Generate game art from a prompt or reference image: backgrounds, parallax layers, icons, UI, portraits, card art and textures. 21 asset types, 32 styles.
Ludo's Image Generator, shown making the pictures of a witch game in each of its modes:
An AI image generator for game art produces game-ready 2D assets from a text prompt or a reference image, in a chosen art style, and exports them as PNG with a transparent background where the asset needs one. Ludo.ai's Image Generator covers 21 asset types: scene and concept art, gameplay mockups, asset art, fixed, side-scrolling and vertical-scrolling backgrounds, parallax layers, game icons and item icons, UI elements, character portraits, card art, splash screens, textures, map tiles, logos, sprites, VFX sprites, horizontal and vertical tiling sprites, and scatter patterns. It offers 32 art styles, and a built-in editor lets you edit with a mask, generate in a reference image's style, erase objects, and remove backgrounds. Nine modes in all, including Upscale Image (up to 4x) and Convert to Pixel Art, which turns any image into clean pixel art. Twelve of those types can be animated into sprite sheets on the Sprite Generator: sprites, VFX sprites, horizontal and vertical tiling sprites, textures, map tiles, parallax layers, UI assets, item icons, portraits, card art and logos.
Last updated November 2026
























A picture is a starting point. Reword it, repaint one part or turn it into pixel art, and keep everything else.


Describe a change in a sentence: the style, the colors, the camera view, the season. The picture keeps its layout, and you can edit the result again with a follow-up.


Brush over one part and describe what goes there with Edit with Mask, or take it away with Erase with Mask and the scene behind it is filled in. The rest of the picture is kept.


Turns any image, or soft off-grid pixel art, into clean pixel art on a true grid, at the pixel size and number of colors you pick.
"The value of Ludo for this project was iteration. I could explore mode-specific backgrounds, character variants, and UI art, select the strongest direction, and bring the results into the game without losing the overall art style."- Jay Weasel, developer of Kawaii Slime Drop · read the story
PNG files in the shape your game needs, a whole set in one style, and a next step for every picture.


Give one picture as the reference and describe something new. It can adopt the reference's style, its subject, or both, so enemies, items and buttons look like one game.


Finished images download as PNG, with a transparent background where the asset needs one. Remove Background lifts the subject out of any picture, and Upscale Image makes it up to 4 times bigger, to at most 2048 px. Pick 1:1, 4:3, 16:9, 19:9, 3:4, 9:16 or 9:19, or leave it on Auto.


