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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 your coding agent put it in a playable scene through the Voidless MCP.

This workflow ties the whole platform together. We'll start from a text prompt and finish with an animated character you control in a game: the art on Voidless, the code from your coding agent.

1. Start a project

On your dashboard, type a first request in the prompt box, for example "a young mage with a blue cloak, pixel art, side view". Voidless starts a project and puts the sprite in its Library tab. (You can also make the sprite in the image generator with Type set to Character and add it to the project.)

2. Settle the style

Note the model, Style, Colour Palette and Size you used. You'll reuse them for enemies, NPCs and items so the whole game matches.

3. Animate it

Open the sprite in the editor and click Animation set. The platformer preset gives idle, run, jump, attack, hurt and death in one pass, all at the same size with the feet on the same line. For a top-down game, Generate Rotations first, then use the top-down walk preset, with Flip to left side on.

4. Add sound

Ask in the project chat, or use the audio generator: "a short whoosh for a staff swing", "soft footsteps on grass", "calm 8-bit exploration music". The sounds land in the same project Library.

5. Build the game

Connect the Voidless MCP server to Claude Code, Codex or Cursor, then describe the game to that agent: "a side-scrolling platformer where the mage runs and jumps across floating islands, using my mage animations from Voidless, with the swing sound on attack". The agent finds your assets with list_assets (by name or tag), downloads the sheets and sounds into your project folder, and writes the game in the engine you use. Anything missing (an enemy, a coin sound) it can generate on the spot, in the same style.

6. Play and tune

Run the game, then ask your agent for changes in plain words: "make the jump a bit higher", "the run looks like it slides, slow the run animation down". Art changes go back through Voidless; code changes stay in your repo, under your version control.

7. Export

Export from your engine as usual. The sprite sheets and audio are plain files, so they work in Godot, Unity, GameMaker or Phaser.

The takeaway

Each step hands off to the next: sprite, animation, sound, game. After one full pass, a new enemy or NPC takes a fraction of the time.

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