From idea to game-ready character
The four common routes through the platform, in the order the tools expect.
- Before you start
- Nothing — but each route spends credits at several steps.
- What you end up with
- A finished, animated asset instead of a folder of unrelated files.
Step by step
-
2D character → animated sprite sheet
Image Generator (full body, neutral pose, plain background) → Spritesheet Generator (pick walk, idle, attack…) → you now have a transparent sheet and a PNG sequence. If the sheet is close but not right, Restyle & Edit Image will fix the source frame more cheaply than regenerating everything.
-
2D concept → 3D model → back to 2D
Image Generator → AnnoMotion Skeleton (make the model From photos, then fit a skeleton, free, in your browser) → 3D → Sprite Renderer (photograph it from 8 directions, also free). That last step is how you get perfectly consistent multi-angle sprites, which is very hard to do by prompting alone.
-
Environment → parallax level
Parallax Background Layers gives you the scene already separated into depth layers. Tileset Generator handles the ground and walls. Terrain / Trim-Sheet Textures adds the PBR maps if you are working in 3D.
-
Full audio bed
Music Generator for the theme → Seamless Music Loops for the bit that has to repeat forever → Foley / Footstep Packs for the movement → Sound Effect Generator for the one-off hits → Voice & Dialogue for the lines.
Worth knowing
- Anywhere you would repeat one of these routes more than twice, build it in Forge instead and run the whole chain with one click.
- The 3D tools that re-work a mesh — Re-texture, Split Model, Skeleton — read from the models you have already generated. There is no mesh upload, so the 3D route always starts on this platform.
- Rig Lab, 3D → Sprite, Auto-LOD and Cutscene Stitcher all run in your browser and cost nothing. Use them freely.
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