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AI Sprite Maker

About

We got tired of hand-animating walk cycles

AI Sprite Maker is built by a small team of indie game developers. We made it because the part of game art that eats the most evenings is not designing a character. It's drawing that character walking, in four directions, then running, attacking and getting hit, and keeping every frame consistent.

library motions
22
library motions
languages
12
languages
free browser tools
32
free browser tools
credits per animation direction
10
credits per animation direction

How it started

We've shipped small games for years: jam games, a couple of commercial ones, a lot of prototypes that never left a hard drive. Every project hit the same wall. A character design takes an afternoon. Animating it takes weeks. Multiply by every enemy and NPC and the art schedule is the whole schedule.

When image models got good, we tried them all. They were great at a single pretty sprite and bad at the boring, important part: a walk cycle whose feet stay planted, an attack that loops back to idle, the same character on frame one and frame eight. We spent more time fixing frames than we saved.

So we stopped asking the model to invent motion every time.

The motion library

Every motion in our library (walk, run, attack, cast, hurt, death and more) was generated once on a neutral mannequin, then cleaned by hand-tuned tools: we pick a clean loop, fix the frame where the foot pops, lock the baseline so the character doesn't bob, and set a sensible frame rate.

When you animate a character, it is fitted onto those frames. The timing and poses come from the library, so loops loop and every character in your game shares the same rhythm. Because the expensive video step happened once, each new character only costs image work. That's why an animation direction is 10 credits, not a few dollars.

Walk (mannequin)
Armored Knight - Walk
Old Wizard - Walk
Browse the motion library →

What we promise

Prices you can read

One table. Every action has a fixed credit cost, shown on the button before you click. Failed jobs refund automatically. Packs never expire.

12 languages

Game development happens everywhere. The interface, tools and pricing are available in 12 languages, including Japanese, Korean, Chinese, Portuguese, Turkish and Arabic.

Free tools stay free

32 browser tools for the non-AI parts of the job: video to sprite sheet, slicing, palettes, previews, VFX. They run on your device. No account, no watermark.

Your sprites are yours

We don't claim your outputs or train on them. Every plan, Free included, comes with a permanent commercial license and no watermark.

Engine-first exports

PNG sheets with frame data, Godot SpriteFrames, Aseprite-style JSON, GIFs and frame ZIPs. Built for importing, not for screenshots.

No fake proof

No invented testimonials, user counts or star ratings on this site. Every sprite you see here was generated with the product.

Who writes the guides

The guides, docs and comparisons on this site are written by the AI Sprite Maker Team: the same indie developers who build the generator and use it in their own games. Settings and code samples are written for a named engine version (Godot 4, Unity 6 and 2022 LTS, Phaser 3, Aseprite 1.3) and checked against that engine's documentation.

Comparisons are fact-checked against each product's own pages and dated. If you spot a mistake or something out of date, email hello@aispritemaker.com and we fix it, usually the same day.

What we're not

We're not trying to replace pixel artists. Your hero, your key art and your signature moves deserve a human. We're trying to get the other 200 frames off your plate so there's time for them.

Talk to us

Bug, idea, or a motion you want in the library? Email hello@aispritemaker.com. A developer reads every message.