Pixel-exact by design
Build sprites, tiles, and icons on an indexed grid with hard edges and a deliberate palette.
Create on a constrained grid where every pixel stays sharp, every colour belongs to the palette, and every edit remains under your control.
Build sprites, tiles, and icons on an indexed grid with hard edges and a deliberate palette.

Draw by hand or let your agent work beside you using the same live document and editing tools.
Create related frames from the same grid and palette instead of generating disconnected images.
Each character below was generated from one prompt. Every animation was planned from the sprite itself, drawn as a single sprite sheet beside it so scale and ground line hold, pixelised into the character's own sixteen colours, and checked by a vision judge. These are the files the pipeline wrote.

Blue plate, red plume, longsword and kite shield.

Overhead slash
White air-cut arc along the blade's path

Shield bash
Impact burst where the shield strikes

Victory pose
Golden sparkles around the raised blade

Crimson hooded robe and a staff topped with an ember crystal.

Fireball
Flame trail leaving the staff tip

Ground eruption
Flames bursting up from the ground

Flame ring
A ring of fire tracing the staff's circle

Black shinobi outfit, red sash and a katana held low.

Dash slash
Blue speed lines and a white blade arc

Shuriken fan
Three spinning shuriken with silver trails

Backflip
Dust puffs on take-off and landing

Green hooded cloak, leather armour and a tall recurve bow.

Draw and loose
A streaking arrow with a green magic trail

Dodge roll
A dust cloud along the roll

Arrow rain
Three glowing arrows fanning downward

Small green dragon with an orange belly, bat wings and a long tail.

Fire breath
A cone of fire from the mouth

Take-off
Dust swirls under the beating wings

Tail whip
A purple energy arc following the tail
Loops play at half speed with a rest on the idle pose, the way a shared GIF should. In a game each move plays once at full speed and returns to idle.
Generation is only the start. Zenith gives every asset a shared grid, palette, history, and set of tools so you can keep refining instead of starting over.

You and your agent edit one live document with the same tools and undo history.

Indexed palettes keep related assets sharp, readable, and visually consistent.

Build directions and variants from the same proportions, grid, and palette.

Create tiles that connect cleanly and verify the seams before they reach your game.

Keep motion readable across frames without redesigning the character each time.

Export cohesive sprites, tiles, items, and UI assets ready for your engine.
One shared canvas turns a prompt into a complete, checked, game-ready set while every frame stays visible and editable.












All systems ready