Gensprite

Making a sprite

Describing a character so it comes out the way your game needs it.

The Sprite bench takes a description and returns one character on a transparent background. The controls that matter are the description, the Perspective, the Style, and — when you want the same character twice — the Seed.

Describe the character, not the shot

Behind the scenes your words are only part of the prompt: the server puts its own style and perspective phrasing in front of them and its own framing after them. So spend your words on the character — build, clothing, props, palette, mood — and let the settings do the camera work:

a knight in dented plate armour holding a torch, standing, full body

Contradictions do not error; the generator resolves them by inventing. Asking for "top-down view" in the text while Perspective says Side gives you neither reliably. One story, told once.

Choose the perspective now

Side, 3⁄4, or Top-down — choose the one your game is drawn in, and choose it now. The camera height is drawn into the sprite itself. The Rotate bench can ask for a different camera later through its Elevation setting, but the further that output camera strays from the perspective the sprite was drawn at, the less consistent the results tend to be — it is a rescue, not a plan.

The default is Side, which suits platformers. If the sprite comes out at the wrong camera height, regenerating with the right Perspective is the dependable fix — the failed attempt cost a few credits, not the character, whose description you still have.

Facing the viewer

If this sprite is headed for the Rotate bench, you want it front facing — the turnaround's side names assume the character faces the viewer. There is no "front" Perspective option, so say it in the description:

a knight in dented plate armour holding a torch, standing, full body, front view

Two caveats. First, keep the settings consistent: "front view" in the text works with Side perspective, not against Top-down. Second, the perspective phrasing sits earlier in the assembled prompt than your words, so the facing occasionally refuses to take — when it does, run it again with a different seed rather than piling more framing words into the description.

Style

Auto lets the model pick what suits the description; the named styles (Hand-painted, Anime, Cartoon, Realistic, Vector, Outline) pin it. If a project has a look, pin the style once and keep it — style drift across a cast is the kind of thing you only notice after ten characters are done.

The same character, again

Every generation records its seed, even when you left the field on auto. The same seed, words, model, perspective and style return the same character — so to make variations of somebody you like, open the job and press Edit a copy, which reloads everything including the seed, and change only the words you mean to change.

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