Chompchest art lab

One night, two GPUs, no artist: how far can original game art go? Everything here was made from scratch on 30 October 2026 by local AI models, code and Blender. Tap Mimsy, then any picture to see it full size.

All of it together

Every pixel and sound in this scene was generated tonight: background, hero, skeleton, Mimsy, effects and sounds.

Background: Krea 2. Characters: FLUX.3 pictures animated by MiniMax H3, then turned into pixel art. Effects: Wan-Alpha. Sounds: Stable Audio 3 and MiniMax H3. Mixed pixel sizes are left as they came, on purpose.

What works

A solo developer can now make a whole game's worth of consistent art locally, if a human picks the look and the keepers.

Each row is one method I tried. "Time" is for one finished asset on the GPU box (RTX 5090 or RTX PRO 6000).

MethodBest forQualityTimeReady to use?
FLUX.3 Klein (image model)Everything; fastest; best at editsHigh5 sYes
Qwen-Image 2.1Icons with real transparency; side viewsHigh13 sYes
Qwen-Image 2512The richest painted lookHigh51 sYes
Krea 2 TurboThe most convincing pixel art; side-view backgroundsHigh5 sYes
MOSSCute, vivid characters; side-view backgroundsHigh13 sYes
AnimaAnime and chibi, with tag promptsMedium8 sOnly with tag-style prompts
Editing one approved pictureGear tiers, skins, same face every timeHigh9 sYes
A whole icon set in one pictureItem icons in bulk, all in one styleHigh10 s per 16 to 20Yes
Snap to a pixel grid + cut outTurning AI "pixel style" into real pixel artHigh2 sYes
Video model MiniMax H3Idle, chomp, attack and hit loops, with soundHigh30 to 45 s per loopYes (licence: see Animation)
Video model Wan 2.2Simple loopsGood; fast moves warp93 s per loopFor gentle loops
Effects with transparency (Wan-Alpha)Slashes, coin bursts, magic, smokeHigh90 s per effectYes
One picture to a 3D modelSame character from every angleHigh3.5 min per modelYes, for key characters
Blender, built by codeRock-steady animationPlainAbout 1 s a frameFor simple shapes
Sprites from code onlyPlaceholdersLowInstantNo
Stable Audio 3Sound effects, short musicNeeds your ears3 sYou decide
ACE-Step 1.5Music at an exact tempo, key and lengthNeeds your ears12 s per trackYou decide

Pick a look

Twelve art directions for the same scene, so you can point at one.

Each look shows key art of the hero with Mimsy and a mock phone screen. Made with FLUX.3 Klein, about 5 seconds each. The screens are mood boards, not real UI: the text is gibberish and small icons smear.

16-bit pixel
HD pixel
Game Boy
Storybook watercolour
Papercut
Clay
Low-poly 3D
Toon 3D
Flat cartoon
Gouache painting
Woodcut
Stained glass
16-bit pixel
HD pixel
Game Boy
Storybook watercolour
Papercut
Clay
Low-poly 3D
Toon 3D
Flat cartoon
Gouache painting
Woodcut
Stained glass

Which model draws best

FLUX.3 Klein wins overall: top quality, 5 seconds a picture, and it can edit. Qwen-Image 2.1 is the best second tool.

Every model got the same 10 Chompchest subjects in the same 4 styles: pixel, painted, chibi 3D and inked.

5 s per picture. Follows prompts closely; styles stay clearly different; Mimsy is great in all four.

Pixel style across all seven models. The 2023 classic (top) has the look but misses the brief.
Krea 2 with pixel add-ons: a cleaner grid; the side-view one keeps Mimsy's face best.

Same hero, better gear

Editing one approved picture keeps the face and pose while the gear climbs tiers. This is the core of Chompchest.

Each picture is an edit of the first one, never a fresh drawing, so nothing drifts. About half the tries are keepers. Edits are bad at new poses (those come from video, below) but great at skins.

Start: rags
Iron
Steel
Rune
Legendary
Attack pose
Mimsy
Frost skin
Dragonbone skin
Royal skin
Burping out loot

Hundreds of icons

Ask for a whole set in one picture and every icon shares one style. 10 seconds makes 16 to 20 icons.

A script then cuts the set apart and turns each icon into real pixel art. The bottom picture is 40 of them in a mock inventory.

Swords, pixel
Swords, cartoon
Helmets, pixel
Potions, cartoon
Rings, painted
Monsters, pixel
40 icons as real pixel art

Real pixel art

AI "pixel art" is fake: pixels of every size, hundreds of colours. Snapping it to a grid makes it real.

A matting model (BiRefNet) cuts the character out, then Pixel Snapper fits one grid for every asset, so the whole game shares one pixel size. It beat my own converter and two other tools in a side-by-side test.

Before: AI picture. After: real pixels, cut out
Eight sprites at true size, one shared pixel grid

Moving sprites

A video model animates an approved picture into a loop. MiniMax H3 is the clear winner: on-model, real attacks, and it adds sound.

Each clip gets the same picture as its first and last frame, so it loops. Every frame is cut out and snapped onto one grid, so the pixel versions don't shimmer. Wan 2.2, the open-licence option, warps fast moves. Licence note for later: MiniMax H3's licence excludes the US, EU, UK and South Korea, so shipping its output needs a commercial deal.

H3: Mimsy chomp, pixel
H3: Mimsy chomp, smooth
H3: hero attack, pixel
H3: hero attack, smooth
H3: hero idle, pixel
H3: skeleton hit, pixel
Wan 2.2: the sword warps
Wan 2.2: Mimsy chomp
Sound made by the video model with the clipMiniMax H3
Mimsy chomp

Effects with real transparency

Wan-Alpha makes glowing, see-through effects in 90 seconds each: drop them straight over any scene.

Each effect has true soft transparency (glows and smoke fade into whatever is behind them), which normal image models can't do.

Sword slash
Coin burst
Burp cloud
Level up
Healing
Fireball

One picture, a whole 3D model

Pixal3D + TRELLIS.2 turned the approved Mimsy picture into a textured 3D model in 3.5 minutes, faithful from every side.

Blender then renders it from any angle, so every sprite matches exactly; here an 8-direction turnaround, also as pixel art. Next step for this route: split off the lid and rig it, for chomps that never drift.

Front, three-quarter
Side
Back
Other side
Turnaround
Turnaround, pixel art
First draft: voxels
The one picture it started from

Made only with code

Code alone gives tidy placeholders, not a game's look.

Mirrored random shapes for monsters and parts for items. Useful for testing, but generic next to everything above.

Monsters from mirrored random shapes
Swords and potions by rarity

Sound and music

Sound effects take 3 seconds and music 3 to 12; I can measure them but not hear them, so your ears decide.

Effects are trimmed and levelled. Music is set to a game-friendly loudness and lasts exactly 16 bars. Whether the music loops without a bump is still untested.

EffectStable Audio 3 SmallStable Audio 3 Medium
Chest chomp
Burp
Gold drop
Legendary find
Level up
Sword hit
Critical hit
Slime pops
Dragon roar
Ice cracks
Fire whoosh
Button tap
MusicACE-Step 1.5Stable Audio 3 Medium
Title theme
Crypt zone
Ice caves
Ember depths
Dragon's hoard
Boss fight

What other small studios do

No game has hit big because of AI art; the ones that did well used it quietly, under a look a human set.