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Explore our comprehensive documentation for in-depth information about Ludo.ai and its powerful features.Generating Game Assets
What game assets can you generate with AI in Ludo?
Ludo covers most of the art, audio and video a small game needs, from one account and one credit balance:
- 2D images: concept art, gameplay mockups, portraits, icons, UI, map tiles, backgrounds, parallax layers and seamless textures. See the Image Generator.
- Sprites and animation: static sprites, and animated sprite sheets driven by a prompt, by keyframes you control, or by motion transferred from a preset or a video. See the Sprite Generator.
- 3D models: textured meshes from text or from an image, re-texturing, mesh optimization, rigging and animation from a preset library or a prompt. See the 3D Asset Generator.
- Audio: sound effects, ambiance loops, music, designed voices, preset and cloned speech, and remixes. See the Audio Generator.
- Video: short clips from a prompt or a starting image, with an optional final frame and optional sound. See the Video Generator.
- Game ideas and design documents: the Game Ideator turns keywords, genres and reference games into ideas with concept art, and can turn an idea into a full Game Concept.
Everything you generate lands in your history and can be saved to Favorites with the heart icon, so an image made in one tool can be the input of another. The same generators are available from code through the REST API and the MCP server (API & MCP). This page is the overview: where to start, how the tools fit together, how to keep one style, what exports you get, and what each step costs. The per-feature docs have the option-by-option reference.
What does Ludo not do?
Ludo does not train a private model on your artwork. Style consistency comes from a fixed Art Style, repeated prompt wording and reference images, and two generations from the same prompt are never identical; the consistency section below is the workflow. Text to 3D and Image to 3D take a single subject, not a scene, and one input image. Rigged 3D models export as GLB only; the other 3D formats carry the mesh alone. Ludo does not generate fonts or shaders, and map tiles are generated one image at a time rather than as a matched tileset.
Where do I start with the free trial?
The free trial gives 30 credits with no card. Thirty credits is roughly sixty images, or seven four-second sprite animations on the default model, or ten 3D models. Image generation is metered on the trial; the unlimited image allowance in the credits section applies only to Pro and Studio, and API and MCP access needs Pro or Studio, so the API cannot be tried on the trial.
Start from what you already have:
- Only an idea? Open the Game Ideator, type a few keywords or a reference game and click Start New Generation. Each idea comes with concept art in the chosen Art Style (1 credit per idea).
- A style but no assets? Open the Image Generator, pick an Art Style in Filters, and generate your main character or hero prop until one version is right (0.5 credits per image). Favorite it. This is your anchor image; most of the pipeline runs from it.
- Existing art or an existing model? Upload a sprite into the Sprite Generator's Animate tab (a two-second animation on the default model is 4 credits), or upload a model into the 3D Asset Generator's Rig & Animate tab (rigging is 1 credit).
Spend the last credits on one export, so a sprite sheet or a GLB has landed in your engine before you pick a plan.
How do I go from a game idea to engine-ready assets in Ludo?
Every step is optional; start wherever your project is. Results appear in the gallery below each tool's input area and stay in your history; the heart icon saves them to Favorites, which is how you hand an asset from one tool to the next.
Shared head
- Ideate. In the Game Ideator, type keywords or a reference game, set Genres, Platform, Art Style and Perspective, and click Start New Generation. Create Project turns an idea into a Game Concept. Credits: 1 per idea (unlimited in the web app on Pro and Studio).
- Concept art. In the Image Generator, pick Generate New, choose an Image Type (Scene Art, Asset Art, Character Portrait, Gameplay), fix the Art Style filter and click Generate. Favorite the images you will build on; they are your anchors. Credits: 0.5 per image (unlimited in the web app on Pro and Studio).
2D track
- Sprites. In the Sprite Generator, use New Sprite for a static sprite from text (0.5 credits), or bring an anchor from Favorites into the Animate tab. Hover a static result and click Use as First Frame to move it into animation.
- Animate. Describe the motion and click Animate, use Transfer Motion with a preset such as Run Forward or Sword Slash, or set the first, middle and final frames with Keyframe Animation. Credits: per second by model, 4 minimum.
3D track
- Model. In the 3D Asset Generator, use Image to 3D with your concept image, or Text to 3D, which generates a concept image first. Credits: 3 per model, plus 0.5 for the concept image on Text to 3D.
- Rig. Click Rig on the model and choose a rig type; pick Humanoid if you want preset animations. Credits: 1.
- Animate. In Rig & Animate, add clips from the preset library or from a prompt. Credits: 0.2 per preset clip or per batch of prompt candidates.