Twelve of the 21 asset types can be animated into sprite sheets on the Sprite Generator, from sprites and VFX to textures, UI and card art. Generate Spritesheet is on every such picture's card.
Pick Generate Normal Map on any image and Ludo saves its map with it: the direction each pixel faces, ready for 2D lighting. Seamless textures get maps that tile, and pixel art gets one normal per art pixel.
Move your pointer over it: the light follows.
A prop with a transparent background and the map of its every plank, band and rivet. More about normal maps
Every generator in your terminal, your AI agent, your own code and the Unity editor. One account, one set of credits.
Explore developer toolsnpm install -g @ludoai/cliMCP serverAny MCP client, including assistants that can't run commands.https://mcp.ludo.ai/mcpREST APIYour own app, game server or pipeline.https://api.ludo.ai/api/Unity pluginGenerate and import assets inside the Unity editor.Game art across 21 asset types, from a text prompt or a reference image: scene and concept art, gameplay mockups, asset art, fixed, side-scrolling and vertical-scrolling backgrounds, parallax layers, game icons and item icons, UI elements, character portraits, card art, splash screens, textures, map tiles, logos, sprites, VFX sprites, horizontal and vertical tiling sprites that repeat without a seam, and scatter patterns that repeat both ways. Each can be generated in any of 32 art styles, and finished images export as PNG.
Yes. The integrated editor goes well beyond generation. Use Edit Image for broad changes to style, colors, or camera view, Edit with Mask to replace or edit a specific area, Erase with Mask to remove an object cleanly, and Remove Background to isolate a subject. Upscale Image raises the resolution up to 4x (to at most 2048 px), and Convert to Pixel Art turns any image into clean pixel art with the pixel size and number of colors you choose, all without leaving Ludo.
You can generate in 32 predefined art styles, including five pixel-art styles (Micro Pixel, 8-Bit, 16-Bit, 32-Bit and Free Pixel), plus anime, hand-painted, watercolor, low poly, voxel, comic book, claymation, and photorealistic looks, so you can match your game's aesthetic from the start. If an image came out as soft, off-grid pixel art, or you want any picture as pixel art, Convert to Pixel Art snaps it onto a clean pixel grid with the pixel size and number of colors you pick.
Yes. Upload a reference image and create new visuals that adopt its style, its subject, or both, or re-imagine it into something new. This keeps generated assets visually consistent with art you already have.
Yes. The Remove Background action isolates your subject on a transparent background, and finished images export as PNGs, ideal for sprites, icons, and assets you need to layer over other artwork.
You can choose from several aspect ratios, including 1:1, 4:3, 16:9, 19:9, and portrait formats like 3:4, 9:16, and 9:19, or leave it on Auto and let Ludo pick one based on the image type.
Yes. Image generation, editing, background removal, style-matched generation, upscaling and pixel-art conversion are all available through the Ludo API, the MCP server and the CLI, so you can wire them into your own tools and pipelines.
Yes. Twelve of the 21 asset types can be animated into sprite sheets: sprites, VFX sprites, horizontal and vertical tiling sprites, seamless textures, map tiles, parallax layers, UI assets, item icons, portraits, card art and logos. Drive the motion with a text motion prompt, drawn keyframes, a reference video, or one of 641 motion presets (animations run up to 5 seconds), then export the sheet, an animated GIF, or the individual frames. The full workflow lives on the Sprite Generator page.
Open the image in the 3D Asset Generator and use Image-to-3D. Choose the Prop model for everyday props and environment pieces or the Hero model for highly detailed close-up assets. A character image works too, and the result can be rigged and animated and downloaded as a GLB.
The Image Generator is a powerful, multifaceted tool designed to create a wide array of visual assets for your game. It supports everything from initial concept art and gameplay mockups to specific assets and icons through distinct generation modes.
To start using the Image Generator:
For how the Image Generator fits with Ludo's other tools and how to keep one style across all your assets, see Generating Game Assets.
The Image Generator's workflow is divided into eight modes, accessible from the Generation Mode dropdown on the left. The Image Editor carries the editing modes among them for refining an existing image (see The Image Editor: Iterative Refinement).
The most straightforward mode for creating a completely new image from a text prompt and optional filters.
4x strategy with zombies.Perspective: Top-Down and Art Style: Cel-Shaded.Modify an existing image using textual instructions. You describe the desired changes in the prompt.
turn the astronaut into a zombie or change the background to a night sky.Create a new image using elements from up to two reference images.
Adopt the artistic style of your references for a brand-new image.
Precise control by editing a specific, masked area of an image.
Removes the masked object completely and intelligently fills in the space.
