Workflow
Asset kinds
Create transparent cutouts and opaque artwork through the current nine-kind surface.
Blit has two still-image families. Cutouts produce a subject on transparency; artwork produces a finished opaque picture. Pick the family first, then the kind that matches the deliverable.
Transparent cutouts
- 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.
- ui: icons, buttons, frames, badges, and interface art.
Opaque artwork
- backdrop: game scenes, environments, and stage backgrounds.
- illustration: full-canvas key art and polished game-art moments.
- poster: designed compositions with explicitly declared wording.
- concept: concept-art exploration for subjects, worlds, and visual direction.
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, stage backdrop, key art, 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.