Rejoin
- Audio. In the Audio Generator, generate sound effects, ambiance, music and voice lines (1 to 3 credits each). Sprite animations and videos also have a Generate Audio action on their card that adds a synchronized sound (3 credits).
- Export. Download sprite sheets, GLB files, audio and video from each card's download menu, or bundle a character's moveset with Export > Animation Pack. Downloads and re-exports are free.
What holds the pipeline together is reuse: one image you trust, favorited, feeds the sprite, 3D and video tools instead of a new description of the same character in each.
How do I make consistent-style 2D game art with AI?
Two generations from the same prompt are never identical, and there is no custom model to train. Consistency comes from one reference image that every later asset is derived from. Expect to spend most of your effort on step 2.
- Fix the Art Style before you generate anything. In the Image Generator's Filters, pick one Art Style (more than 30, from five pixel-art tiers to Cel-Shaded, Low Poly and Claymation) and write down the style words you used (medium, palette, era). Use the same style and words for the rest of the project; changing Art Style later means redoing the anchor.
- Generate one anchor image and iterate until it is right. Your main character or hero prop, in Generate New mode. Favorite it. This image, not your prompt, is what everything else has to match, so it is worth ten attempts.
- Generate every other subject from the anchor. Switch to Generate with Style and put the anchor in the Image 1 slot; new subjects come out in its style. Generate from References combines elements from up to two references. When you edit any image, put the anchor in the Image Editor's Additional Reference slot.
- Get sprites from the anchor, not from a new prompt. Bring the anchor into the Sprite Generator's Animate tab. Animation preserves the look of the input image, so every animation made from one still stays the same character. Use Change Pose for a different starting pose, and Transfer Motion with one preset when a whole cast should move alike.
- Restyle existing animations instead of regenerating them. Edit Spritesheet takes up to five reference images (a screenshot of your game works well) and changes the look while the motion is preserved. Each edit re-renders the whole animation, so colors and detail drift a little further every pass; if an edit misses, go back to the original animation rather than editing the edit.
- Carry the style into 3D through an image. Use Image to 3D with a concept image in your style rather than a text prompt; the texture follows the image. Re-texture changes the texture only, and Optimize Model keeps the rig and saved animations, so you can adapt a model instead of replacing it.
- Normalize the set at the end. When a finished moveset drifts in scale or framing, Export > Animation Pack aligns and resizes the animations into one bundle.
From code, the
generateWithStyleendpoint takes astyle_imageplus a prompt, so a script can enforce the same anchor. See API & MCP. Sprite-specific detail is in Keeping a Consistent Style Across Sprites, image-only tips in Keeping a Consistent Art Style, and there is a walkthrough at Consistent Game Art Style.How do I generate 2D game art, icons and UI with AI?
The Image Generator covers every flat asset. Choose a Generation Mode (Generate New, or an edit or reference mode), then an Image Type, which steers framing, sets a default aspect ratio and, where it matters, delivers the result seamless (Texture, Horizontal Tile, Repeating Background) or on a transparent background (Sprite, VFX Sprite, UI Element, Item Icon, Map Tile). Concept types cover Scene Art, Gameplay, Asset Art, Card Art, Splash Screen and Character Portrait; branding types are Game Icon and Game Logo; Background, Vertical Background and Parallax Layer cover scrolling scenes.
Filters set Art Style, Perspective (Top-Down, Side-View, Isometric and others) and Aspect Ratio. Each generation returns three images; the pencil icon opens the Image Editor, and Remove Background is free. Five pixel-art Art Style tiers run from Micro Pixel to Free Pixel. Full reference: Image Generator.
How do I generate sprites and animated sprite sheets?
The Sprite Generator has five tabs, one per job:
- New Sprite: a static sprite from text, of type Sprite, Sprite VFX or UI Asset (the Image Generator calls the same thing VFX Sprite).
- Animate: an image plus a motion prompt.
- Keyframe Animation: first, middle and final frames you control, for a specific action.
- Transfer Motion: a preset motion, or motion from an uploaded video, applied to your sprite.
- Edit Spritesheet: change items, colors, effects or style while the motion is preserved.
Each animation tab offers a choice of Model, which sets speed, cost and how much the result moves. Forge is the default and the cheapest, and the only model for Keyframe Animation and Edit Spritesheet. Blitz is the most predictable but can struggle with very short animations. Eagle handles complex motion and visually complex sprites; Eagle with Audio adds a sound track. Tango is for demanding motion transfer from your own video. See Choosing a Model.
