CREATE GUIDE · 5 MIN
Game art tools
Use Game Art Tools to work on artwork you already have. Choose a task, check its availability and prepare your source files.- Finish with
- A downloaded recolor, animation preview, edited sprite sheet or gentle idle loop.
Start with one useful job
Open Art Tools and choose recolor, video to frames, sheet to GIF, frame editing or gentle idle breathing. Available tools accept uploads. If a sample is offered, you can use it to try the tool without calling an image or video model.
Supply the right material
Use a transparent PNG for breathing, the correct grid for a sprite sheet, or a solid-background video for transparent frame extraction. Advanced layer, scene and whole-run tools may need an asset ZIP with its original relative paths.
Review and keep your changes
Open the frame editor to select, reorder, duplicate, resize or reposition frames. Change row FPS to set exported speed; the playback multiplier only changes how you watch the preview. In Sprite Composer, arrange uploaded PNGs into named animation rows and build a saved run.
Download the actual output
Download the main image, GIF or all-files ZIP from the result. After editing or building a sprite, return to the tool and refresh files to collect the new outputs. Keep the timing manifest with the frames.
Check availability honestly
Availability depends on the tool and its source requirements. Use the frame editor to choose poses, adjust timing and align your saved animation. AI image operations require an available generation service and your approval of the displayed Credit cost. Some saved results contain only extracted frames, so they cannot support AI regeneration or new transition frames without the original source material.
What MotifDeck delivers today
Accepted static work can be downloaded as image files. Deterministic packing can produce sprite-sheet PNG, separate frame ZIP and JSON from frames you already have. Animation-specific delivery is shown only when that production result is actually available in the project.
Named editor or engine compatibility is not a blanket promise. Treat a specific integration as supported only after that exact software workflow has been verified.