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Tutorials & Guides

Learn to make game assets with AI

Step-by-step tutorials and deep-dive guides for pixel art, characters, animation, sound, music, video, 3D and the Voidless game engine — from your first sprite to a finished game.

51 tutorials

Getting Started

Choosing the Right AI Image Model for Your Game Art

Voidless has six image models, from 1-credit drafts to detailed hero art: what each is good at, what it costs, and which to use for sprites and pixel art.

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Getting Started

Credits, Plans & What Each Generation Costs

How Voidless credits work: 125 free to start, $1 CAD buys 100, they never expire, and what images, animations, audio, video and 3D cost. Plus Voidless+.

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Getting Started

Getting Started with Voidless: Your First Game-Ready Asset

Sign in, use your 125 free credits, and make your first game-ready sprite, animation and sound on Voidless, from the site, your coding agent or the game agent.

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Getting Started

Managing Your Asset Library: Projects, Tags & Sharing

Keep your generated assets findable: search, tag and file them into projects, reuse them in the editor and the game agent, and choose what is public or private.

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Images & Pixel Art

Choosing a Pixel-Art Resolution: 32×32 vs 64×64 vs 128×128

How sprite size shapes your game’s look, readability and workload, and how to pick between 32, 64 and 128 px for characters, items and bosses.

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Images & Pixel Art

Choosing a Style Preset in the Image Generator

A tour of the 13 built-in art styles in the Voidless image generator, what each look is for, and how Style, Colour Palette and your saved styles work together.

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Images & Pixel Art

Generating Game Items & Icons

Make clean, readable item sprites and inventory icons (potions, weapons, coins, loot) with the Object type, and keep a whole set consistent.

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Images & Pixel Art

Generating Tilesets & Seamless Textures

Make auto-tiling tilesets (top-down 2-terrain, 17-piece and side-view platformer) and seamless repeating textures that don’t show a grid in your game.

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Images & Pixel Art

Generating UI and HUD Elements

Make buttons, panels, bars, frames and game titles that share one style, with the UI type and its Game Title, Text and Graphic modes.

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Images & Pixel Art

How to Generate Pixel Art from a Text Prompt

Step by step: make clean, game-ready pixel-art sprites in the Voidless image generator with the right size, Pixel Art style, Colours slider and model.

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Images & Pixel Art

Image-to-Image: Edit, Restyle and Reuse Existing Art

Change an image with a prompt, restyle it, or use it as a reference for a new one: when to use Edit this image, a reference image or a saved style.

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Images & Pixel Art

Writing Better Prompts for Pixel Art and Game Assets

A prompt formula for game art that works with the Voidless controls: copy-paste examples for characters, items, tiles and UI, and fixes for common problems.

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Characters & Sprites

Building a Full Character Sprite Sheet from One Design

Turn one character sprite into a full set of animations and export sprite sheets your engine can slice: animation sets, the sheet builder and frame data.

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Characters & Sprites

Generating Sprite Rotations (8-Directional Sprites)

Turn one character sprite into all eight facings for top-down and isometric games, keep them consistent, and animate every direction.

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Characters & Sprites

How to Generate Character Sprites

Design a game character with the Character type: body, facing and pose settings, a clear silhouette, and a base sprite that is ready to rotate and animate.

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Characters & Sprites

Keeping a Character Consistent Across Poses and Assets

Keep a character on model across outfits, poses, angles and animations: build everything from one base sprite, edit in small steps, and reuse settings.

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Editing

How to Pixelate Any Image

Turn a photo, illustration or smooth sprite into pixel art: snap it to 32, 64 or 128 px with Pixelate for 1 credit, or redraw it as pixel art with an edit.

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Editing

Making a Sprite Sheet from Individual Frames

Pack frames into one sprite sheet or texture atlas with the free Sprite Sheet Packer, and split sheets back into frames with the Slicer.

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Editing

Recoloring Art and Making Palette Swaps

Make enemy variants, team colours and reskins from one sprite: exact colour remaps with the free Palette Swap tool, or a prompt edit for bigger changes.

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Editing

Removing Backgrounds from Sprites and Game Art

Get a transparent PNG from any image for free: remove the background on upload or while you edit, then check the edges so sprites sit cleanly in your game.

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Editing

Splitting a Character into Parts and Layers

Split a character into pieces (head, arms, legs, weapon) with Split into parts, then reuse them, swap gear, or rig them in the free Skeleton Editor.

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Animation

Animating a Core Action Set (Idle, Run, Jump, Attack)

Make the animations every game character needs (idle, run, jump, attack, hurt and death) in one pass with an animation set, so they match in size and style.

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Animation

Building a Walk Cycle Step by Step

The anatomy of a game walk cycle (key poses, frame counts and timing) and how to generate one from a single character sprite, in one direction or all eight.

