Production
Engine export
Download sprites, scenes, transparent layers, motion sheets, GIFs, and engine-ready frame data from Blit outputs.
Blit outputs are meant to leave the studio. You can download still assets at useful game sizes, export scene canvases at ratio-preserving sizes, and save motion as sheets, GIF previews, or frame sequences depending on the asset type.
Still assets
- Sprites, characters, portraits, objects, effects, tiles, and UI assets keep transparent or clean subject canvases where appropriate.
- Still subject downloads use 32, 64, 128, 256, 512, and 1024 size options when the source supports them.
- Scenes and backgrounds use ratio-preserving 1K, 1.5K, and 2K export sizes.
Motion assets
- Motion downloads preserve the native action canvas and provide master, 1/2, 1/4, 1/8, and 1/16 scale options.
- Use sprite sheets or frame sequences when importing into a game engine; use GIF for lightweight review and sharing.
- Frame data is derived from stored execution structure: canvas size, frame count, loop intent, and timing metadata.
Pixel-safe edits before export
Before export, deterministic pixel operations can help with production cleanup: palette mapping for faction colors, quantization for a stricter palette, outline for readability, nearest-neighbor resize for crisp pixel art, and retro 8-bit conformance for low-resolution games.
The export surface should reflect the asset you selected. It does not invent new semantic content at export time; generation and edits happen before export.
See a 4-direction walk asset workflowSee a palette variant set