Workflow
Asset kinds
Create characters, portraits, objects, VFX, tiles, scenes, illustrations, and UI assets through one conversation.
Blit is organized around game-asset kinds, not generic image categories. The kind changes how the agent plans the task, handles transparency, preserves references, and prepares outputs for reuse.
Supported kinds
- character: playable subjects, NPCs, monsters, and animation bases on a clean subject canvas.
- portrait: dialogue portraits and expression packs locked to one face.
- object: props, weapons, pickups, inventory items, and world objects.
- effect: magic explosions, slash trails, hit sparks, projectiles, and other VFX assets.
- tile: repeatable terrain and map pieces for top-down, side-view, or isometric games.
- scene: opaque backgrounds and environments, including layer-ready canvases.
- illustration: full-canvas key art and polished game art moments.
- ui: icons, buttons, frames, badges, and interface art.
You can move across kinds inside the same thread. For example: make a knight concept, choose one result, turn it into a playable sprite, derive a portrait, create a team-color variant, then animate the selected base.
How to ask
- Name the target use: playable sprite, dialogue portrait, inventory icon, spell VFX, seamless tile, scene backdrop, UI badge.
- Point to the reference: attach the asset, select it in the studio, or say which previous result should be reused.
- Describe production constraints: transparent background, top-down view, isometric angle, 4-direction set, palette variant, pixel art, HD game art.