SpriteShip
Features

The whole 2D art pipeline,
end to end.

Generation, a guided wizard, a real editing layer, a level editor, native exports for five engines — and an API a coding agent can drive. Everything below is shipping today.

Game types

Four perspectives, natively supported.

Platformer perspective example
PLATFORMER_GRID

Platformer

Top-down perspective example
TOP_DOWN_POV

Top-down

Isometric perspective example
ISO_MATRIC_VIEW

Isometric

Point-and-Click perspective example
ADVENTURE_CLICK

Point-and-Click

Wizard

Five phases, each one a quality gate.

01

IMAGE GEN

Defining concept & primary visual anchor.

02

IMAGE REVIEW

Quality gate. Pick a variant or iterate with feedback.

03

VIDEO GEN

Image-to-video generation per animation.

04

VIDEO REVIEW

Per-animation review; redo just the ones that need work.

05

ASSEMBLY

BG removal, despill, frame extraction, spritesheet pack.

Vision-checked facing

Automatic side/front detection and mirroring per frame so every animation lines up.

Per-animation regeneration

Add animations one at a time after the character is approved — no full-pipeline re-run.

Up to 10 concurrent jobs

Start a new character while another is rendering. Cap is plan-based (3 / 4 / 5 / 10). Go over it and the extra work queues instead of erroring — it starts as soon as a slot frees.

Pipeline

What happens between prompt and spritesheet.

VISION CHECKED

Facing Logic

Automatic side/front detection so generated motion lines up with your perspective.

RUNPOD RVM

BG Removal

Frame-by-frame background removal with temporal coherence on every animation.

CLEAN UP

Despill

Automatic removal of green-channel contamination on transparent sprite edges.

SCALING

Ground-Anchored

Every animation aligned to the same ground line and reference height across the character.

FFMPEG

Frame Extraction

Slice generated videos into individual PNG frames automatically.

OUTPUT

Multi-res Sheets

512 / 256 / 128 / 64 px spritesheet variants generated automatically on every build.

Editing

Iterate without re-rendering everything.

Generation is the start, not the end. Every one of these operates on an existing character without paying to regenerate the parts you're happy with.

SPLIT

Animation Splitting

Define named sub-anims by frame range (windup / sustain / recovery). Loops auto-derived.

FLIP

Mirroring

Horizontal mirror any animation. Spritesheet auto-rebuilds.

TUNE

Recompositing

Per-animation scale and position overrides; rebuilds from cache.

WIPE

Animation Deletion

Remove animations from a character without re-rendering the others.

RE-RUN

Per-animation Regen

Regenerate just one animation without changing the rest.

REBUILD

Rebuild from cache

Re-render the spritesheet from existing per-frame cache — no new video generation cost.

Level editor

Place the tiles. Preview the level. Export the map.

An isometric level scene composed in the SpriteShip level editor

Multi-layer support

Organize ground, objects, and props on independent layers — Tiled-compatible.

Grid snap + edge magnetic snap

Place tiles to a configurable grid; X and Y axes snap independently to neighboring object edges so chained placements stay flush.

In-app Phaser preview

See your level played by a real character before exporting.

For coding agents

An API your agent can hold a budget on.

The whole platform is reachable over a REST API with scoped keys — so an agent can list your library, generate what's missing, and drop engine-native files into your repo without a human in the loop.

Scoped API keys

Four scopes granted separately — read, account, write, and spend. A read-only key physically cannot spend credits.

Per-key spend caps

Every key carries a daily credit ceiling, and every paid call accepts a dry-run cost preview before anything is queued.

A distributable skill

A packaged agent skill plus an AGENTS.md that teach Claude Code, Cursor, Windsurf, Cline and Codex the endpoints, the sync recipe and the spending protocol.

Self-describing exports

Every export zip carries a manifest, a JSON Schema of its own shape and a SKILL.md, so an agent can wire the bundle up without being told the format.

Export

Native formats. No plugin, no conversion step.

PHASERTILED (JSON)GODOT 4UNITYGAMEMAKER GMS2

Authored collision bodies, ground footprints and per-frame mount points ride through every export, so what you set up in the dashboard is what your engine collides with.

Power tools

The parts you only notice when they're missing.

Prompt Decomposition

Free-text notes get split into positive and negative diffusion channels by a language model, for cleaner generations.

Reference Conditioning

Image-to-image for character iteration. Image-to-video for animation. Last-frame conditioning for keyframe-chained animated objects.

AI Prompt Assist

Inline ✨ Enhance and 💡 Suggest buttons next to every prompt textarea, rewriting or inventing prompts from your project context.

Vision-Checked Pipeline

Frames pass a vision model for facing detection and chroma validation before joining the sheet — no manual orientation cleanup.

Performance

Concurrency scales with your plan.

PlanConcurrent jobsCredits
Free31,500 to start
Hobby45,000 / mo
Creator518,000 / mo
Studio1060,000 / mo

Background generation

All jobs run on background workers. Close the tab — jobs pick up from where they left off.

Queue priority scales with plan

Free, Hobby, Creator, and Studio plans run with progressively higher queue priority, so paid jobs jump ahead of the free queue during peak load.

FAQ

Common questions.

What is SpriteShip?

SpriteShip is an AI game-art platform for 2D games. It turns a text prompt into animated character spritesheets, tilesets, backgrounds, animated objects, and terrain — with native exports for Phaser, Godot 4, Unity, GameMaker, and Tiled. It can be driven from the dashboard or over a REST API by a coding agent.

Which game engines does SpriteShip export to?

Phaser 3 (texture atlas), Godot 4, Unity, GameMaker GMS2, and Tiled (.tsj). Every export is a native format — no plugin, no conversion step.

Can I use AI-generated sprites commercially?

Yes. Generated sprites, animations, terrain, and other assets are yours to use commercially on every plan, including the free tier. See the Terms of Service for full details.

Is there a free tier?

Yes — new accounts get 1,500 free credits. Every plan, including Free, can use every feature, every asset type, every model, and every export engine.

What kinds of 2D game assets can SpriteShip generate?

Animated characters (platformer, top-down, isometric, point-and-click), tilesets, backgrounds, terrain, animated objects (chests, levers, doors), and staged sprites (plant growth, durability states, etc.).

Can a coding agent use SpriteShip?

Yes. SpriteShip has a REST API with scoped, spend-capped API keys and a distributable agent skill, so Claude Code, Cursor, Windsurf, Cline and Codex can generate and sync assets into your project directly.

Every feature.
Free to start.

Start free — 1,500 credits