Pixel Art Lab is a local web app that lets LLMs create pixel art in Aseprite via a tool-calling loop with visual feedback and iterative refinement.

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MIT

Last updated

2026-07-29

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FR-AI / ANALYSIS

Why it is worth attention

It bridges large language models with a professional pixel art editor (Aseprite), enabling autonomous, iterative art generation with real-time previews and undo capabilities, all running locally with no cloud dependencies beyond an OpenRouter API key.

Who it is for

  • Indie game developers creating pixel art assets
  • AI researchers experimenting with tool-using agents
  • Artists curious about AI-assisted pixel art workflows
  • Developers building LLM-driven creative tools

Use cases

  • Generating and refining pixel art sprites iteratively by describing them in natural language
  • Rapid prototyping of game assets without manual pixel-by-pixel drawing
  • Exploring the capabilities of vision-enabled LLMs for visual art creation
  • Benchmarking different models and prompt strategies for pixel art generation

Strengths

  • Fully local operation with only OpenRouter as external dependency, preserving control and privacy
  • Integrates with a real pixel art editor (Aseprite) rather than generating standalone images
  • Iterative loop with visual feedback (render_preview) and undo enables the model to correct mistakes
  • Sandboxed per-run workspaces and automatic pruning of old runs prevent disk clutter

Considerations

  • Requires a manually built Aseprite executable and pixel-mcp binary, making setup non-trivial
  • Only tested on Fedora Linux; paths and builds may differ on macOS/Windows
  • Vision models are needed for preview and undo; blind models produce inferior results and cannot be directly compared

README quick start

Pixel Art Lab

A local web app for making pixel art in Aseprite using LLMs.

It works by using pixel-mcp to let the model interact with Aseprite through a tool-calling loop — the model draws, renders a preview, looks at it, and iteratively fixes the issues.

OpenRouter is currently the only supported provider.

Requirements

You need a working Aseprite executable before any of this does anything — pixel-mcp drives that executable, and this app drives pixel-mcp. Building it yourself from source costs nothing; the prebuilt binaries on Steam and aseprite.org are what you pay for. Either works here, as long as aseprite_path points at it.

Setup

1. pixel-mcp

Clone it into the project root and build it. That is where this app looks by default, and the directory is gitignored, so it stays out of your history:

git clone https://github.com/willibrandon/pixel-mcp.git
cd pixel-mcp && make build && cd ..

Then point it at your Aseprite executable, in ~/.config/pixel-mcp/config.json:

{
  "aseprite_path": "/absolute/path/to/aseprite",
  "timeout": 30
}

aseprite_path must be absolute — pixel-mcp does no discovery and reads no environment variable for it. Confirm the whole chain works before going further:

./pixel-mcp/bin/pixel-mcp --health

Clone it somewhere else if you prefer, and set PIXEL_MCP_BIN in .env to wherever the binary landed.

2. This app

cp .env.example .env

Set OPENROUTER_API_KEY in .env. Everything else there is optional.

npm install
npm run dev        # server on :8787, web on :5273

Open http://localhost:5273. The server listens on localhost only.

Configuration

Environment variables (all optional except the key):

VarDefaultPurpose
OPENROUTER_API_KEYRequired. Stays server-side; never sent to the browser.
PIXEL_MCP_BIN./pixel-mcp/bin/pixel-mcpPath to the MCP server binary
PORT8787Backend port
RUNS_DIR./runsWhere run workspaces are written
GALLERY_DIR`./galle

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