Your AI gave you
a statue.
We give you a character.
Sprites turns a prompt into a rigged, animated, gear-swappable character — every piece on one shared skeleton, so your whole roster wears your whole wardrobe and plays your whole animation set. Exported as glTF/FBX to your engine.
No spam. Invites go out in list order.
click the slots ↓
Every way to get characters today ends in a statue.
You don't need one model. You need a roster that shares gear, animations and a style — and grows.
Stock assets
Off-style, not extensible, licensing fog. Your hero and your bandit come from two different games.
= a statue collectionAI mesh generators
Great meshes — each with its own bespoke skeleton and clothing baked into the body. No wardrobe. No swap. Every asset is an island.
= a prettier statueHiring an artist
€2,000–10,000 per rigged character, weeks of turnaround. Multiply by a cast of twenty.
= statues, invoicedOne skeleton. Everything fits everyone.
Two base bodies, a growing gear library, one shared animation set. A thousand characters are combinations — not a thousand rigs.
human_male
human_female
chest
legs
weapon
hero_0001 · full setNo Blender. No rigging. No 3D vocabulary.
You make outcome decisions. The pipeline makes the 3D decisions — correct by construction on the shared skeleton.
Describe
A prompt, a style tile, a body preset. Tell us which engine you ship in — once.
input: text · style · engineApprove the concept
Pick from front T-pose concepts before anything expensive runs. Wrong look? Regenerate for pennies, not re-bakes.
gate: cheap by designWe bake it
Mesh, rig to the shared skeleton, gear fit, hide-masks, optimization — headless, while you watch the stages tick.
mesh → rig → fit → optimizeEquip & export
Swap gear live in the browser, then download glTF/FBX scaled and oriented for your engine.
output: character, not statueA freelancer charges €4,000 for one rigged character.
Sprites outfits your whole cast for less than a lunch per month. Waitlist members lock the founding price at launch.
- 1 hero on the shared skeleton
- Starter gear set, live equip
- Watermarked exports
- Full character + gear library
- Shared animation set on everything
- glTF + FBX, engine presets
- Commercial rights included
- Custom style lock for your IP
- API & batch generation
- Locked library = your moat too
Be first at the forge.
We're building in the open, dogfooding on our own MMORPG. Invites go out strictly in list order.
Fair questions, straight answers.
Anything that eats glTF or FBX: Unity, Godot, Unreal, three.js/web. You pick your engine once and exports come out scaled, oriented and budgeted for it.
A sprite is any game being brought to life — ours happen to be 3D. Rigged, animated, gear-swappable characters on one shared skeleton. That's why the domain is sprites.run: they actually run.
Pro exports ship with full commercial rights and machine-readable AI-provenance metadata — Steam-ready disclosure, generated in the EU.
Because that's what makes it a system: any gear fits any character, and one animation set drives your entire roster. Per-asset rigs are why everything else is a statue.
Yes — that's the Studio tier: a custom style lock trained on your IP, so every generated character and gear piece reads as your game.
Private alpha first — we're proving the pipeline on our own MMORPG (Ellaris) right now. The waitlist is the only door in, and it's first come, first equipped.