Animations run up to 4 seconds. Sprite Sheet Options set the frame count, the sprite size (the pixel grid for pixel art; 64, 96 or 128 px is the usual range), looping and whitespace trimming, and can be re-applied to a finished animation with Adjust Sprite Sheet at no cost. Full reference: Sprite Generator.
How do I generate rigged and animated 3D game models?
The 3D Asset Generator has four tabs: Text to 3D (a concept image first, then Generate 3D Object), Image to 3D (one reference image, background removed automatically), Texture Generation (a new PBR texture, that is, physically based color, metallic and roughness maps, from a text prompt, mesh untouched) and Rig & Animate. Each model's action bar offers Optimize Model (fewer triangles, rig and saved animations kept), Rig, Re-texture and Generate New Model. Triangle budget and texture options are in the Advanced panel; see 3D Asset Generator.
Rigging adds a skeleton and skin weights to any model, not only characters. Choose a Rig type: General (any asset), Humanoid (22 joints) or Humanoid with fingers (52 joints), and a Joint naming convention (Mixamo, HumanIK, Unreal, Godot, Rigify, VRoid or SMPL) so the bones match what your engine expects. Generate humanoids in an A-pose or T-pose with arms clear of the body. Two limits apply here: choose Humanoid if you want preset animations, because the preset library only retargets onto humanoid rigs and a General rig leaves you the experimental prompt route; and a rigged model exports as GLB only, since the other formats carry the mesh alone.
Animation has two routes. From Preset retargets a full-length motion from the preset library (walks, attacks, idles, reactions) onto a rigged humanoid, with Crop loop and In place controls, and is the predictable route. From Prompt returns four short candidate clips for any rigged asset, and is experimental. Save the clips you want and click Download animated GLB. Full reference: Rigging and Animating 3D Models.
Can Ludo generate game audio and video?
Yes. The Audio Generator has modes for Sound Effects, Ambiance Loops, Music, designed Human and Non-Human Voices, Speech from a preset or cloned voice, and Audio Remix. The cross-tool facts: Use as Reference on any voice keeps a character's voice consistent across lines, and sprite animations and videos carry a Generate Audio action that adds a synchronized sound effect to the clip itself. Modes, durations and formats: Audio Generator.
The Video Generator has Text to Video, a two-step flow that generates a first frame you approve before rendering, and Image to Video, which animates an image from your history or Favorites, with an optional Final Frame the clip is generated to end on. You choose a Model and a Duration (1 to 15 seconds depending on the model). Videos download as MP4, with an Upscale 2x action on results. Full reference: Video Generator.
How do I export assets to my game engine?
Ludo exports standard files, so any engine that reads PNG, JSON, GLB, MP3 or MP4 works.
Asset Export Engines Images, icons, UI, tiles, textures PNG (transparent for Sprite, VFX Sprite, UI Element, Item Icon, Map Tile, Game Logo and Parallax Layer types) Any Sprite animations Sprite-sheet PNG, Sheet + JSON atlas describing the frame layout, GIF, ZIP of frame PNGs, MP4; Animation Pack ZIP of aligned sheets or frames, Pixel Art or Smooth Art Unity, Godot, Unreal Engine, GameMaker, any engine that reads sprite-sheet PNGs 3D models GLB with PBR textures, skeleton, skin weights and every saved animation clip; STL, PLY, OBJ, OFF as mesh only Unity (install the glTFast package), Unreal, Godot, Blender and other glTF readers Audio Audio file per generation (MP3 for sprite and video sound) Any Video MP4 Any To import a sprite sheet, drop the PNG into your project and slice it by the frame size and count from the JSON atlas (Unity's Sprite Editor grid slicing, Godot's AnimatedSprite2D or AtlasTexture, GameMaker's strip import). To import a 3D model, drop the GLB into a scene; the rig and saved clips come with it. Joint naming chosen at rig time (Mixamo for Unity's Humanoid avatar, Unreal for the UE mannequin, Godot for
SkeletonProfileHumanoid, Rigify for Blender) saves remapping on import.In Unity, the Ludo AI Plugin for Unity (Unity 2019.4 or later) generates sprites, sprite sheets, images, 3D models, rigs, animations and audio inside the Editor and saves them under Assets. It authenticates with an API key, so it needs Pro or Studio, and every generation it makes spends credits. See ludo.ai/unity-plugin.
What does each asset type cost in credits?
Every generation is priced in credits. The free trial gives 30 credits with no card. Indie is $20 per month ($15 per month billed yearly) with 250 credits a month. Pro is $50 per month ($35 per month billed yearly) with 1,000 credits a month per user; Studio uses the same per-user credit rules. Unused credits roll over while your subscription is active, and extra credits can be bought from 250 to 10,000 at a time on paid plans.
