SCENARIO / EXPLORATIONS · A PIXEL-ART GAME

A PIXEL-ART GAME · A SCENARIO EXPLORATION

Scroll Courier.

A courier, three stops and a satchel of scrolls for the wizards who wait at each one. Every sprite, scene, animation and sound was generated with Scenario by an AI agent.

Arrow keys to walk, hold Shift to run, E beside a wizard to deliver. On a phone, use the buttons under the game. Sound starts with your first key press; M turns it off.

A wizard reads a scroll on the station platform while the courier waits
Watch how it was made

01 / THE FILM

How a whole game
was generated.

Eighty-six seconds, start to finish: the grid, the animation, the mistake we fixed, the layers and the town. Sound on for the narration.

English captions included. Download the film ↓

02 / FINDING THE ROUTE

Five routes,
one brief.

Before any game, the same character brief went through five routes: two native pixel models and three general image models. Every output was measured: block size, colors, stray pixels.

  1. Retro Diffusion Plus, default style: a squat lighthouse keeper with a lantern on whiteRETRO DIFFUSION PLUSFinalist. Native 128 px, real pixels, but it got the prop test wrong.
  2. Retro Diffusion Plus, textured style: the keeper in a wide hatRETRO DIFFUSION, TEXTUREDSame model, textured style, native pixels too.
  3. GPT Image 2.5 Sunburst: a detailed keeper in a yellow oilskin with a lit lanternGPT IMAGE 2.5 SUNBURSTFinalist and the pick: light and materials as briefed, with a grid tool after it.
  4. GPT Image 2.5 Flare: a similar keeper, softerGPT IMAGE 2.5 FLAREFinalist. Same family, same grid problem.
  5. Gemini 3.1 Flash: the keeper with the words 128x128 canvas painted in the cornerGEMINI 3.1 FLASHPainted the words "128x128 CANVAS" into the art.
THE BRIEF, SAME FOR EVERY ROUTEGPT Image 2.5 Sunburst, 1024 x 1024
High-bit pixel art game sprite, 128x128 pixel canvas, detailed hand-placed pixels with realistic lighting and materials like modern hi-bit action games. An old lighthouse keeper in a worn yellow oilskin coat and sou'wester hat, grey beard, holding a lit brass lantern at waist height, three-quarter view, full body standing, both feet on the ground. Warm orange lantern light falls on his coat and face from below, cool blue moonlight rims his back and shoulders. Strict pixel grid, every pixel the same size, no anti-aliasing, no blur, limited palette of about 24 colors, crisp dark outline. Centered on a plain flat solid light gray background. No text, no logos, no brand marks, no watermark.

The models ignore the canvas size.

General image models draw art pixels of about 5 screen pixels, close to 200 across, whatever the prompt asks. So the grid has to come from a tool. Two were compared on the same close-up.

Close-up of the raw Sunburst image: blocks of uneven sizes and soft edges
AS GENERATEDBlocks of uneven size, soft edges
The same close-up after Pixel Snapper: cleaner, at the model's own resolution
PIXEL SNAPPERKeeps the model's own resolution, guesses the grid
The same close-up after Scenario Pixelate: an exact grid of equal blocks
SCENARIO PIXELATEAn exact grid you choose, every block equal. Kept.

03 / ONE SPRITE, ONE GRID

Lock the character
to a grid first.

The courier came out of the first Scenario workflow built for this, Pixel Lock: GPT Image 2.5 Sunburst draws her, Scenario Pixelate puts her on a grid 256 art pixels tall, and a gate waits for approval before anything is animated.

