Use SpriteCook MCP tools when the user needs pixel art, detailed/HD sprites, game assets, icons, tilesets, textures, or UI elements for a game project. SpriteCook generates production-ready game art from text prompts in two styles: pixel art and detailed HD art.
Requires:
SpriteCook MCP server connected to your editor. Set up with
npx spritecook-mcp setup
or see
spritecook.ai
.
When to Use
User asks to generate, create, or make sprites, pixel art, detailed art, game assets, or icons
User is building a game and needs visual assets (characters, items, environments, UI)
User references sprites, pixel art, HD art, or game art in their request
A game project needs consistent visual assets across multiple types
Available Tools
generate_game_art
Generate game art assets from a text prompt. Supports both pixel art and detailed/HD styles. Waits up to 90s for result, returns download URLs.
Parameter
Type
Default
Description
prompt
string (required)
-
What to generate. Be specific: subject, pose, view angle
width
int
64
Width in pixels (16-512)
height
int
64
Height in pixels (16-512)
variations
int
1
Number of variations (1-4)
pixel
bool
true
True for pixel art, false for detailed/HD art
bg_mode
string
"transparent"
"transparent", "white", or "include"
theme
string
null
Art theme context, e.g. "dark fantasy medieval"
style
string
null
Style direction, e.g. "16-bit SNES style"
aspect_ratio
string
"1:1"
"1:1", "16:9", or "9:16"
smart_crop
bool
true
Auto-crop to content bounds (see note below)
smart_crop_mode
string
"tightest"
"tightest" (smallest fit) or "power_of_2" (32, 64, 128...)
model
string
null
"gemini-2.5-flash-image" (default) or "gemini-3-pro-image-preview" (higher quality, 2x credit cost)
mode
string
"assets"
"assets", "texture", or "ui"
resolution
string
"1K"
"1K", "2K", or "4K"
colors
string[]
null
Hex color palette, max 8 (e.g. ["#2D1B2E", "#FF6B35"])
reference_asset_id
string
null
Asset ID from a previous generation to use as style reference
edit_asset_id
string
null
Asset ID to edit/modify with the new prompt
reference_asset_id
and
edit_asset_id
are mutually exclusive. The referenced asset must belong to your account. Use
reference_asset_id
to maintain visual consistency across assets.
Note on output dimensions:
When
pixel=true
, pixel-perfect grid alignment is applied automatically for clean pixel art. The final sprite content may not fill the exact requested canvas size. When
smart_crop
is enabled, the output is trimmed to fit the content. In
"tightest"
mode (default), a 64x64 request might return a 54x54 image. In
"power_of_2"
mode, it snaps to the nearest power of 2 (32, 64, 128...), so 64x64 stays 64x64.
Pixel Art vs Detailed Art
SpriteCook supports two art styles controlled by the
pixel
parameter:
Pixel art
(
pixel: true
, default):
Crisp hard edges, no anti-aliasing, visible pixel grid
Automatic pixel-perfect post-processing for clean grid alignment
Best for: retro games, indie games, 8-bit/16-bit style projects
Typical sizes: 16-128px for sprites, up to 256px for tilesets
Detailed/HD art
(
pixel: false
):
Smooth gradients, fine detail, anti-aliased edges
Higher fidelity output without pixel grid constraints
Best for: HD 2D games, concept art, marketing assets, higher-resolution projects
Typical sizes: 128-512px for sprites, larger for backgrounds
Choose based on the game's art direction. When the user doesn't specify, default to pixel art. If they mention "HD", "detailed", "high-res", "realistic", or "smooth", use
pixel: false
.
Model Selection
Both pixel art and detailed mode default to
gemini-2.5-flash-image
(fast, good quality). You can optionally set the
model
parameter:
gemini-2.5-flash-image
(default): Fast generation, good quality, standard credit cost.
gemini-3-pro-image-preview
Higher quality results with more detail and consistency, but costs 2x credits. Use when the user wants the best possible output or when standard results aren't meeting expectations.
check_job_status
Check progress and get results of a generation job by
job_id
. 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
pixel_url
(direct download link). Use this URL to download and save the PNG file into your project.
PowerShell:
Invoke-WebRequest
-
Uri
$pixel_url
-
OutFile
"assets/sprite.png"
Bash / macOS:
curl
-sL
-o
"assets/sprite.png"
"
$pixel_url
"
Use the asset's
display_name
or
id
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
get_credit_balance
before generating. Note the
concurrent_jobs
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)
Decide pixel vs detailed
based on the game's art style or the user's preference
Generate a hero asset first
(e.g. the main character) to establish the art style
Use
reference_asset_id
with the hero asset's ID for subsequent generations to maintain visual consistency
Download the assets
from the
pixel_url
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
reference_asset_id
for fish, rod, boat, etc. -> all assets share the same art style -> download and place in project.
Use
edit_asset_id
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
Pixel Characters
width: 64-128, bg_mode: "transparent", pixel: true
Pixel Items/Icons
width: 32-64, bg_mode: "transparent", pixel: true
Pixel Tilesets
width: 128-256, mode: "texture", bg_mode: "include", pixel: true
HD Characters
width: 256-512, bg_mode: "transparent", pixel: false
HD Items/Icons
width: 128-256, bg_mode: "transparent", pixel: false
HD Backgrounds
width: 512, aspect_ratio: "16:9", bg_mode: "include", pixel: false
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
reference_asset_id
to keep consistent art style across all assets in a project
Use
theme
and
colors
for additional style and palette consistency
Set
variations: 2-3
when you want options to pick from
Use
edit_asset_id
to refine or modify existing assets