Meet Moti.

Your game. Your art.
One creative agent.

Create characters, worlds and motion in your style.

MotiReference
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Add references and review the proposed task in your workspace.

Start with an idea. Review the plan and price before generation.

SIX STYLES. ENDLESS DIRECTIONS.

Your game. Your style.

Six starting points. Or bring a style reference.

Bring your own style
Pixel Art original aqueduct adventure game-art concept

Pixel Art

Aqueduct adventure

Crisp silhouettes for a side-scrolling world.

Cartoon original scrapyard survival game-art concept

Cartoon

Scrapyard survival

Expressive heroes. Readable arena action.

Anime original wind-courier exploration game-art concept

Anime

Wind-courier exploration

Clean lines, airy worlds and flowing details.

Hand-painted original wind-bell combat game-art concept

Hand-painted

Wind-bell combat

Ink, brushwork and an isometric battlefield.

Flat 2D original geometric glider game-art concept

Flat 2D

Geometric glider

Simple shapes. A strong visual rhythm.

3D Look original parcel workshop game-art concept

3D Look

Parcel workshop

Rendered-looking art for a 2D pipeline.

Original game-art directions, not playable game builds. 3D Look creates rendered-looking 2D art, not 3D models.

FROM ONE CHARACTER TO A LARGER WORLD

One conversation.
A connected project.

Keep your character. Explore outfits and expressions. Build matching enemies and a world around them.

The same compact cactus hero as a knight and a pirate, with happy, surprised and determined expression variants
Same character. New outfits and expressions.
The same cactus hero changing outfits and expressions, then jumping and swinging a glowing cutlass with ground shadows before fighting matching harbor enemies

Explore new outfits while keeping your character’s identity.

Illustrated project preview · Generated motion, blade effects and ground shadows

YOUR CHARACTER → ITS WORLD → MATCHING LAYERS

Combine characters, backgrounds and props. Add supplied effects and a separate ground shadow. Adjust the shadow’s position and size, or export it on its own. Review Moti’s plan and quote before creating.

Start your own project

ONE CHARACTER. MANY MOVES.

One character.
Moves for your whole game.

Ask Moti for a whole set of actions. Keep everyday movement and complete combat moves together, then review each result separately.

Everyday movement

4 basic moves
Guard idle: extracted animation of the same ivory-haired guardian carrying a giant cannon
Guard idleBreathe, brace the cannon, let the mantle settle.
Cannon run: extracted animation of the same ivory-haired guardian carrying a giant cannon
Cannon runA heavy weapon. A steady stride. A trailing mantle.
Low dodge: extracted animation of the same ivory-haired guardian carrying a giant cannon
Low dodgeLower, sidestep, return to guard.
Hit & fall: extracted animation of the same ivory-haired guardian carrying a giant cannon
Hit & fallRecoil, fall and settle into the final pose.

Complete combat moves

3 complex moves
Kneeling cannon shot: extracted animation of the same ivory-haired guardian carrying a giant cannon
Kneeling cannon shotKneel, brace, fire and rise.
Aerial turning shot: extracted animation of the same ivory-haired guardian carrying a giant cannon
Aerial turning shotJump, turn, fire and land.
Cannon sweep & slam: extracted animation of the same ivory-haired guardian carrying a giant cannon
Cannon sweep & slamSweep across, lift overhead, slam down.

Seven motions from the same character reference · Complete actions replay for viewing; the final death pose is preserved.

01 / VIDEO FIRST, FRAMES AFTER

Motion first.
Details in every stride.

We start with continuous video, then extract the frames. Hair trails behind. The cape catches the stride. Accessories move with the character.

Create your own animation →
Silver-haired runner with a red cape, extracted from the actual motion video
Hair follows the stride.Actual motion, enlarged.
The cape catches up.Same clip. Same moment.

Actual extracted motion · Detail views show the same source frame, enlarged.

02 / THE RIGHT FRAMES FOR THE MOVE

Compact loops.
Room for complex moves.

8–16 frames can make a useful short run or idle. For a longer move, 32–64 can retain more of the turn, the airborne slash and the follow-through. Compare this complete action at the same speed.

8frames3.04s
Raven swordsman, awaiting comparison playback
16frames3.04s
Raven swordsman, awaiting comparison playback
32frames3.04s
Raven swordsman, awaiting comparison playback
64frames3.04s
Raven swordsman, awaiting comparison playback
One source. One speed.

All four selections sample the same 73-frame source and preserve the complete 3.04s action. Replays here for comparison; the action is a single move, not a seamless loop.