The courier sprite: a girl in a navy sailor uniform with a red scarf, a leather satchel and a scroll
THE APPROVED SPRITEEvery later frame is checked against her palette.
A close-up of her face with the grid drawn over it, each square one art pixel
ONE SQUARE, ONE ART PIXELDrawn at twice the size in the game, never resampled.
HER PROMPT, AS THE WORKFLOW SENT ITThe brief from the round above, with her description inside
High-bit pixel art game sprite, 128x128 pixel canvas, detailed hand-placed pixels with realistic lighting and materials like modern hi-bit action games. An adventurous schoolgirl in a navy sailor-style school uniform with a red neckerchief, pleated skirt, knee socks and sturdy brown hiking boots, short ponytail tied with a ribbon, a worn leather explorer satchel slung across her shoulder and a rolled treasure map in one hand, confident grin. Warm golden sunlight falls on her face and uniform from the front, cool blue sky light rims her back and shoulders . Three-quarter view, full body standing, both feet on the ground, centered with generous margin on all sides. Strict pixel grid, every pixel the same size, no anti-aliasing, no blur, limited palette of about 24 colors, crisp dark outline. Plain flat solid light gray background, no ground shadow. No text, no logos, no brand marks, no watermark.

04 / THE WORKFLOWS

Three Scenario workflows
made every animation.

Once the route worked, it became reusable workflows on Scenario, so each new pose or clip is one run with two images and a sentence. These are their real graphs and the text they wrap around yours.

PIXEL LOCK

Sprite, then approval

Describe a character, approve the still. Its later idle branch was not used in the game.

  1. INPUTCharactertext
  2. PROMPTSprite promptwraps the character
  3. MODELGPT Image 2.5 Sunburst1024 x 1024, high
  4. TOOLScenario Pixelategrid 128, 32 colors
  5. GATEApprove the spritebefore any animation
POSE KEYFRAME

A new pose on the same grid

The approved sprite and one sentence in, a pixel-locked pose out. 4 runs.

  1. INPUTApproved spriteimage
  2. INPUTPosetext
  3. PROMPTPose promptwraps the pose
  4. MODELGPT Image 2.5 Sunburstsprite as reference
  5. TOOLScenario Pixelategrid 128, 32 colors
The text around the pose
Use the attached sprite as the exact character reference: same character, same face, hair, outfit, colors, accessories, proportions and the same hi-bit pixel art style with crisp 4 px blocks, dark outline and the same lighting. {pose} . Full body, the character is exactly the same height on the canvas as in the reference and stands on the same ground line, feet at the same height from the bottom edge, centered horizontally with generous margin. Strict pixel grid, every pixel the same size, no anti-aliasing, no blur. Plain flat solid light gray background identical to the reference, no ground shadow. No text, no logos, no brand marks, no watermark.
ANIMATE LOOP

Two poses in, a sprite sheet out

Start and end pose plus a motion sentence. Same pose twice makes a loop. 21 runs.

  1. INPUTStart pose, end poseimages
  2. INPUTMotiontext
  3. PROMPTMotion promptwraps the motion
  4. MODELSeedance 2.5first and last frame, 720p, 4 s, 1:1, no audio
  5. TOOLVideo to framesevery 4th frame, first 24
  6. FOR EACH FRAMEResize to 1024, then Scenario Pixelategrid 128, 32 colors, all 24 at once
  7. TOOLGrid maker + GIF4 x 6 sheet, 12 fps preview
The text around the motion
Hi-bit pixel art game sprite animation with a locked static camera, no zoom, no pan, plain flat light gray background that never changes. The character {motion} . The mouth stays closed and the facial expression stays the same. The character keeps exactly the same size, outfit, colors and props in every frame, anything held stays in the same hand, and the crisp blocky pixel art look with a dark outline is preserved in every frame. The clip starts exactly on the first frame and ends exactly on the last frame.

Every run, in order

The 25 workflow runs behind the game on October 20, times in UTC. POSE is Pose Keyframe, LOOP is Animate Loop. Click a run to read its sentence. Four were replaced: two from mirrored keyframes, a first celebration with a hop and a first take of the station wizard.