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Animation

Exporting Animations as GIFs and Sprite Sheets

Get an animation out in the right format: frames or a sprite sheet for your game engine, and a GIF for previews and sharing.

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Animation

Rig 2D Sprites & Animate with the Skeleton Editor

Turn a static sprite into an animated character for free: fit a skeleton by clicking its joints, apply a walk, run or jump preset, and export a sprite sheet.

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Sound Effects

Generating Combat Sound Effects

Make hits land — sword swings, impacts, magic and hurt sounds with the weight and punch that make combat feel good.

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Sound Effects

Generating UI Sound Effects

Create the clicks, hovers, confirms and error tones that make a menu feel responsive — as a matched, consistent set.

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Sound Effects

Generating Your First Sound Effect

Make game sound effects from a text prompt: how to describe a sound so it comes out right, what it costs, and how to shape it with the audio editor.

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Music

Generating Background Music for Your Game

Create original, loopable game music from a text prompt: describe the mood, genre and instruments, set the length, tempo and key, and get an instrumental MP3.

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Video

Extending and Joining Your Videos

Make a short clip longer: extend a video from any frame in the video editor, join clips on the timeline, and export one MP4 for trailers and cutscenes.

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Video

Generating Video from Image References

Turn game art into motion: add reference images, describe the movement, and get a short clip that keeps your look, for trailers, cutscenes and backgrounds.

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3D & Voxel

Creating Voxel Art

Make blocky voxel models, the 3D cousin of pixel art, with the free Voxel Editor, or turn any generated 3D model into voxels with the Mesh to Voxel Converter.

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3D & Voxel

Generating a 3D Model from a Text Prompt

Turn a description into a textured GLB 3D model: object or character, style, draft or high quality, then preview it, convert it and use it in your engine.

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Game Agent

Adding Enemy AI to Your Game

Give enemies behaviour (patrol, chase, attack, give up) with a few simple states, and how to describe it to the Voidless game agent so combat feels fair.

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Game Agent

Building a Character Controller with the Game Agent

Make your animated sprite playable: what a character controller does, and how to ask the Voidless game agent for movement and animation that feel right.

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Game Agent

Building a Tilemap Level with the Game Agent

Turn a tileset into a playable level: layers, collision and depth, and how to ask the Voidless game agent to build and refine a tilemap level.

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Game Dev Concepts

Collision Detection Fundamentals

How games know when things touch — AABB and circle checks, why broad vs. narrow phase matters, and resolving overlaps.

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Game Dev Concepts

Curves & Splines for Motion and Paths

How Bézier curves and splines give you smooth movement, camera paths and easing — the math behind natural-feeling motion.

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Game Dev Concepts

Introduction to Shaders for Games

What shaders are, the difference between vertex and fragment shaders, and how games use them for effects like water, glow and outlines.

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Game Dev Concepts

Pathfinding with A* (A-Star)

How game characters find their way around walls — the A* algorithm explained intuitively, with grids, heuristics and when to use it.

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Game Dev Concepts

The Game Loop & Delta Time

The heartbeat of every game — how the update/render loop works and why delta time keeps movement consistent across frame rates.

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Game Dev Concepts

Understanding Raycasting in Games

What a raycast is and how games use it for line of sight, shooting, ground checks and interaction — explained from the ground up.

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Workflows

From Prompt to Playable: Make a Complete 2D Game Character

An end-to-end workflow on Voidless: generate a character, rotate and animate it, add sound, and have the game agent put it in a playable scene.

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Exporting

Exporting Sprites & Sheets for GameMaker

Bring your generated pixel art into GameMaker cleanly — strip import, disabling interpolation, origins and tile sets.

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Exporting

Exporting Sprites & Sheets for Godot

Get your generated pixel art into Godot 4 with crisp pixels — import filter settings, AnimatedSprite2D frames, and tilesets.

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Exporting

Exporting Sprites & Sheets for Phaser

Load your generated pixel art into a Phaser 3 game — pixelArt config, spritesheet frames, animations and tilemaps in code.

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Exporting

Exporting Sprites & Sheets for Unity

Get your generated pixel art into Unity cleanly — import settings, slicing sprite sheets, and keeping pixels crisp.

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Guides

How Sprite Sheets Work (and Why Engines Need Them)

A plain-English explanation of sprite sheets, texture atlases and frame data — the foundation of 2D animation in any engine.

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Guides

Pixel-Art Color Palette Theory for Beginners

Why limited palettes make pixel art look good — hue shifting, value, contrast and how to build a cohesive palette for your game.

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Guides

The 12 Principles of Animation for Game Sprites

How classic animation principles — squash and stretch, anticipation, timing — apply to small pixel-art game sprites.

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Guides

Tile Design 101: Building Sets That Fit Together

The fundamentals of tile sets that join, transition and vary, and which layout to pick: 2-terrain wang, 17-piece or side-view platformer.

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