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AI game asset studio · for indie & solo devs

Every asset your game needs, generated.

Concept art, sprite sheets, music, sound effects, video and animation — generate them from a sentence, then wire them into a reusable pipeline with AnnoMotion Forge. Engine-ready output that drops straight into Unity, Godot or Unreal. Verify your email for 15 free credits — every generator open on the free tier, with a monthly plan for when you ship.

No account and no card needed for the trial — type a prompt, get a real image back.

You own what you make. Commercial use in your own games included. We never train AI models on your work. See what that means

AnnoMotion Forge — AI asset pipeline
AnnoMotion Forge — a visual AI pipeline turning a prompt into game-ready sprites, concept art and audio
15
Free credits when you verify
38
AI asset tools, one balance
3
Engines · Unity · Godot · Unreal
£0
Up front · start on the free tier
Concept art · Images Game textures · Images Sprite sheets · Animation Sound effects · Audio Soundtracks · Music Split stems · Audio Trailers · Video 3D models · 3D Asset pipelines · Forge
Game asset tools

Every asset your game needs, from a sentence.

Concept art and textures, character sprite sheets, game sound effects, soundtracks, split stems and trailers — 38 AI tools that produce game-ready assets, with a free ✨ Polish button on almost every prompt box (not on translation source text or negative prompts, where your exact words are the point) that turns a casual sentence into the kind of prompt the models actually want. Pay per render, or subscribe monthly. Need them working together? Chain them into a pipeline in Forge.

Utilities & Workflow

Node-based game-asset pipeline builder

Build your game-asset pipeline with AnnoMotion Forge.

Forge is a visual node canvas that chains most of the asset toolkit together. Drop a prompt into concept art, that art into a sprite sheet, clean it up with background removal and upscaling, add audio, then export an engine-ready asset pack — all on one canvas. Build the pipeline once, run it whenever. No code, one shared credit balance, and no subscription needed to run it.

  • Drag, drop and wire — chain prompts, generators and finishing nodes; incompatible wires are rejected as you draw them.
  • Local finishing nodes are free — pixelate, trim, resize/pad and pack atlas run on our servers with no credit cost; failed nodes are refunded automatically.
  • Engine-ready export — download a ZIP of sprites, models and audio with a manifest, atlas maps and import files for your engine.
New · Browser animation editor · Free BETA — AnnoMotion Animate is in beta

Animate logos and layered art into motion, right in your browser.

AnnoMotion Animate is a keyframe editor on a layered canvas — built to feel like After Effects, right in the browser. Import your own art or anything you've generated with the AI tools, work on any canvas (16:9, vertical 9:16, square or custom), give every property its own timeline track, shape the motion with easing curves and one-tap presets, cut in video and audio, then export smooth HD video with sound. All rendered client-side — nothing to install, no credits spent on rendering or export, no waiting on a server. Free with any AnnoMotion account; only the optional AI tools spend credits: Restyle with AI (the Animate AI re-render), Generate video, Live Director and the AI part-cutter.

  • Any canvas, per-property timeline — pick a 16:9, 9:16, 1:1 or custom canvas, then key each layer's position, scale, rotation and opacity on its own track around an editable anchor, with frame-snapping, scrubbing and undo.
  • Puppet pins & motion extras — pin an image and drag to bend and pose it, then keyframe the pose. Plus one-tap fade, slide, pop and bounce, SVG stroke draw-on, group masking and layer stagger.
  • Smooth HD export, no credits — constant-frame-rate WebM & MP4 (via WebCodecs) at 720p, 1080p or native, plus GIF, PNG sequence and sprite sheet — all rendered in the browser.
  • Straight from your gallery — pull a sprite, logo or concept piece you generated with the AI tools into a layer without a single download, or import your own PNG, WEBP, JPEG, GIF, SVG and custom fonts.

Free to sign up and free to use — no credits spent on animating, editing or exporting. Only the optional AI tools are charged: Restyle with AI (the Animate AI re-render) and Generate video per second of clip, Live Director per second of live session, and the AI part-cutter per character.

New · Browser rigging & animation · Free

Rig and animate your 3D characters in the browser.

AnnoMotion Skeleton is the bit between a model and a game. Start from a blank canvas and describe the model you want, start with the plain humanoid body Skeleton builds for you, or open a mesh of your own — one of your generated models, or a .glb off your disk — then fit a 27-bone humanoid skeleton to it, let it paint the weights, and keyframe real clips on a timeline. Export a rigged, animated glTF with presets for Unity, Unreal and Godot, or render the clips out as a 2D sprite sheet. The fit, the skinning, the timeline, the exporter and the sprite renderer all run client-side, so the editor is free; the AI steps — the optional auto-rig, and generating a model from a description — are what spend credits, and the full motion library comes with a subscription.