  1. POSE
    Walk keyframe, facing right

    strict side profile facing right, caught mid-stride in a natural walking contact pose: the front heel just touches the ground, the back toes push off, the arms swing opposite to the legs at a relaxed walking amplitude, the body upright, the rolled map still held in the same hand and the satchel still hanging on its strap at the hip

  2. POSE
    Run keyframe, facing right

    strict side profile facing right, caught mid-run in a dynamic running pose: the torso leans slightly forward, the front knee is lifted high, the back leg extends behind pushing off with only the toes touching the ground, the arms are bent and pump strongly opposite to the legs, the ponytail and skirt flow backward, the rolled map still gripped in the same hand and the satchel still on its strap bouncing at the hip

  3. LOOP
    Idle to walk, right

    starts in her three-quarter idle stance, shifts her weight, turns her body to face right in strict side profile and takes her first walking steps in place, staying centered on the same spot like on a treadmill, ending exactly in the side-profile mid-stride walking pose of the last frame

  4. LOOP
    Idle to walk, left (mirrored keyframe)replaced

    starts in her three-quarter idle stance, shifts her weight, turns around to face left in strict side profile and takes her first walking steps in place, staying centered on the same spot like on a treadmill, ending exactly in the side-profile mid-stride walking pose facing left of the last frame

  5. LOOP
    Walk loop, right

    walks in place facing right in strict side profile like on a treadmill and stays centered on the same spot: a natural, steady walk cycle of several full steps, arms swing opposite to the legs, the skirt, ponytail and satchel bounce gently with each step

  6. LOOP
    Turn right to left (mirrored keyframe)replaced

    is walking facing right in side profile, then stops, plants her feet and turns around on the spot to face left, the ponytail and skirt swinging with the turn, then resumes walking in place facing left, staying centered on the same spot, ending exactly in the side-profile mid-stride walking pose facing left of the last frame

  7. LOOP
    Run loop, right

    runs in place facing right in strict side profile like on a treadmill and stays centered on the same spot: an energetic run cycle of several full strides, torso leaning slightly forward, knees driving high, arms pumping opposite to the legs, the ponytail, skirt and satchel bouncing with each stride

  8. LOOP
    Idle variation

    stands in place and, as an idle variation, lifts the rolled map a little and glances down at it, taps it once against her other palm, then looks back up and returns to the starting pose; both feet stay planted on the same spot, the body never moves across the frame

  9. POSE
    Walk keyframe, facing left

    strict side profile facing LEFT (she looks and walks toward the left edge of the image), caught mid-stride in a natural walking contact pose: the front heel just touches the ground, the back toes push off, the body upright. Keep her props on the same body side as in the reference: the rolled map stays in her own LEFT hand, which is now the arm nearest to the viewer, held forward at chest height; the satchel strap stays on her own RIGHT shoulder and the satchel hangs at her own RIGHT hip, which is now on the far side, mostly hidden behind her body and skirt. Her right arm swings naturally on the far side

  10. POSE
    Run keyframe, facing left

    strict side profile facing LEFT (she looks and runs toward the left edge of the image), caught mid-run in a dynamic running pose: torso leaning slightly forward, the front knee lifted high, the back leg extended behind pushing off with only the toes on the ground, the ponytail and skirt flowing backward to the right. Keep her props on the same body side as in the reference: the rolled map stays gripped in her own LEFT hand, which is now the arm nearest to the viewer, pumping forward; the satchel strap stays on her own RIGHT shoulder and the satchel bounces at her own RIGHT hip, which is now on the far side, partly hidden behind her body. Her right arm pumps on the far side

  11. LOOP
    Idle to walk, left

    starts in her three-quarter idle stance, shifts her weight, turns around to face left in strict side profile and takes her first walking steps in place, staying centered on the same spot like on a treadmill, ending exactly in the side-profile mid-stride walking pose facing left of the last frame. The rolled map never changes hands: it stays in her own left hand the whole time, and the satchel stays on its strap at her own right hip, so after the turn the map is on the near side and the satchel is on the far side behind her body

