Prompt a look.
Get a bitmap-font atlas with every glyph mapped.
Generate a styled 36-glyph sheet — the uppercase A–Z and the digits 0–9 — from a prompt, then slice and pack it into a bitmap-font atlas with a JSON glyph map right in your browser. Every glyph is trimmed to its own rectangle and recorded by character, so your UI, dialogue and HUD text needs only a short loader. Powered by AnnoMotion AI.
See it in action
Watch a real run.
A prompt yields a 36-glyph gold, dark-outlined font atlas, then the JSON glyph map sets LEVEL 3, SCORE 12500 and GAME OVER.
What's inside
A prompt in, a mapped font atlas out.
Describe the style — chunky pixel, glowing arcade, hand-inked fantasy — and get all 26 letters and 10 digits on one sheet, packed into an atlas with a glyph map that records exactly where each character lives.
Thirty-six glyphs
The uppercase A–Z and the digits 0–9, laid out on a fixed 6 × 6 grid — one character per cell, in order, on a shared baseline — and restyled in place, so every glyph sits where the packer expects it and the whole set reads as one typeface.
Trimmed, then packed
Each cell is trimmed down to the glyph actually inside it rather than to the cell edge, then shelf-packed into a compact atlas — with a JSON map recording every character's rectangle, so nothing has to be measured by hand.
Any typographic style
Chunky pixel, glowing arcade, hand-inked fantasy, clean sci-fi — describe the vibe and get a matching typeface.
Plain JSON, no black box
The map is the atlas size plus a character and an x, y, width and height for every glyph. It is not a BMFont .fnt and carries no advance widths, kerning pairs or line height, so plan on a short loader rather than a one-click import.
Retro UI text
Perfect for HUDs, menus, dialogue boxes and score counters that want a crafted, on-theme look instead of a stock system font.
Honest pricing
Debited on submit and auto-refunded if the job fails. One price, no upsell and no per-tool surcharge — you pay for what runs.
How it works
Three steps, a prompt to a packed font atlas.
Prompt the style
Say what your text should look like — "chunky pixel font", "glowing arcade letters", "hand-inked fantasy script". A short prompt sets the whole typeface.
Build the atlas
The grid and character string already match the sheet, so press Build atlas and your browser slices it, trims each glyph to its own bounds and shelf-packs them into an atlas. Nothing is uploaded for that step.
Wire it into your UI
Download the atlas PNG and its JSON map, read the rectangles in a short loader, and draw live strings. Re-download any past sheet from your gallery, or re-pin its seed to try the style again.
Built for
UI, gameplay and narrative devs.
When your interface deserves type that matches the game instead of a default system font — 36 glyphs, trimmed, packed and mapped in the browser.
HUDs & menus
Score counters, health readouts, buttons and titles rendered in a font that fits the world of your game.
Dialogue boxes
Give characters and narration a crafted voice on screen with a typeface built for readability at small sizes.
Retro & pixel games
Authentic chunky bitmap type for arcade, platformer and roguelike UIs where a smooth system font would break the look.
Prototypes & jams
Get a distinctive font onto your screens from one prompt when there's no type designer on the team.
Consistent UI theme
Match your font to your icons and panels so the whole interface reads as one designed system.
Live strings, not images
A mapped atlas draws text at runtime, so rewording a menu or a score label doesn't mean re-exporting a stack of text images.
FAQ
Bitmap fonts, answered.
Which characters does the sheet cover?
Thirty-six: the uppercase letters A to Z and the digits 0 to 9. The layout is fixed before the AI ever sees it — those 36 characters, in that order, one per cell of a 6 × 6 grid on a shared baseline — and the AI restyles the letterforms in place, so the sheet comes back in the order the packer reads it and the glyph map lines up. Both the character string and the grid stay editable in the packer if you want to re-cut a sheet differently.
What do I actually download?
Three files. The generated glyph sheet as it came out of the model, the packed atlas PNG the browser builds from it, and a JSON glyph map that goes with that atlas. Take the atlas and the JSON together — the raw sheet is there if you would rather cut it yourself.
What is in the glyph map?
The atlas width and height, and for every glyph its character plus the x, y, width and height of its cell in the packed atlas. It is plain JSON rather than a BMFont .fnt file, so wiring it to your text renderer means a short loader script that reads those rectangles — there are no advance widths, kerning pairs or line-height metrics in it.
Where does the packing happen?
Entirely in your browser. The sheet is drawn to an off-screen canvas, each cell is trimmed down to the glyph actually inside it rather than to the cell edges, and the trimmed glyphs are shelf-packed into a compact atlas. Nothing is uploaded for that step and the transparency survives it.
Can I use the font in a commercial game?
Yes. Anything you generate is yours to ship — in commercial games, client work and marketing — subject to applicable law and our AI provider's policies. We don't claim ownership of your outputs and we don't watermark exports.
Pack your first bitmap font.
Prompt a style, get a 36-glyph sheet, and pack it into a bitmap-font atlas with a JSON glyph map in your browser — type that fits your HUDs, menus and dialogue.