From the API and MCP: editImage runs Edit with Mask or Erase with Mask when you pass a mask: a PNG exactly the same width and height as the image (any other size is refused), white where the image should change and black where it should stay. mask_mode: "replace" (the default) is Edit with Mask and redraws the white area from your prompt; "erase" is Erase with Mask and needs no prompt. Without a mask, editImage is Edit Image, which re-renders the whole image, so use a mask when only one part of the image should change. A masked edit costs 1 credit per image.
Automatically removes the background from your image. No prompt or mask is needed, and this mode does not consume generation credits.
Makes a higher-resolution copy of your image, up to 4x larger and at most 2048px on its longest side. No prompt or mask is needed. See Upscaling an Image for the card action, the size limit and credits.
The Image Generator supports twenty-one distinct image types, selectable from the tile picker shown above the prompt. Each type is tuned to produce a specific kind of asset, from broad concept art to sprites, logos, tiling strips, and scrolling layers ready to drop into your game engine.
Picking the right type does a lot of work for you: it steers the composition and framing, sets a sensible default aspect ratio, and — for the types that need it — makes the result seamless or delivers it on a transparent background.
These types are delivered on a transparent background, ready to composite directly into your game.
Cut-out assets that repeat along one axis, so you can build a run of them without a visible join.
For any type that repeats — the tiling sprites, Horizontal and Vertical Background, Parallax Layer, and Texture — open the image fullscreen and use the two extra preview modes next to the single-copy view: one scrolls the image endlessly through itself, the other lays copies side by side. Both run along the axis the type repeats on, so you can see the seam (or the absence of one) before you commit the asset.
Most of these types can be turned into an animation in the Sprite Generator: Sprite, VFX Sprite, UI Element, Item Icon, Character Portrait, Game Logo, Map Tile, both Tiling Sprites, Parallax Layer, Texture, and Card Art. On a Sprite result, the card's Generate Spritesheet action takes you straight there; for the other types, open the Sprite Generator's Animate mode and pick the image from your history. Scene art, gameplay shots, backgrounds, splash screens and game icons are not animatable as sprites.
When the active generation mode supports it, you can refine your request with the Filters panel below the prompt:
The picker always offers the full list, but the image type decides how much of it is actually used:
Each image type carries a default shape that suits it, and Auto applies it for you:
In the modes that take an input image (editing, references, style), Auto follows the shape of the image you provided rather than the type's default, so an edit comes back matching its source.
Override the aspect ratio when you have a specific target in mind; otherwise leave it on Auto and let the image type decide.
In addition to the filters, the Image Type tile picker above the prompt lets you pick the kind of asset you're generating (Scene Art, Gameplay, Sprite, Game Logo, Parallax Layer, etc.) — see the Image Types section for the full list.
Any image on the Ludo.ai platform can be refined using the powerful Image Editor, which opens in a modal window and carries the main form's editing modes.
Accessing the Editor: Click the Edit image (pencil) icon on any image thumbnail.
Workflow:
This iterative process allows for complex, multi-step image editing, all driven by natural language, dual references, and simple masking. Bear in mind that each pass re-renders the whole image, so colors and fine detail drift a little further from the original with every step — if an edit didn't work, go back to the version before it in the History rather than editing on top of it.
Upscale Image makes a higher-resolution copy of an image: the same picture at up to 4x the size, with the result capped at 2048px on its longest side. There is no scale factor to set and no prompt to write. The source image must be below 2048px on its longest side.
Upscale is offered only on images below 2048px on their longest side, and only when Ludo knows the image's width and height. For an image without the action, use the Upscale Image mode with the image as Image 1.
Select Upscale Image in the Generation Mode dropdown, upload your Image 1, and click Generate (see Mode 8: Upscale Image). If the image is 2048px or larger on its longest side, the form shows "Upscale takes an image below 2048px on its longest side" under the image and Generate stays disabled.
An upscale is billed as one generated image (see the credits table under Subscriptions and Credits System): 0.5 credits on the Indie plan and the free trial (and on any plan while it is paused). On an active Pro or Studio plan it is unlimited in the web app, like the rest of image generation. Through the API, the MCP server or the Ludo CLI, an upscale always costs 0.5 credits.
Ludo has three upscale options, one for each kind of asset:
The same operation is upscaleImage: POST https://api.ludo.ai/api/assets/image/upscale on the REST API, and the upscaleImage tool on the MCP server. Pass the source in image as a URL or base64. An image that is 2048px or larger on its longest side, or larger than 15MB, is rejected with HTTP 400. The job result is a single image with a url. See API & MCP.
The Image Generator is designed to understand natural, descriptive language. There is no need for special keywords or complex syntax, and there is no hard limit on the length of your prompt. A longer, more detailed prompt gives you more fine-grained control over the final image.
