Wire your AI tools into a
single, repeatable pipeline.
AnnoMotion Forge is a visual node canvas that chains the generators in the suite. Drop a prompt into an image, an image into a sprite sheet, clean it up with background removal and upscaling, then export an engine-ready asset pack — all on one canvas. Build the pipeline once, run it whenever. No code, one shared credit balance — pay as you go or subscribe for monthly credits.
One canvas · drag, wire, run · image, sprite, audio, video and 3D results land in your gallery, and every run packs to a downloadable ZIP.
What is Forge
A visual canvas that turns AI tools into a pipeline.
Every AnnoMotion AI tool is a node. Drag the ones you need onto the canvas, wire them together in the order assets should flow, and hit Run. Forge drives the whole chain — generating, finishing and packaging — so a single prompt comes out the other end as a finished, engine-ready asset.
Nearly all of that happens on our servers — every AI call, and every local finishing node too. The one exception is the Spritesheet node: we animate your character, then your browser pulls the frames out of the clip and packs the sheet — which is why you pay for one short clip rather than for every frame in it.
Drag, wire, run
A real node editor — pull nodes from the palette, draw connections between sockets, drag the canvas around, zoom in. No code, no config files. If you can sketch a flowchart, you can build a workflow.
Every tool, chainable
Most of the generation tools in the suite are nodes — image and image-to-image, restyle & edit, icons, UI elements, parallax layers, tilesets, bitmap fonts, terrain & PBR materials, vector art and vectorize, sprite sheets, animated VFX sheets, body-part separation, text-to-video, text-to-3D and image-to-3D, model splitting, re-texturing, text-to-motion, voice-over, sound effects, foley, music and music loops, stem separation and song analysis, plus lore, game design, localization, SVG logos and HTML5 games — and finishing nodes for background removal, upscaling, outpainting, tiling, trimming, pixel-art, atlas packing and slicing. 47 node types in all. Wire them in any order and the whole chain runs in one pass.
Build once, run forever
Save a workflow to your named library and re-run it any time with a new prompt or input. Your asset pipeline becomes a reusable recipe instead of a series of one-off clicks.
The palette
Nodes for every step — generate, finish, package.
The palette splits into three families. Input nodes feed prompts, images and styles in. AI-tool nodes call the models — or finish assets locally for free. Output nodes collect deliverables for your gallery and the ZIP pack.
Inputs 3 nodes
AI tools 43 nodes
Output 1 nodes
No nodes match “”.
Tip: local finishing nodes (pixelate, trim, resize/pad, pack atlas) run on our servers with no provider call, so they never cost a credit, and any failed node is refunded automatically.
Sprite sheets, sorted: the Spritesheet node turns one reference into a multi-frame grid — every frame of the clip, packed into a single sheet — then pair it with Pack Atlas to ship a frames.json map alongside the sheet.
How it works
From a prompt to an engine-ready pack in five steps.
Here's a typical "game-ready icon" workflow — one of the built-in templates — from blank canvas to downloadable ZIP.
Add your nodes
Drag a Prompt node and an AI Image node onto the canvas from the palette — or tap them on touch. Start from a template and the nodes arrive pre-wired.
Connect the flow
Draw a line from the prompt into the image's input, then chain finishing nodes downstream — Remove BG, Trim, Resize/Pad. Incompatible wires are rejected as you draw them.
Mark the outputs
Wire the final node into a Save node and name the file. Every Save becomes a deliverable in the run panel, the gallery and the ZIP pack.
Watch it build
Hit Run. Forge advances the workflow step by step — the AI calls and local finishing on our servers, sprite-sheet frames packed in your browser — glowing every node as it goes and starting the moment you click. No worker to wait on.
Download the pack
When it's done, grab the ZIP: sprites, video and audio in folders, a manifest in every pack, and atlas maps plus engine import files whenever the run packed an atlas. Most results land back in your gallery too.
Save the recipe
The workflow lives in your named library. Change the prompt, swap an input, and re-run the exact same pipeline for the next asset in the set.
Starter templates
Don't start from a blank canvas.
19 one-tap recipes drop a complete, pre-wired workflow onto the canvas — ready to run as-is or tweak. Every card below is rendered from the template specs themselves, with each step named by the same node registry the palette uses, so what you read here is what lands on the canvas.
Item icon (transparent)
A clean item icon on transparency.