  • A skeleton that fits your mesh — it reads the model, finds the symmetry plane and the forward axis, and places the rig for you. Drag any joint you disagree with, with a live 3D ghost showing where it actually landed.
  • Check it before you animate it — a bend test drives the arms up, into a deep squat and through a spine twist, so you see the tearing before you have keyframed anything. A weight heatmap names the bone responsible.
  • A real timeline, not four presets — as many named clips as you need, per-clip looping and root motion, onion skins either side of the playhead, and a trajectory line per joint so you can see the arc a hand travels through.
  • glTF, pointed at your engine — one dropdown sets the bone naming scheme (Mixamo-compatible, Unity and Godot, or the UE5 mannequin), the root bone and which way the character faces, and moves the viewport gizmo to match. Or render sprite sheets for an engine with no 3D skeletal import.

A model you drop in never leaves your machine, and there is no queue to wait in. Rigging, animating and exporting spend nothing. Two optional AI actions spend credits — the auto-rig, which sends a saved model off to be rigged for you, and generating a model from a description on a blank canvas — and the full motion library comes with a subscription.

The editor wants a desktop-sized screen — it is a 3D viewport, three panels and a timeline. The full tour reads fine on a phone.

Engine-ready export

Not loose PNGs — an asset pack your engine already understands.

A general image model hands you a picture and leaves the rest to you: slice the sheet by hand, type out every frame rectangle, hope the spacing was even. Finish a run in AnnoMotion Forge and you download a ZIP instead: a manifest.json index of everything in it, plus sprites/, models/, audio/ and docs/ folders for whichever of those your run actually produced. Add a Pack atlas node to a sprite sheet and a frame map lands beside it, along with the import file your engine wants.

What a pack can contain:

manifest.json sprites/ models/ audio/ docs/ <sheet>.json IMPORT.txt

Only manifest.json is in every pack — the folders follow whatever the run produced, and the frame map, engine sidecars and IMPORT.txt come with the Pack atlas node.

Phaser 3 & PixiJS

<sheet>.phaser.json

A TexturePacker “JSON (Hash)” atlas written straight from the pack — load it in one line with this.load.atlas() and reference frames by name.

Godot 4

<sheet>.tres

A SpriteFrames resource with an AtlasTexture region per frame, already wired to the sheet. Import the PNG, drop in the .tres, press play.

Unity

<sheet>.png.meta

A TextureImporter set to Sprite Mode: Multiple with one sprite per frame. Drop it next to the PNG in your Assets folder — no trip through the Sprite Editor.

Unreal and anything else: import the PNG and read the per-frame rectangles straight out of the generic frame map — every packed sheet ships one. The Godot and Unity sidecars are best-effort, so any pack that contains a packed sheet also carries an IMPORT.txt spelling out exactly what to do if your editor regenerates them.

Free downloads

Free asset packs — no account, no email, no catch.

Hand-curated bundles of game art — sprites, sheets, tiles, icons and UI — made with the AnnoMotion tools and given away. Press download and the ZIP starts: nothing to sign up for, no address to hand over, no credits to spend. Every pack states its licence on the card, so you know what you may ship with before you take it.

  • No account, no email
  • Licensed for commercial games
  • Unity · Godot · Unreal ready

The licence is stated per pack, not buried. Public-domain CC0, CC BY where the artwork asks to be credited, or the AnnoMotion free-use licence — and all three clear you to ship in a game you sell. The files are ordinary PNGs, so they import into Unity, Godot, Unreal or anything else that reads a sprite. When you want art nobody else has, the tools that made these packs are a prompt away.

Style consistency

Same character, same style, across every asset.

A general image model rerolls the look every time you press generate — a new face, a new palette, a new game. Many AnnoMotion generators take an optional seed instead: pin the one that worked and reproduce that exact result, so the walk cycle, the idle, the item icons and the tileset all clearly belong together.

01 — Pin it

Blank for fresh, pinned for exact

Leave the seed empty and every run is a new roll. Paste one in and you reproduce that result exactly, given the same character and settings.

02 — Keep it

Seeded results carry their seed

On the tools that take a seed, the one a job actually used is recorded and shown on the result panel with a one-tap “Use this seed”, so a good roll is never lost to the scroll-back.

03 — Steer it

Change one thing at a time

Hold the seed and tweak the prompt to A/B a single change, instead of fighting the model's run-to-run variance to work out what helped.

Consistency is an iteration problem. You rarely nail a character on the first render, and you come back to that seed every time the game needs one more asset from the same set — which is what the monthly Indie and Studio plans are for: a steady credit allowance each month at a lower per-credit rate than any pack, rolling over while your account is in good standing. Every AI generator on the platform is open on the free tier as well — a plan simply buys the allowance and the lower rate.

Start creating — 15 free credits Continue with Google
How it works

From prompt to engine-ready asset.

Describe what your game needs, generate it, finish it and export it — then drop it straight into Unity, Godot or Unreal. Four steps, one credit balance, and no subscription needed to generate.