When creating a new image, your goal is to describe the scene as if you were explaining it to an artist. While you can be creative, a good structure often includes:
a mystical knight, a futuristic spaceship).dueling a shadowy wraith, flying through a nebula).amid crumbling ruins, with stars and planets in the background).health bars diminish, with glowing blue cybernetic implants).Simple vs. Detailed Prompts:
green vikingA strong female cyborg with glowing blue cybernetic implants is leaping away from a massive explosion on a busy road of a futuristic city.When using the Full Edit or Inpaint with Mask modes, your prompts should be instructional. Tell the AI what change you want to make.
add a full moon to the skyplace a small, glowing lantern on the tablechange the car's color to bright redturn the astronaut into a zombiemake the image more dramatic and add a meteorchange the style to a Vincent van Gogh paintingadjust the color scheme to be warmer with orange and yellow tonesYou can also combine multiple instructions in a single prompt for efficiency, such as: add clouds to the sky and make the character's eyes glow red.
The Image Generator is a powerful tool, but it has limitations. Here are common issues and troubleshooting tips:
If you encounter persistent issues, contact Ludo.ai support or join our Discord server: https://discord.gg/FmTPyugsrR
The Art Style filter offers a wide range of distinct visual styles, each with a preview tile so you can see what you're picking. Choose Any style to let the model decide, or pick a specific style to steer the look of every generation.
You can also describe additional style instructions directly in your text prompt — for example, naming a specific artist, era, medium, or color palette ("in the style of Studio Ghibli", "1980s VHS look", "ink wash with red accents"). Prompt-level instructions stack on top of the selected Art Style filter, so use the filter to set the overall look and the prompt to layer on extra detail.
The Image Generator currently supports the following styles:
These five styles form a ladder from the coarsest, chunkiest pixels to the finest. The first four snap the result to a strict pixel grid, so the pixel size is consistent across the whole image — pick the tier that matches the resolution you're targeting.
art_style takes the style names exactly as listed above. Six styles had different names in the API before November 2026. The REST API still accepts the old names and gives the same style as before, but results and your generation history show the current name:
8-Bit is now Micro Pixel16-Bit is now 8-Bit Pixel32-Bit is now 16-Bit PixelHi-Bit is now 32-Bit PixelRetro 2D is now Free PixelAnime/Manga is now AnimeUse the current names in new work. The old names are not in the published list of values, and the MCP tools accept only the listed names.
Consistency across generations comes from anchoring every image to the same style signals. The Image Generator gives you three that stack: pick one Art Style filter and keep it fixed for the whole project; repeat the same style phrases in every prompt (medium, palette, era), not just the first one; and use a style reference image so new generations match an existing asset rather than a text description of it. For edits, the Image Editor preserves the look of the base image, and its Additional Reference slot lets you carry your style anchor into every edit.
Expect some drift: two generations from the same prompt are never pixel-identical, and fine details like exact palette or linework weight can vary. The practical workflow is to generate your best anchor asset first, then feed it into every later generation with Use As Reference. For a full walkthrough, see Consistent Game Art Style.
Every image you generate stays in your history below the form, and that history grows quickly. The search bar above the results is there to keep it manageable.
Click the search bar above the results grid and start typing to filter your image history. As you type, the panel suggests matching tags from your library, so you can complete a term instead of remembering its exact spelling. Press Enter or click a suggestion to run the search.
Searches you submit explicitly are remembered: click into an empty search bar and the panel shows your recent searches, ready to re-run with one click.
If nothing matches, the results area tells you so directly rather than showing an empty grid.
Each image in the history can carry your own tags — a project name, a character, an art direction, a client, whatever helps you find it again. Add or edit tags directly on the image in the results grid; existing tags are suggested as you type, so your vocabulary stays consistent instead of fragmenting into near-duplicates.
Click any tag shown on an image to add it to the search query. Clicking a second tag narrows the search further — tags combine, so you can drill down from "all backgrounds" to "the forest backgrounds for the platformer" in two clicks.
The search bar also carries a Date range filter. Set a From and To date to restrict the history to images created within that window — useful when you remember roughly when you made something but not what you called it. The range is inclusive on both ends, and it resets when you reload the page so a forgotten filter never silently hides your work.
The history is paginated below the grid. Use the page controls to move through it, and the page-size selector to choose how many images you want to see at once. Your preferred page size is remembered for next time.
Step-by-step guides are on the Image Generator docs page.