Re-style an image
Re-imagine one of your images from a prompt. Pick a source on the Image Input node, then run.
Character spritesheet
A walk-cycle sheet from a character idea — it animates the character and auto-packs every frame into a sheet.
Separate body parts
Split a character sprite into cut-out-ready parts (head, torso, both arms, both legs, feet…) laid out with gaps on a transparent background, for cut-out / bone animation. Angle-aware — reconstructs the hidden far-side limbs for side / 3-4 views. Pick your sprite on the Image Input node, set the View if needed, then run.
Character model sheet
An orthographic front / side / back turnaround on a neutral background — clean reference planes ready to load into Blender/Maya/ZBrush for 3D modelling.
Game-ready icon
A clean, tight, engine-sized icon.
Wide background
Grow a scene into a wide background/skybox.
PBR material
Icon sheet (atlas)
One prompt fans out to four images, packed into a sprite sheet + frames.json — the engine-ready export.
UI sound effect
A short game UI sound (pickup, click, alert) from a description.
Background music track
A downloadable MP3 background track for your game from a one-line brief.
Adaptive music stems
A generated track split into vocals, drums, bass, other, guitar and piano — ready for adaptive / layered game audio.
Song sheet from a track
Generate a track, then analyse it into a printable sheet — key, BPM, time signature, instruments, chords and mood.
Prompt → short clip
A short animated clip straight from a description.
Prompt → 3D model
Turn an idea into a textured, engine-ready 3D model (GLB) — the sentence goes straight to the mesher, no picture in between. The model step is the expensive part of this one.
3D from my sprite
Turn one of your character / object images into a textured 3D model (GLB). Pick a source on the Image Input node, then run.
Seamless tileable texture
A seamless repeating texture for terrain / materials, engine-sized.
Pixel-art sprite
A transparent pixel-art sprite from a character idea. The finishing steps run locally — free.
Restyle / edit my image
Change the art style (claymation, watercolour, pixel art…) or add / remove details on one of your images. Pick a source on the Image Input node, tweak the style prompt, then run.
Why Forge
A pipeline beats a pile of one-off clicks.
Doing this by hand means running each tool, downloading each file, dragging it into the next tool, and repeating for every asset. Forge collapses that into one canvas you build once and run on demand.
One run, many tools
A single Run fires the whole chain — generate, finish and package — instead of you babysitting a stack of separate tabs and downloads.
One shared credit balance
Forge spends the same credits as every AI tool. Local finishing nodes are free, and any failed node refunds itself automatically.
Starts instantly · resumable
Runs kick off the second you click — no queue, no waiting for a worker. Each step's progress is saved, so closing the tab pauses it: steps already generating finish and are kept, and reopening the workflow picks the rest straight back up. After a day, Resume still finishes it — you're only charged for steps that hadn't run.
Engine-ready export
Every run packs to a ZIP with a manifest, sorted folders and import files for Phaser, Godot 4 and Unity. Open formats throughout — PNG, GLB, MP3, MP4 and SVG, with plain JSON, HTML and text alongside them. No proprietary container.
Reusable recipes
Save a workflow to your named library and run it again with a new prompt. Your pipeline becomes an asset you own, not a memory of which buttons you clicked.
Back in your gallery
Image, sprite, audio, video and 3D results are cross-listed into your normal gallery — so a Forge output can be picked straight back into another workflow.
Sprite atlases, sorted
Pack many frames into one sheet with a frames.json map, exported in TexturePacker, Phaser and Godot formats plus a Unity .meta — slicing handled for you.
Credits or a plan — your call
Pay-as-you-go credits never expire, or subscribe for a monthly allowance at the lowest per-credit rate with rollover. One shared wallet across the whole suite — Forge itself is included with every account.
Pricing
Subscribe for the best rate — or top up anytime.
Forge runs on the same credits as every AI tool. Subscribe for a monthly allowance at the lowest per-credit price — and unused credits roll over — or buy one-off packs whenever you need them. 15 free credits when you verify your email, and local finishing nodes never cost a thing.
- 300 AI images or 20 sprite sheets a month
- Unused credits roll over — your balance just keeps building
- Cheaper per credit than any pack · cancel anytime
- 750 AI images or 50 sprite sheets a month
- Unused credits roll over — your balance just keeps building
- Cheaper per credit than any pack · cancel anytime
- 25 credits — £1.00
- 100 credits — £3.50
- 500 credits — £12.00
- 1,500 credits — £32.00
One credit wallet across the whole AI suite. Local finishing nodes (pixelate, trim, resize, atlas, slice) are always free, and any failed AI node refunds itself automatically.
