. Wait for completion or check again later.
  3. Download/import the completed character if needed.
  4. Generate character animations or use included frames.
  5. Ask WizardGenie to wire movement and animation states into the game.

Example:

Create a four-direction 48×48 rogue character, save it as shadow-rogue, wait up to 120 seconds, then add idle and walk animations to the player.

Create a tileset for a level

  1. Describe the level view and tile size.
  2. Provide lower terrain, upper terrain, and transition descriptions where relevant.
  3. Save the tileset with a clear name.
  4. Wait or check again later until it imports.
  5. Ask WizardGenie to build or update a map using the tiles.

Example:

Generate a 32×32 top-down swamp tileset. Lower terrain: murky green water and muddy ground. Upper terrain: reeds, dead trees, and mossy rocks. Transition: wet mud edges and shallow water ripples. Save it as swamp-tiles.

Clean up an imported or generated image

  1. Identify the project image path.
  2. Ask for the specific edit: remove background, pixel-art conversion, inpaint, resize, or rotate.
  3. Include source and target sizes when needed.
  4. Save the edited result under a new name.
  5. Ask WizardGenie to replace the old asset if the result is better.

Example:

Remove the background from the imported slime image, save it as slime-transparent, then replace the enemy sprite with the cleaned version.

Tips & troubleshooting

WizardGenie says no PixelLab token is configured

Open Settings → API Keys, add your PixelLab token, then retry the request.

WizardGenie says no project directory is set

Open or create a WizardGenie project first. PixelLab results must be imported into a project.

A static sprite request is missing an image size

Ask again with an explicit size:

Use 32×32 pixels and a transparent background.

A reference image cannot be found

Make sure the file is inside the current project and that the path is spelled correctly. Ask WizardGenie to list the relevant assets if you are not sure.

A generation is still running

Large characters, tilesets, objects, and animations can take from tens of seconds to several minutes. Ask WizardGenie to wait up to 60–120 seconds, or check again later.

A generation failed

Try simplifying the prompt, using a common pixel size, reducing the number of requested outputs, or removing conflicting instructions. If using source images, verify that they are valid image files.

The asset imported but is not visible in the game

Generating or importing an asset does not automatically guarantee that your game code uses it. Ask WizardGenie to load the imported file, place it in the correct scene, and update any animation, entity, item, or tile references.

The result has an unwanted background

Regenerate with “transparent background” or “no background,” or ask WizardGenie to remove the background from the imported image.

The result is too large, too detailed, or not pixel-art enough

Regenerate at a smaller size, ask for lower detail, simpler shading, stronger pixel-art style, or a stronger outline.

The rotation or direction is wrong

Be explicit about the starting and target direction:

Rotate this sprite from south-facing to east-facing.

For full directional sets, ask for eight rotations from the source image.

FAQ

Can WizardGenie automatically add generated art to my game?

Yes. After the files are imported, ask WizardGenie to wire them into your game. For example: “Use the imported mana-potion sprite for collectibles.”

Can I use my own images as references?

Yes. The images must be inside the open project. Tell WizardGenie the project-relative path and what role the image should play, such as first frame, reference image, source image, mask image, or style image.

Do all operations finish immediately?

No. Static images and some tile outputs may import immediately, while characters, tilesets, objects, and animations often take longer. WizardGenie can wait or check again later.

Where do I find imported files?

WizardGenie reports the saved files after import. PixelLab assets are grouped in the project by type, such as images, characters, tilesets, objects, animations, and edits.

Can I clean up a generated asset?

Yes. Use edit workflows such as background removal, pixel-art conversion, resizing, inpainting, or rotation on the imported image.

Can I delete or tag PixelLab resources?

Yes. WizardGenie can list, fetch, tag, delete, and download supported PixelLab characters, objects, and tilesets associated with your token.