$PIXAI is live.
CA: FiRuJdh2qkBwU2XUhHieyiAqQvx6J3HM1fkdkkPkpump
Type a prompt, get game-ready art in your browser in 60 seconds. Sprites, tilesets, backgrounds, props, and 3D models, all export-ready for Unity, Godot, and Unreal.
Every generation burns $PIXAI on-chain. The more art people make, the rarer the token gets. No team allocation, fully open source.
Studio: https://t.co/MkgexQptke
Code: https://t.co/pJGaPRNqgb
Go build something today.
The file you download is the final file. No conversion, no cleanup, no extra software.
Every PixAI asset comes export-ready: PNG spritesheets, clean frames, a JSON manifest that maps everything for you. Drop the ZIP straight into Unity, Godot, or Unreal and it just works. The boring import busywork is gone.
Generate it, drag it in, keep building.
Most asset marketplaces have a stolen-art problem. You never fully know where a file came from.
On PixAI you can only list models you actually generated in the studio. Every successful generation is owned by the wallet that made it, and there is no arbitrary file upload. So everything on the market is real, traceable, and legitimately the seller's.
Made in the studio, provable on-chain.
A background is flat until you cut it into layers that move at different speeds.
Parallax Studio builds that depth for you: far, mid, and near layers, each with its own scroll speed, auto-stretched to any width with no visible repeat.
Move the camera and the world suddenly has distance in it.
Flat scene in, layered depth out.
Most AI tools give you a great character, then a slightly different one, then a stranger. Useless for animation.
PixAI locks your character first, proportions, colors, style, then paints every frame onto that locked base.
Frame one and frame twelve are the same hero, idle or mid-swing. That is the whole reason the animations actually hold together.
Lock once, stay on-model everywhere.
tiny dev shortcut 04
scene feels flat? your brain says "add more stuff"
your brain is lying to you
it's not missing stuff. it's missing depth.
far layer. mid layer. front layer.
and suddenly it's a world, not a sticker stuck on a wall
Generate a hero, a tileset, and a background separately and they usually look like three different games stitched together.
Style Lock fixes that. Set a look once and every asset you make in that session wears it, the same palette, the same line weight, the same world. Your game looks designed, not assembled.
One style, locked across everything you generate.
nobody opens a project thinking "finally, time to make floor tiles"
everyone wants the barrels. the crates. the one suspicious little mushroom.
but a perfect mushroom on an ugly floor is still just a mushroom on an ugly floor
boring tiles first. then decorate like a gremlin.
You don't have to build games to earn on PixAI. You just have to make the parts games are built from.
Generate a 3D model in the studio, list it on the marketplace, and sell it straight to developers who need it. They pay in SOL or $PIXAI, the money lands in your wallet, no middleman taking a cut.
Type a prompt, create an asset, put it up for sale. No code required.
Not sure which studio you need?
Quick guide:
Sprite for animated characters
Tiles for ground and walls that snap together
Parallax for scrolling backgrounds with depth
Props for crates, plants, and decoration
Pick the one that matches what your game is missing.
your prototype does not need a whole “art direction” speech yet
it just needs one thing that makes you go:
ok wait
maybe this is not trash
could be a sprite
could be a floor tile
could be one background layer
small win first. fancy stuff later.
Sprite Studio just stopped being an image generator.
One click now gives you a full Spine rig: a packed strip, an atlas, and a skeleton with your animation already playing and a proper bone setup for the body.
Imports straight into Spine, spine-unity, and pixi-spine.
You generate a character. It comes out ready to animate.