  12. LOOP
    Turn right to left

    is walking facing right in side profile, then stops, plants her feet and turns around on the spot to face left, the ponytail and skirt swinging with the turn, then resumes walking in place facing left, staying centered on the same spot, ending exactly in the side-profile mid-stride walking pose facing left of the last frame. The rolled map never changes hands: it stays in her own left hand during the whole turn, and the satchel stays on its strap at her own right hip, swinging around with her body

  13. LOOP
    Turn left to right

    is walking facing left in side profile, then stops, plants her feet and turns around on the spot to face right, the ponytail and skirt swinging with the turn, then resumes walking in place facing right, staying centered on the same spot, ending exactly in the side-profile mid-stride walking pose facing right of the last frame. The rolled map never changes hands: it stays in her own left hand during the whole turn, and the satchel stays on its strap at her own right hip, swinging around with her body

  14. LOOP
    Walk loop, left

    walks in place facing left in strict side profile like on a treadmill and stays centered on the same spot: a natural, steady walk cycle of several full steps, arms swing opposite to the legs, the skirt and ponytail bounce gently with each step. The rolled map stays in her own left hand, the arm nearest to the viewer, and the satchel stays at her own right hip on the far side, behind her body, for the whole clip

  15. LOOP
    Run loop, left

    runs in place facing left in strict side profile like on a treadmill and stays centered on the same spot: an energetic run cycle of several full strides, torso leaning slightly forward, knees driving high, arms pumping opposite to the legs, the ponytail and skirt bouncing with each stride. The rolled map stays gripped in her own left hand, the arm nearest to the viewer, and the satchel stays at her own right hip on the far side, behind her body, for the whole clip

  16. LOOP
    Delivery

    stands in place and makes a delivery: she smiles and extends the rolled map forward with her own left hand toward someone just outside the frame on the right, holds it out for a beat, lets go so the map leaves her hand and moves out of frame to the right, then reaches down into the brown leather satchel at her right hip with her right hand, pulls out a new identical rolled map, passes it to her left hand and returns exactly to the starting pose holding it. Both feet stay planted on the same spot, the body never moves across the frame

  17. LOOP
    Station wizard, idle

    an elderly stationmaster wizard, stands in place in a calm idle: he breathes slowly, his long white beard sways a little, the small lantern hanging from the tip of his wooden staff swings gently and its flame flickers, he blinks once and settles back into exactly the starting pose. Both feet stay planted, the body never moves across the frame

  18. LOOP
    Station wizard, receivesreplaced

    an elderly stationmaster wizard, receives a delivery: he reaches out with his free hand toward someone just outside the frame on the left and takes a rolled paper scroll, brings it close, smiles warmly and lifts his staff so the lantern glows brighter for a happy moment, then tucks the scroll into the inside of his coat and returns exactly to the starting pose holding only his staff. Both feet stay planted, the body never moves across the frame

  19. LOOP
    Tea-shop wizard, idle

    a plump tanuki tea-shop wizard, stands in place in a cozy idle: his round belly rises and falls with slow breaths, his fluffy striped tail sways side to side, soft steam curls up from the clay teapot he holds in both paws, his ears twitch once, and he settles back into exactly the starting pose. Both feet stay planted, the body never moves across the frame

  20. LOOP
    Tea-shop wizard, receives

    a plump tanuki tea-shop wizard, receives a delivery: he balances the teapot in one paw, reaches out with the other toward someone just outside the frame on the left and takes a rolled paper scroll, reads it, his eyes sparkle and he does a happy little hop with his tail wagging, then tucks the scroll into his apron pocket and returns exactly to the starting pose holding the teapot in both paws. Both feet land back on the same spot, the body never moves across the frame

  21. LOOP
    Shrine sorceress, idle

    a calm shrine sorceress in white and vermilion robes, stands in place in a serene idle: she breathes slowly, her wide sleeves and long black hair sway in a soft breeze, the glowing paper talisman between her fingers pulses gently while tiny blue spirit lights drift around her hand, and she settles back into exactly the starting pose. Both feet stay planted, the body never moves across the frame

