Sprites, characters, props, tiles and whole scenes for title screens and cutscenes. Every piece here was drawn by Claude through Pixelwright's AI tools, the same tools and guides your AI gets: placed pixel by pixel, checked in previews and by the studio's audit. No image generator, no clean-up by hand.
Rainy city320×180 · 9 layers · 4 frames
A full screen for a title or a cutscene, from one prompt. Warm café light against a cold street, a figure under an umbrella, the sign and the tail lights broken on the wet road, and rain falling on two layers at two speeds.
Wall torch16×32 · 6 frames
The handle is drawn once; only the flame changes. Each tongue licks at its own pace, and the firelight on the wood rises and falls with it.
Slime32×32 · idle and hop
Two animations on one sprite. Idle breathes and blinks; hop squashes, springs up round and lands flat, the coin it swallowed riding along inside. The shadow shrinks while it is in the air.
Treasure chest32×32 · 9 frames
The lid lifts whole, a pixel and then two. Gold light spills over the front and glints twice before the lid drops shut.
Night bridge160×90 · 10 layers · 4 frames
A violet sky dithered in steps, a cratered moon in its glow with clouds across it, a stone viaduct before the sleeping town, and the moon broken on the water. The stars twinkle and the reflection shimmers.
Villager32×32 · 7 parts · 11 frames
Drawn once as seven parts. The body squashes a row as it breathes, so the boots stay planted; the hair trails a frame behind, and he blinks.
Spinning coin16×16 · 6 frames
Half a turn in six drawings 30° apart: the face narrows to its edge and the light stays top-left the whole way round.
Bubbling potion16×16 · 6 frames
Drawn as a half and mirrored, then the light breaks the mirror. A bubble rises and pops at the surface, and the cork hops.
Cabin on the hills160×90 · night scene
Three ridges under a moon that rims their crests, every value kept dark and close. The window is the only warm colour, its light thrown on the ground.
Sword shine16×16 · 6 frames
The blade is two 45° lines, the cleanest a pixel can draw, with one outline round the lot. A glint runs up it and the point flares.
Gem shine16×16 · 6 frames
Held still for half a second, then a glint flares at the highlight and sweeps across in five quick frames.
Mushroom16×16 · 3 layers
Lit from the top-left: the gills dark because they face down, the spots shrinking and darkening toward the shadow, fireflies on their own layer.
Autotiled meadow16×16 tiles · 12×9 map
Five templates make every edge and corner. Rims lit toward the light, a 1 px shadow on the dirt beyond, and fill variants so no grid shows.
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