Engine-ready export
One ZIP, sorted and documented.
Every completed run that has Save nodes can be downloaded as a single archive — organised by type, with a manifest in every pack and, whenever a run packs an atlas, the import files each engine expects. No proprietary container, no plugin.
Sorted by type
Sprites and video, audio, models, vectors and docs each land in their own folder so the archive maps cleanly onto an engine project structure.
A real manifest
manifest.json records the generator, run id, timestamp and every asset — a paper trail you can script against.
Multi-engine atlas
Sprite atlases ship with a frames map, a TexturePacker/Phaser JSON, a Godot 4 .tres and a Unity .meta — drop in and the frames are already sliced.
Open standards only
PNG, GLB, MP3, MP4 and SVG for the assets; plain JSON, HTML and text for everything that describes them — works with Unity, Godot, Unreal, Defold, GameMaker, Blender and the ArcadeOn Engine. No lock-in.
FAQ
Forge, answered.
What exactly is AnnoMotion Forge?
A visual, node-based workflow builder. Every AI tool — image, sprites, sound, music — is a node you drag onto a canvas and wire together, alongside finishing nodes like background removal and upscaling. You build a pipeline once, run it whenever, and export the result as an engine-ready asset pack.
Do I need to know how to code?
No. It's pure drag-and-drop — add nodes from the palette, draw connections, run. Touch works too (tap to add a node). If you'd rather not start from scratch, one-tap templates drop a complete pre-wired workflow onto the canvas.
Can AI build the workflow for me?
Yes — tap AI Build, describe the asset you want in plain words, and Forge assembles the right nodes and wiring for you, checking the graph is valid before it lands on the canvas. Already have a workflow open? Describe a change instead — "add an upscale step", "drop the background removal", "make it a sprite sheet" — and it edits the canvas in place, adding, rewiring or removing nodes as needed. You can always fine-tune the result by hand afterwards.
How do credits work in a workflow?
Forge spends the same shared credit balance as the rest of the suite. Each AI generation node charges its normal cost when the run executes. Local finishing nodes — pixelate, trim, resize/pad, atlas packing — are free. If any node fails, its credits are refunded automatically, so you only pay for what actually lands.
What happens if I close the tab mid-run?
The run pauses — and resumes right where it left off when you reopen the workflow, because every step's progress is saved. Steps that were already generating finish and are kept, and reopening the workflow carries on with the rest — nothing that already ran is charged again. If you leave it for more than a day, press Resume to finish it; only the steps that hadn't run are charged. A run advances while the editor is open (you watch each step land live), which is the same model the individual AI tools use — the AI calls and the local finishing nodes run on our servers, and the browser-side steps are the frame packing for the Spritesheet and VFX animation nodes. There's no queue worker to wait on, so runs start the instant you click.
What do I get out the other end?
A ZIP pack with sprites, audio, models, vectors and docs sorted into folders and a manifest.json in every pack — plus, when a run packs an atlas, its frames.json and import files for Phaser, Godot 4 and Unity. Image, sprite, audio, video and 3D results are also cross-listed into your normal gallery, so a Forge output is reusable as the input to another workflow. SVGs and song sheets download from the run panel and the ZIP rather than the gallery.
How is this different from the AI suite tools?
The suite tools are single-purpose dashboards — one prompt, one asset. Forge is the layer above them: it chains those same tools into a multi-step pipeline so one prompt can become a generated, finished and packaged asset in a single run. See the AI suite →
Can I use the assets commercially?
Yes. Anything you generate is yours to ship — in commercial games, client work, marketing, the lot — subject to applicable law and our AI provider's policies. We don't claim ownership of outputs and we don't watermark exports.
Is there a Forge API?
Not for Forge, no — there is no way to start a workflow run from code yet, and a Forge API is on the roadmap once the workflow surface settles. Forge is the visual, no-code way to automate the AI tools today. The wider suite does ship a small, undocumented token API for image generation and your gallery; treat it as unsupported and expect it to change.
Stop clicking through 37 separate tools. Build the pipeline.
Wire your AI tools into one canvas, run the whole chain in one pass, and export an engine-ready pack. Forge is included with your account — verify your email for 15 free credits, no card required.