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How we test

Every result is checked before you see it.

AI generations fail in predictable ways: the character changes, a sword leaves the frame, a hat goes missing on half the frames. We run a benchmark on real characters at every size, fix what it finds, and check each of your generations for the same failures.

Failures the benchmark found this week, before and after the fixes.
On every generation

What we check

Same character

A vision model compares each animation with your sprite. If the body or species changed, it is drawn again.

Inside the frame

Frames that touch an edge your sprite does not are redrawn, or given a bigger canvas with the feet lined up.

Item on every frame

After an edit, each frame is checked for the item. Frames missing it are drawn again.

Colour landed

A recolour is compared with the preview you approved; one that did not change is redone.

Nothing erased or boxed

An edited animation that grows a background or loses part of the character is redrawn another way.

Refunds on failure

If a generation fails, its credits go back. Retries after a failed check are never charged twice.

Benchmark · 8 October 2026

Results, and where they fall short

Our own characters, from 32 px pixel art to 1024 px, in English and Portuguese. Every frame reviewed.

FeatureTestedResultKnown limit
8-direction rotations11 characters, 32 to 1024 px11 of 11 consistent across all eight viewsAn unusual source pose (a diagonal running frame) gives less even views.
Sprite animation12 charactersCharacter kept its body in 12 of 12; stayed in frame in 11 of 12, the 12th given a bigger canvasEffects such as fireballs come out more compact so they stay in frame.
Animation sets5 sets · 27 animations5 of 5 sets on modelSmall sample; more presets to come in the next run.
The output

What passed

Eight directions, one design
Animations that stay on model
A full set from one generation

Try it on your own character. Start free; failed generations are refunded.

Start free