SpriteCook - AI Game Asset Generator
Use SpriteCook MCP tools when the user needs pixel art, detailed sprites, game assets, icons, tilesets, textures, or UI elements for a game project. SpriteCook generates production-ready game art from text prompts.
Requires: SpriteCook MCP server connected to your editor. Set up with
or see
spritecook.ai.
When to Use
- User asks to generate, create, or make sprites, pixel art, game assets, or icons
- User is building a game and needs visual assets (characters, items, environments, UI)
- User references sprites, pixel art, or game art in their request
- A game project needs consistent visual assets across multiple types
Available Tools
generate_pixel_art
Generate game art assets from a text prompt. Waits up to 90s for result, returns download URLs.
| Parameter | Type | Default | Description |
|---|
| string (required) | - | What to generate. Be specific: subject, pose, view angle |
| int | 64 | Width in pixels (16-512) |
| int | 64 | Height in pixels (16-512) |
| int | 1 | Number of variations (1-4) |
| bool | true | Pixel art (true) or detailed/HD art (false) |
| bool | true | Grid-aligned pixel post-processing |
| string | "transparent" | "transparent", "white", or "include" |
| string | null | Art theme context, e.g. "dark fantasy medieval" |
| string | null | Style direction, e.g. "16-bit SNES style" |
| string | "1:1" | "1:1", "16:9", or "9:16" |
| bool | true | Auto-crop to content bounds (see note below) |
| string | "tightest" | "tightest" (smallest fit) or "power_of_2" (32, 64, 128...) |
| string | "assets" | "assets", "texture", or "ui" |
| string | "1K" | "1K", "2K", or "4K" |
| string[] | null | Hex color palette, max 8 (e.g. ["#2D1B2E", "#FF6B35"]) |
| string | null | Asset ID from a previous generation to use as style reference |
| string | null | Asset ID to edit/modify with the new prompt |
and
are mutually exclusive. The referenced asset must belong to your account. Use
to maintain visual consistency across assets.
Note on output dimensions: processing ensures clean pixel art, but the final sprite content may not fill the exact requested canvas size. When
is enabled, the output is trimmed to fit the content. In
mode (default), a 64x64 request might return a 54x54 image. In
mode, it snaps to the nearest power of 2 (32, 64, 128...), so 64x64 stays 64x64.
check_job_status
Check progress and get results of a generation job by
. Returns asset download URLs when complete.
get_credit_balance
Check remaining credits, subscription tier, and concurrent job limit on the connected account. Use this before batch generating to know how many credits you have and how many jobs you can run at once.
Downloading Assets
Each generated asset in the response includes a
(direct download link). Use this URL to download and save the PNG file into your project.
PowerShell:
powershell
Invoke-WebRequest -Uri $pixel_url -OutFile "assets/sprite.png"
Bash / macOS:
bash
curl -sL -o "assets/sprite.png" "$pixel_url"
Use the asset's
or
to create a meaningful filename. The URLs are temporary (expire after ~1 hour), so download promptly after generation.
Autonomous Workflow
When a user is building a game, proactively identify and generate needed assets. Follow this pattern:
- Check credits with before generating. Note the field - this is how many jobs you can run at the same time. Generate assets sequentially (one at a time) unless your limit allows parallel generation.
- Identify required assets from the game description (characters, items, tiles, UI, icons)
- Generate a hero asset first (e.g. the main character) to establish the art style
- Use with the hero asset's ID for subsequent generations to maintain visual consistency
- Download the assets from the in each result and save the PNG files into the project's asset directory
- Reference the saved files in the game code
Example: User says "make a fishing game" -> check credits -> generate the player character first -> use that asset ID as
for fish, rod, boat, etc. -> all assets share the same art style -> download and place in project.
Use
when the user wants to iterate on a specific asset (e.g. "make the sword larger" or "change the color of the helmet").
If you receive a 429 error (concurrent job limit), wait for the active job to complete before submitting the next one.
Asset Type Tips
| Asset Type | Recommended Settings |
|---|
| Characters | width: 64-128, bg_mode: "transparent", pixel: true |
| Items/Icons | width: 32-64, bg_mode: "transparent", pixel: true |
| Tilesets | width: 128-256, mode: "texture", bg_mode: "include" |
| UI Elements | width: 64-256, mode: "ui", bg_mode: "transparent" |
| Backgrounds | width: 256-512, aspect_ratio: "16:9", bg_mode: "include" |
- Be specific in prompts: "a red dragon breathing fire, side view, single sprite" beats "dragon"
- Use to keep consistent art style across all assets in a project
- Use and for additional style and palette consistency
- Set when you want options to pick from
- Use to refine or modify existing assets