  22. LOOP
    Shrine sorceress, receives

    a calm shrine sorceress in white and vermilion robes, receives a delivery: she reaches out with her free hand toward someone just outside the frame on the left and takes a rolled paper scroll, holds it to her chest, smiles and a small burst of blue spirit lights swirls joyfully around her, then she slips the scroll into her wide sleeve and returns exactly to the starting pose holding the glowing talisman. Both feet stay planted, the body never moves across the frame

  23. LOOP
    Celebration with a hopreplaced

    stands in place and celebrates a reward: she looks up with a big delighted smile, makes a small happy hop straight up and lands softly on the same spot, pumps her free right fist once at chest height, keeps the rolled map held in her own left hand the whole time, then lowers her fist and returns exactly to the starting pose holding the map. Both feet land back on the same spot, the body never moves across the frame

  24. LOOP
    Station wizard, receives (again)

    an elderly stationmaster wizard, receives a delivery: he reaches out with his free hand toward someone just outside the frame on the left and takes a rolled paper scroll, brings it close, reads it and chuckles warmly with a little nod, then tucks the scroll into the inside of his coat and returns exactly to the starting pose holding only his staff. The lantern on the staff keeps the same soft steady glow the whole time, no flash, no bright burst. Both feet stay planted, the body never moves across the frame

  25. LOOP
    Celebration, feet on the ground

    stands in place and celebrates a reward with both feet planted on the ground the whole time, no jump: she bends her knees a little, squeezes her free right hand into a fist and pumps it up high beside her head in a big victorious gesture with a wide open happy shout-shaped smile and closed happy eyes, holds the pose for a beat, then lowers her fist and returns exactly to the starting pose. The rolled map stays in her own left hand the whole time. The whole body including the top of the head and the raised fist stays inside the frame with clear space above it, the body never moves across the frame

05 / VIDEO IN, PIXELS OUT

Animate with video.
Keep every frame on the grid.

Seedance 2.5 animated her between two pose keyframes, with the same pose at both ends for a loop. Each video frame was then snapped back onto her grid with her own palette, so she walks without a blur.

FROM SEEDANCE 2.5The video, frame by frame
IN THE GAMEThe same frames on the grid
FULL-RATE FRAMES

Pick frames from the whole video.

Taking every fourth frame made the run stutter and cut turns short. The cycles were rebuilt from all 24 frames per second: the exact stride, with starts, stops and turns matched pose to pose.

NEVER MIRROR

Draw both directions.

Flipping the right-facing walk moved her scroll and satchel into the wrong hands. Left-facing keyframes were generated on their own.

06 / THE SPRITE SHEETS

What the workflow returns.
What the game plays.

Animate Loop returns 24 frames, one in every four from the video. For a run that is too few: the stride shuffles. The game's cycles were rebuilt from every other frame of the same video, exactly one stride long.

WORKFLOW OUTPUT24 frames, every 4th video frame
IN THE GAME16 frames, every 2nd video frame
1

Both sheets play at the game's speed. The highlighted cell is the frame on screen.

07 / THE MISTAKE

Fix the rule,
not the art.

The first cutout rule cleared light pixels around every pocket of background, and it punched holes in white sleeves, fur and a ramen bowl. The rule now trims only the outer edge and the flat studio gray, and every clip was rendered again.

The shrine keeper's white sleeves, whole, after the new cutout rule
The same frame with holes in the white sleeves from the first cutout rule
FIRST RULENEW RULE, SAME FRAME
50%

08 / DEPTH FROM ONE PAINTING

One painting,
five layers.

GPT Image 2.5 painted each stop as one wide scene. Seedream 5.0 Pro Layerize split the station and the street into sky, clouds, hills and town, so each layer can slide at its own speed behind the platform.

