Turn reference images into pixel-art game assets,for indie game developers.
Python
3
29 commits
updated Sep 16, 2026

English · 中文
Turn reference images into pixel-art game assets.
Picxel helps indie game developers redraw references as recognizable game assets. GPT interprets the subject and directs the redraw; local algorithms turn the result into a precise pixel grid. Developed and tested primarily with GPT-6 Astra in Codex.
Export transparent 32×32, 64×64 or 128×128 PNGs, with up to 16 colors per sprite. Use single-image reveal previews or batches of up to 20 images, in an English or Chinese panel.
Watch the demo · 2:47 — From reference selection to transparent PNGs: a horse, followed by a two-image batch. Includes English subtitles and narration.
You need a Codex session with image-generation tools and Python 3.10+. Picxel uses that session's tools and quota; it does not require a separate API key.
Click Open finished images to collect the concepts and PNGs. A batch uses one source folder; add images together or one at a time. Installing files alone does not run an idle assistant: setup or an asset request activates the workflow.
Already downloaded the repository? Open its folder in Codex and ask to create pixel-art assets; the project instructions route the assistant to the same workflow. If a newly installed skill is not listed, restart the Codex session. See Codex skill discovery.
flowchart LR
A[Reference images] --> B[Read and plan]
B --> C[Image-tool redraw]
C --> D[Palette and pixel grid]
D --> E[Review and touch up]
E --> F[Transparent PNGs]
The skill coordinates the work. The image-processing code and targeted drawing rules improve specific stages:
| Stage | What Picxel improves |
|---|---|
| Before redrawing | A short keep/drop plan protects identity, pose and important details. Regional simplification reduces distracting texture when a preparation image is needed. |
| Background removal | Preserves real alpha. With an explicitly chosen key color, removes that background and narrowly cleans matching edge spill while protecting dark outlines. |
| Palette selection | Counts source colors at full resolution and compares perceived color differences in Oklab. Important regions get more weight; transparent pixels and uncertain edges get less. Selected colors come from the image. |
| Pixel conversion | Pads the visible silhouette and snaps colors before voting within each grid cell. Similar shades vote together; transparent coverage is counted separately, reducing broken shapes and color noise. |
| Local cleanup and faces | Merges close-colored specks while retaining high-contrast details. For complex faces, the assistant checks gaze and expression and applies constrained eye/mouth patches only when needed; eyebrows remain intact. |
| Efficient finishing | One concept and palette serve all requested sizes. Shared decoding and a combined review sheet reduce repeated work; only observed defects are repaired. |
Face interpretation is the assistant's visual judgment, not an automatic face detector. Grid alignment experiments are not enabled. You decide whether the final art fits your game.
Details: assistant workflow · technical specification · optional ComfyUI import/export nodes.
Issues and PRs are welcome. Include reproduction steps, target sizes and comparison images you can share publicly.
Project code is licensed under GPL-3.0-only. Generated images do not become GPL-covered merely because you use this tool; commercial use still depends on the rights to your inputs and the image provider's terms.
Copyright © 2026 See-Sol-Lab contributors.
29 commits
Python
81.8%
HTML
16.8%
JavaScript
1.5%
Turn reference images into pixel-art game assets,for indie game developers.
Python
3
29 commits
updated Sep 16, 2026

English · 中文
Turn reference images into pixel-art game assets.
Picxel helps indie game developers redraw references as recognizable game assets. GPT interprets the subject and directs the redraw; local algorithms turn the result into a precise pixel grid. Developed and tested primarily with GPT-6 Astra in Codex.
Export transparent 32×32, 64×64 or 128×128 PNGs, with up to 16 colors per sprite. Use single-image reveal previews or batches of up to 20 images, in an English or Chinese panel.
Watch the demo · 2:47 — From reference selection to transparent PNGs: a horse, followed by a two-image batch. Includes English subtitles and narration.
You need a Codex session with image-generation tools and Python 3.10+. Picxel uses that session's tools and quota; it does not require a separate API key.
Click Open finished images to collect the concepts and PNGs. A batch uses one source folder; add images together or one at a time. Installing files alone does not run an idle assistant: setup or an asset request activates the workflow.
Already downloaded the repository? Open its folder in Codex and ask to create pixel-art assets; the project instructions route the assistant to the same workflow. If a newly installed skill is not listed, restart the Codex session. See Codex skill discovery.
flowchart LR
A[Reference images] --> B[Read and plan]
B --> C[Image-tool redraw]
C --> D[Palette and pixel grid]
D --> E[Review and touch up]
E --> F[Transparent PNGs]
The skill coordinates the work. The image-processing code and targeted drawing rules improve specific stages:
| Stage | What Picxel improves |
|---|---|
| Before redrawing | A short keep/drop plan protects identity, pose and important details. Regional simplification reduces distracting texture when a preparation image is needed. |
| Background removal | Preserves real alpha. With an explicitly chosen key color, removes that background and narrowly cleans matching edge spill while protecting dark outlines. |
| Palette selection | Counts source colors at full resolution and compares perceived color differences in Oklab. Important regions get more weight; transparent pixels and uncertain edges get less. Selected colors come from the image. |
| Pixel conversion | Pads the visible silhouette and snaps colors before voting within each grid cell. Similar shades vote together; transparent coverage is counted separately, reducing broken shapes and color noise. |
| Local cleanup and faces | Merges close-colored specks while retaining high-contrast details. For complex faces, the assistant checks gaze and expression and applies constrained eye/mouth patches only when needed; eyebrows remain intact. |
| Efficient finishing | One concept and palette serve all requested sizes. Shared decoding and a combined review sheet reduce repeated work; only observed defects are repaired. |
Face interpretation is the assistant's visual judgment, not an automatic face detector. Grid alignment experiments are not enabled. You decide whether the final art fits your game.
Details: assistant workflow · technical specification · optional ComfyUI import/export nodes.
Issues and PRs are welcome. Include reproduction steps, target sizes and comparison images you can share publicly.
Project code is licensed under GPL-3.0-only. Generated images do not become GPL-covered merely because you use this tool; commercial use still depends on the rights to your inputs and the image provider's terms.
Copyright © 2026 See-Sol-Lab contributors.
29 commits
Python
81.8%
HTML
16.8%
JavaScript
1.5%