Blit
Blit

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.
See an object view setSee a seamless tile setSee a VFX asset workflow