The station painting split into five stacked layers: sky, clouds, hills, rice fields and the platform
THE LAYERSFrom one painted scene
IN THE GAMEThe far hills move at a fraction of the platform's speed
The station painting as GPT Image 2.5 returned it: a wide 3 to 1 panorama of a country platform at golden hour
THE PAINTING, AS GENERATEDGPT Image 2.5 Sunburst, 3072 x 1024
THE SCENE PROMPTGPT Image 2.5 Sunburst
Side-scrolling 2D platformer game background, wide panorama, strict side view with no perspective tilt. Hi-bit pixel art with crisp square pixels, rich hand-placed detail and warm painterly lighting, in the cozy nostalgic spirit of classic Japanese hand-drawn animated films about the countryside. Scene: a small rural Japanese train station in summer at golden hour. A long flat wooden-and-concrete platform runs across the entire bottom of the image as the walkable ground, its top edge at about 85 percent of the image height, continuous from the left edge to the right edge. Behind it: a tiny wooden station building with a tiled roof and a bench, a vintage vending machine glowing softly, potted morning glories, a wooden fence, overhead power lines on wooden poles, rice paddies and green rolling hills beyond, tall cumulus clouds in an amber and turquoise sky. Empty of people. No readable text, no letters, no signs with writing, no logos, no watermark.
THE LAYER PROMPTSeedream 5.0 Pro Layerize, 2K
Separate into depth layers: sky with clouds and sun; distant mountains; rice fields, lagoon and village; station building, roof, fence, poles and platform.

09 / A TOWN THAT LIVES

Every neighbor
is an idle loop.

Each resident was drawn with the courier as a style reference, then animated by Seedance 2.5 into a loop of four to eight seconds. The game decides who peeks, who hides and who vanishes.

The cast in a row: a grandmother and her grandson, a cat, a boy in a fox mask, a sweeper, a girl in a yukata, a boy with ramen, a storyteller, a rooftop ninja, a white fox, little forest spirits and a large green forest spirit
01 / PEEK

A boy in a fox mask rises from behind the station fence when she comes close, and the big forest spirit leans out from behind the shrine tree.

02 / VANISH

The rooftop ninja disappears in a puff of smoke and leaves a log behind. The little tree spirits pop away the same way.

03 / PASS BY

She walks behind the cat and the white fox, and a white dragon crosses the evening sky now and then.

LANTERN LANEThe second stop, at dusk
The still of the grandmother knitting and her grandson with a train ticket, sitting on nothing, on gray
THE STILLGPT Image 2.5 Sunburst, with the courier as style reference. The bench is left out on purpose: the painting has one.
THE STILL PROMPTGPT Image 2.5 Sunburst
Use the attached sprite only as the art style reference: the same hi-bit pixel art style with crisp 4 px blocks, dark outline, the same lighting and the same pixel scale. Do not draw the girl. New characters: a tiny kind grandmother in a plum kimono-style cardigan with gray hair in a bun and round glasses, knitting a long red scarf with two needles, and next to her on her left a small grandson of about six in a yellow raincoat and short pants holding a paper train ticket, his legs dangling. Both are sitting side by side, seen from the front, on a seat that is NOT drawn: no bench, no chair, nothing under them, as if sitting on an invisible bench, their thighs level and their feet hanging toward the ground. Full bodies, centered with generous margin, the grandmother's head about two thirds of the girl's height in the reference above the ground line, the same pixel scale as the girl. Plain flat solid light gray background, no ground shadow. No text, no logos, no watermark.
The grandmother knits and the boy swings his feet, looks for the train and gets a pat on the head, in a loop
THE LOOP, IN THE GAMESeedance 2.5, then every third frame put back on the grid: 64 frames at 8 fps.
THE LOOP PROMPTSeedance 2.5, 8 s, the still as first and last frame
Hi-bit pixel art game sprite animation with a locked static camera, no zoom, no pan, plain flat light gray background that never changes. A grandmother and her little grandson sit side by side in place, as if on an invisible bench, their hips never move. The grandmother keeps knitting the red scarf with small steady needle movements the whole time and smiles. The boy swings his dangling feet back and forth, looks at the paper ticket in his hands, then leans forward and turns his head to look far off to the right as if watching for a train, sits back with a little impatient sigh, the grandmother gently pats his head once with one hand and goes back to knitting, and both settle back into exactly the starting pose. The characters keep exactly the same size, outfits, colors and props in every frame, anything held stays in the same hand, and the crisp blocky pixel art look with a dark outline is preserved in every frame. The clip starts exactly on the first frame and ends exactly on the last frame.