Costs on the free trial and Indie:
- Images: 0.5 credits per image; edits with a mask 1 credit; Remove Background free.
- Sprite animation: per second, 4-credit minimum: Forge 1.5, Blitz 1.9, Eagle 2.6, Eagle with Audio 3.1 (a 2-second Forge animation is 4 credits, a 4-second Eagle animation 10.4). Keyframe Animation always runs on Forge. Transfer Motion: Forge 2, Tango 4 per second. Edit Spritesheet: Forge 2 per second. Re-exporting a sprite sheet with different options is free.
- 3D: model 3 (Text to 3D also charges 0.5 for the concept image), Texture Generation 2, Optimize Model 1, Rig 1, Animate from preset 0.2 per clip, Animate from prompt 0.2 for four candidates while introductory pricing lasts; the list price is 1.
- Audio: sound effect or ambiance 2, music 3, remix 3, voice or speech 1, sound for a sprite animation or video 3.
- Video: per second: Blitz 1.0, Eagle 1.3, Eagle with Audio 1.8; 2x upscale 0.2 per second.
What "unlimited" means on Pro and Studio. In the web app, the first bullet does not draw down your balance: image generation and image edits, mask included, along with game ideas, Ask Ludo and Game Concept text and concept art. Everything below the first bullet is metered on every plan, and so are playable Game Concept prototypes (5 credits each) and every API and MCP call, image generation included.
The free retries are the re-exports (Adjust Sprite Sheet, Remove Background, downloads); every new generation is charged again, whether or not you like the result. The live model-by-model table is on the pricing page, and your balance is in account settings.
Can I generate game assets from code or an AI agent?
Yes. The REST API at
https://api.ludo.ai/api/accepts JSON requests authenticated withAuthorization: ApiKey YOUR_API_KEY, and the MCP server athttps://mcp.ludo.ai/mcpexposes the same operations as tools to assistants such as Claude Code and Cursor, so an agent can generate assets in a conversation or in a build step. Both need an API key from your account settings, available on Pro and Studio.The API covers the same generators as the web app, from images and sprite sheets to 3D rigging and audio; requests can carry a
request_idso results can be fetched later, and every call is credit-metered on every plan. It is also the route for repeatable batches: the web app queues generations in the background but has no bulk mode. Endpoint list, prices, setup and code samples: API & MCP and the API documentation.Can I use generated assets in a commercial game?
Yes. Under the Ludo Terms of Service, assets you generate are licensed for use in your commercial games: a nonexclusive, worldwide license to use, modify, distribute and create derivative works from them, for personal and commercial purposes, on every plan. That covers a paid game on any store and its marketing. The full wording and its limits (for example on prohibited content) are in the Terms of Service.
Can I upload my own art or models as a base?
Yes. The Image Generator's edit modes take your image as Image 1; the Sprite Generator's Animate, Keyframe Animation and Transfer Motion tabs take an uploaded sprite; the 3D Asset Generator's Image to 3D takes any image, and Texture Generation and Rig & Animate accept your own models (obj, ply, stl, 3ds, gltf, glb, fbx, off, dae, ctm, x3d, up to 20 MB, one subject per file). Uploaded 3D models are always re-rigged from the mesh; an existing skeleton is not used. The generation you run on an upload is priced as usual.
What do I do when results are wrong?
Work up this ladder, cheapest step first:
- Re-export before you regenerate. A sprite sheet with the wrong frame count, size or trim is fixed for free with Adjust Sprite Sheet; a stray background with Remove Background.
- Fix the input, not the prompt. Assets that drift off-model belong back at the anchor image: regenerate from it with Generate with Style, or Change Pose it into the starting pose you need. For 3D, a clean single-subject image with the background removed fixes most bad meshes.
- Use the tool's own repair action. Fix Loop and Edit Spritesheet repair an animation without a fresh generation; Re-texture and Optimize Model adapt a model that is close.
- Change model or mode. In the Sprite Generator, move a stiff result to Eagle or a jittery one to Blitz, use a Transfer Motion preset for a standard action, or pin it with Keyframe Animation. In 3D, switch from Text to 3D to Image to 3D, and prefer From Preset for animation.
- Check the tool's known failure cases: Limitations and Troubleshooting for images, Known Limitations and How to Choose the Sprite Animation Mode for sprites, Troubleshooting for 3D, and the Troubleshooting sections of the Audio Generator and Video Generator.