Choose for the action, not just the number. More frames do not automatically make a better animation.

03 / KEEP THE MOMENTS YOU WANT

Every source frame.
Your final cut.

Start with a suggested selection. Compare the available versions, inspect any source frame, then keep your own. The full pool stays visible, so you can decide what belongs in the animation.

Mechanical beetle unfolding its wings and deploying weapons, extracted from the actual motion video
CHOOSE AFTER MOTION

16 frames selected from all 73 source frames in this clip.

3.04s source span · Complete transformation, replayed at the source pace.

SelectedInspecting · source #1

All 73 source frames · Scroll to explore. Click a frame to inspect.

Inspect the folded form, unfolding wings and deployed weapons. All four presets sample the same complete action at its original pace. The action replays for inspection; it is not a seamless loop. Keep or remove individual frames to make your own cut.

Inspect original video ↗

Interactive example · choices here are not saved to a project. Create and select your own frames in the workspace. Free / Starter / Creator ≤16; active Pro / Studio ≤64 selected usable frames.

YOUR GAME ART STARTS HERE

Small ideas.
Bigger worlds.

Describe a character, a world or an action.
Create it with Moti.

Talk to Moti

Review the plan and quote before creating.

YOUR POSES. YOUR PACE. YOUR FINAL CUT.

Shape the action.
Make every moment yours.

Keep the poses you want. Change their order and timing. Adjust position and size, then watch the whole action come together.

Deliberately altered dinosaur-boxer editing example: remove an inserted guard pose, shorten an excessive hold, adjust the same pose in the frame card and preview, then replay the complete native action above fixed genuine source poses with a moving playhead

A misplaced pose breaks the punch. Remove the highlighted frame.

Illustrated edit · Deliberately altered sequence; final playback restores the source order · Edited two-second stages

Choose the moments. Set the rhythm. Keep the character aligned.

Explore frame adjustments

A NEW PALETTE. THE WHOLE ANIMATION.

Every frame.
One palette change.

Recolor the character across the sequence. Keep the equipment, poses and timing you already like.

Armored slime palette demonstration: the original moving character beside six fixed source poses; every pose changes color together; finally the green and violet versions play the identical source motion in sync

One moving character. Six different source poses from the same animation.

Illustrated palette workflow · One existing source motion; fixed source poses

New enemy variants or team colors, without rebuilding the motion.

Try a palette change

LUMEN · MOTION QUALITY CARE

Checked before delivery.
A retry when needed.

A failed check holds the affected result. Keep your character and brief while the issue is reviewed.

Real cannon-guardian death video and its accepted retake: inspect an unwanted extra cannon in the old video, play the genuinely regenerated complete death action, then compare the old problem frame with the accepted motion

This generated death animation briefly introduces an extra cannon from the right.

Real failed video + accepted retake · Edited demonstration
Correction first.

Keep the source and request. Apply a supported correction and check the result again.

One eligible replacement.

The recovery policy covers one affected image or motion replacement at no extra Credits, using the same source and brief.

Edited from a real blocked result and a manually requested retake. Live automatic recovery is still being validated. New creative requests after an accepted result are quoted separately.

Take the frames you choose.PNG frames · Sprite sheets · GIF · ZIP

See export formats

COMMON QUESTIONS

Before your next adventure.

Can I use my own art style?

Yes. Bring a reference in the workspace or start with Pixel Art, Cartoon, Anime, Hand-painted, Flat 2D or 3D Look. 3D Look creates rendered 2D artwork, not a 3D model.

How does this sprite animator work?

MotifDeck starts from an approved character, generates a motion video, then extracts and cleans up frames. You choose frames and timing after generation rather than committing to an 8- or 16-frame result beforehand.

How many frames can I export?

Select and review usable frames after generation: up to 16 on Free, Starter and Creator, or up to 64 on active Pro and Studio. The source must contain enough usable frames. Downloading newly generated production files requires an eligible paid unlock for that exact version. Your uploaded originals and previously authorized downloads retain their access.

Does sending a brief start paid generation?

No. The public input carries a draft to the workspace. Review the task, its required sources and its current quote before confirming generation.

What files can I download?

Download the PNG atlas and metadata returned by the packer for your run. Available files appear in the result; check them before importing into a game.

Can I add effects or a shadow?

Compatible workflows support supplied effect layers and a separate ground shadow. Prepare the effect material first and review placement throughout the action.

More workflow details in Docs. Frame allowances and Credits in Pricing.

Moti overlooking a lantern-lit lake and a distant game world

What will you make next?

Talk to Moti