10 / SOUND

A score, three places
and one shout.

ElevenLabs Music v2.5 wrote the title theme and the stage music, ElevenLabs Sound Effects 2 made each stop's ambience and the festival at the end, and ElevenLabs v4 voiced her cheer. Footsteps and dialogue blips are synthesized in the browser.

THE STAGE MUSICElevenLabs Music v2.5, instrumental
Gentle instrumental loop for a cozy Japanese countryside adventure game, koto, shakuhachi, soft felt piano, pizzicato strings and light hand percussion, warm, whimsical and nostalgic, 84 BPM, steady even dynamics with no big intro or ending so it loops seamlessly
THE STATION AMBIENCEElevenLabs Sound Effects 2, 30 s loop
quiet countryside train platform ambience on a summer morning, distant cicadas, soft breeze through grass, gentle water lapping at a lagoon, faraway birds, no voices, no train
THE COINElevenLabs Sound Effects 2, 1.5 s
single bright gold coin pickup chime for a cozy video game, a crisp metallic ting followed by a short sparkling shimmer

11 / THE TOOLKIT

Everything we used,
and what we set aside.

Every model ran through Scenario MCP or a Scenario workflow. The ones that did not make it are part of the result: each was tried on a real brief and left for a reason it showed.

ModelWhat it didWhere it ran
In the game
GPT Image 2.5 SunburstThe courier, every pose keyframe, the wizards, the townsfolk, the three painted stops and the title artPixel Lock, Pose Keyframe, direct calls
Scenario PixelatePut the courier, every pose keyframe and every workflow frame on its gridAll three workflows
Seedance 2.5Every animation: the courier, the wizards and the townsfolk loopsAnimate Loop, direct calls
Scenario Resize, Video to Frames, Grid Maker, Frames to GIFThe plumbing that turns a video into a sprite sheetAnimate Loop
Seedream 5.0 Pro LayerizeSplit the station and the street into parallax layersDirect calls
ElevenLabs Music v2.5The title theme and the stage musicDirect calls
ElevenLabs Sound Effects 2Three ambiences, the coin, the wizards' laughs, a start chime and the festivalDirect calls
ElevenLabs v4Her cheer after each deliveryDirect call
Gemini 3.8 Flash TTSThe narration of the film on this pageDirect calls
Tried and set aside
Retro Diffusion PlusNative pixel sprites and a round one finalist, but it got the prop brief wrong. It made the best small tile.Round one
Retro Diffusion TileReturned a different tileset from the one briefedRound two
Retro Diffusion AnimationOnly 48 px tall, and the lantern came and went between framesRound two
GPT Image 2.5 FlareA round one finalist next to SunburstRound one
Gemini 3.1 FlashPainted the requested canvas size into the imageRound one
Pixel SnapperKept the model's own resolution and misread the grid on animation framesRound one, workflow tests
Kling V3 ProThe first stable idle and the first side walk; the game's clips were then made with Seedance 2.5 in Animate LoopRounds two and three, Pixel Lock

KEEP EXPLORING

Your game starts
with one sprite.

Made through Scenario MCP with GPT Image 2.5 Sunburst, Scenario Pixelate, Seedance 2.5, Seedream 5.0 Pro Layerize, ElevenLabs Music v2.5, ElevenLabs Sound Effects 2 and ElevenLabs v4. The film is narrated with Gemini 3.8 Flash TTS.