01 — Describe

Describe the asset

Write a sentence — a character, a texture, a level loop, a sound effect. Hit ✨ Polish and a free rewriter turns it into the kind of prompt the models actually want — you see the rewrite in the box and can undo it.

02 — Generate

Generate variants

Get concept art, sprite sheets, music, SFX or video back. Spin up multiple variants and keep the ones that fit your game.

03 — Finish

Finish & clean up

Restyle, remove backgrounds for transparent sprites, split stems or wire it all into a repeatable Forge pipeline.

04 — Export

Export engine-ready

Download clean PNGs, sprite sheets, MP3/MP4 and Forge asset packs with manifests and atlas maps — ready to drop into Unity, Godot or Unreal.

From the community

Loved by developers & creators.

What people have told us — developers and creators using AnnoMotion software to build and ship their own games.

Fantastic developer engine. Easy to use tools, great for all projects and ideas.
Vince Capstick
Via Facebook
So, so easy to navigate, use and create. Super game engine, that gives a marvelous opportunity to develop your gaming imagination. Highly recommend to give a go. Great piece of software, AnnoMotion.
Gary Capstick
Via Facebook
Ownership & rights

You own what you make.

No rights grab, no licence you need a lawyer to read. Everything you generate is yours, on every tier — no watermarks, no charge to export, nothing locked away and yours to ship — and your work never becomes someone else's training data.

The output is yours

You keep ownership of the prompts, source images and projects you bring in — and, subject to applicable law and our AI provider's policies, you own everything the tools generate for you: images and sprite sheets, vector art, 3D models, audio, music, voice, video, animation and text.

Commercial use included

Use your generated assets freely in your own games and creative work, including the ones you sell — and in client work you're paid for. The one limit: you can't resell or sublicense access to the tools themselves.

We never train on your work

We don't use your content to train AI models. We host and process it only so the tools can run for you, and you can delete individual generations from the dashboard — or your whole account — whenever you like.

The binding version lives in section 6 of the Terms, “Your content & AI generations” — worth two minutes before you build a game on it. Read section 6 of the Terms of Service

FAQ

Questions people ask us.

What kind of game assets can I generate?

Concept art, key art, textures, item and character icons, animated sprite sheets (walk, run, attack, idle), game sound effects, full soundtracks, split audio stems, and video for trailers, cutscenes and animated backgrounds — all from a text prompt or a reference image.

Are the assets ready for Unity, Godot or Unreal?

Yes. Output is engine-ready — transparent-background PNGs and sprite sheets, MP3 audio, MP4 video, and Forge asset packs that export as a ZIP with manifests and atlas maps, ready to drop into Unity, Godot or Unreal.

Do I own the assets I generate?

Yes, on every tier. You retain ownership of the prompts, source images and projects you put in, and — subject to applicable law and the policies of our underlying AI provider — you own everything the AI tools generate for you, in whatever form it takes: images and sprite sheets, vector art, 3D models, audio, music, voice, sound effects, video, animation and text. You may use them freely in your own games and creative work, including games you sell, in marketing and in client work you are paid for, whether or not you have a plan. Nothing is watermarked and nothing costs extra to export. What you may not do is resell or sublicense access to the tools themselves. We do not use your content to train AI models. The full detail is in sections 4 and 6 of our Terms.

Can I keep the same character and style across every asset?

Yes. Many of the generators — image, sprite sheet, tileset, icon set, UI kit, VFX sheet, parallax, bitmap font, image→3D and text→3D — take an optional seed. Leave it blank for a fresh result every time, or paste in the seed from a result you liked to reproduce it with the same settings. Jobs from those tools record the seed they used and show it on the result panel, so a good roll can be reused across the rest of your assets, or held constant while you A/B a prompt tweak. Tools without a seed field (terrain, for example, whose PBR map extraction stage takes no seed) simply don't show one.

How does pricing work — is there a subscription?

Every generator is open on the free tier, and new accounts get free credits once they verify their email. Monthly Indie and Studio plans add a credit allowance each month at a lower per-credit rate, with unused allowance rolling over. Everything draws from one shared credit balance. AnnoMotion Animate, the browser animation and video editor, sits outside all of that: it is free, and building, editing and exporting never spend a credit. Its optional AI tools are the exceptions — Restyle with AI (the AI re-render) and Generate video, priced per second of clip, Live Director, priced per second of live session, and the AI part-cutter, which splits one character image into separate limb layers. All of them spend credits.

How do you handle data and privacy?

Every AnnoMotion product is built to align with UK GDPR and the Data Protection Act 2018. Our Privacy Policy details what we collect, why, and your rights as a data subject.

Who is behind AnnoMotion?

AnnoMotion is an independent United Kingdom software studio operating under the laws of England and Wales, building AI tools that generate game-ready art, sprites, music, sound, 3D models and video. To use the platform or partner on an integration, email hello@arcadeonstudios.co.uk.