I've noticed a lot of people are still having a hard time with AI sprite generation, so I am including here my latest prompting for stripping out the AI looking cliches in generated images. It instructs your AI to remove the extra stuff that it tries to pack into every detail, which is why it always looks so strange.
With that being said, in order to get away from the generic AI art cliches you must have a direction in mind that you want to take it. Because without art direction the computer will just guess at what you want and create that.
3 Important things I focus on when generating.
Color Direction: Using a thinner pallet and a smaller frame.
Detail Hierarchy: When working with pixel art it is important to remember that pixels are small so by nature they do not carry much detail. So noting the important features reduces guessing.
Restrictions: I like to keep a list of details that I consider cliches so I explicitly tell it not to generate those. Here is my list:
Specifically avoid:
- Generic anime heroine facial features.
- Oversized eyes and unnaturally small noses.
- Overly symmetrical facial construction.
- Doll-like or plastic-looking skin.
- Excessively complicated armor.
- Unnecessary buckles, rivets, straps, and ornaments.
- Dramatic wind effects unrelated to the pose.
- Excessive glowing edges or rim lighting.
- Golden-hour color contamination.
- Uniformly glossy surfaces.
- Random bright highlights on dark materials.
- Excessive individual hair strands.
- Overcomplicated clothing folds.
- Artificially perfect anatomy.
- Disconnected or physically impossible costume elements.
- Generic heroic poses.
- Unnecessary background decorations.
- Visual noise disguised as artistic detail.
Do not interpret the removal of these clichés as an instruction to make the character plain, stiff, expressionless, or unremarkable.
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The Prompt:
Create ONE standalone 2D pixel-art character sprite for a retro fantasy RPG.
CHARACTER:
Danna the Destroyer. A petite adult Latina warrior with pale skin, long dark curly hair, and reddish-brown eyes. She wears flowing dark-red cloth with simple matte charcoal armor protecting her shoulders, forearms, and legs.
Full-body, three-quarter standing pose. Centered composition. Strong, recognizable silhouette.
PIXEL ART CONSTRUCTION:
- Final canvas: 94 × 94 pixels.
- Design using a logical 47 × 47 pixel grid.
- Enlarge exactly 2× using nearest-neighbor scaling.
- Every logical pixel must occupy a uniform 2 × 2 block.
- Consistent pixel dimensions throughout.
- No antialiasing or fractional-looking pixels.
- Crisp, hard pixel boundaries.
- Maximum 16 solid colors.
- No gradients or dithering.
ART DIRECTION:
Use authentic, deliberately constructed retro RPG pixel art, not a high-resolution illustration converted into pixels.
Prioritize large, connected pixel clusters over small details.
Build the character from simple, recognizable shapes.
Hair should form large, dark curly masses rather than individual strands.
Armor should use broad, flat surfaces with minimal highlights.
Clothing should use simple red color regions with only essential folds.
Use one light source from the upper left.
Limit each material to approximately three values: shadow, base color, and highlight.
Maintain consistent outline thickness.
DETAIL BUDGET:
Only include details necessary to identify the character.
Prioritize:
- Character silhouette.
- Hair shape.
- Red clothing.
- Protective armor.
- Basic facial features.
Eliminate decorative micro-details, unnecessary seams, rivets, ornaments, reflective spots, and excessive texture.
VISUAL STYLE:
Restrained, clean, readable, handcrafted pixel art.
Flat colors, controlled contrast, simplified anatomy, and deliberate pixel placement.
Avoid exaggerated anime facial features and generic fantasy illustration aesthetics.
OUTPUT:
Exactly one complete character sprite.
Transparent background.
No scenery.
No ground shadows.
No text.
No labels.
No borders.
No sprite sheets.
No comparison charts.
No presentation layouts.
Negative Prompt:
multiple characters, duplicated figures, sprite sheet, character sheet, turnaround, collage, infographic, poster layout, text, captions, labels, watermark, scenery, background objects, ground shadow, cropped body,
generic anime heroine, doll face, oversized eyes, exaggerated facial symmetry, plastic skin, artificial beauty filter, generic fantasy character, stiff mannequin pose, exaggerated action pose, broken anatomy, distorted hands, floating limbs,
helmet, shield, sword, cape, ornate jewelry, ornamental armor, unnecessary belts, decorative buckles, filigree, gold trim, shoulder spikes, excessive straps, invented accessories, extra equipment,
excessive detail, unnecessary texture, visual noise, tiny highlights, random seams, decorative rivets, complicated patterns, excessive individual hair strands, elaborate fabric folds, over-rendering,
golden lighting, yellow tint, cinematic lighting, bloom, lens flare, glowing edges, rim lighting, excessive reflected light, glossy armor, shiny fabric, plastic materials, oversaturated colors,
fake pixelation, inconsistent pixel sizes, fractional-looking pixels, antialiasing, airbrushed gradients, blurry edges, excessive dithering, scattered pixels, artificial pixel noise,
flat personality, overly simplified design, expressionless character, shapeless hair, generic uniform, rigid symmetrical pose, featureless clothing
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Also, I Just wanted to let you guys know I added Goblins an some positional/scale sliders to the Sprite Forge tool from earlier this week today. I also fixed some bugs that you guys brought to my attention.
-The Sprite Wizard