The character system for indie game devs

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.

HERO_0001 · northern ranger rig mixamo-24 · clips 12 shared
AI-generated game character base body, rigged on the shared skeleton Character wearing the generated leather breastplate Character wearing the generated leg armor Character wearing breastplate and leg armor Character in the full gear set, holding the blade click the slots ↓
// same skeleton — every piece fits every character
export glTF · FBX engines Unity · Godot · Unreal · three.js skeleton one, shared animations one set, whole roster
The problem

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 collection

AI 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 statue

Hiring an artist

€2,000–10,000 per rigged character, weeks of turnaround. Multiply by a cast of twenty.

= statues, invoiced
The system

One skeleton. Everything fits everyone.

Two base bodies, a growing gear library, one shared animation set. A thousand characters are combinations — not a thousand rigs.

base bodies
Male base body in T-pose, ready for rigginghuman_male
Female base body in T-pose, ready for rigginghuman_female
gear library · grows with you
Generated chest armor concept, style-lockedchest
Generated leg armor concept, style-lockedlegs
Generated weapon concept, style-lockedweapon
any combination, animated
Finished character wearing the full generated gear sethero_0001 · full set
One shared animation setAuthored once, plays on every character and every outfit. New gear never means new animation work.
Slot hide-masksArmor hides the body region under it — no skin poking through, no per-mesh cleanup.
Style-locked libraryEvery generated piece matches your project's look. Your cast reads as one game, not an asset flip.
How it works

No 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 · engine

Approve the concept

Pick from front T-pose concepts before anything expensive runs. Wrong look? Regenerate for pennies, not re-bakes.

gate: cheap by design

We bake it

Mesh, rig to the shared skeleton, gear fit, hide-masks, optimization — headless, while you watch the stages tick.

mesh → rig → fit → optimize

Equip & export

Swap gear live in the browser, then download glTF/FBX scaled and oriented for your engine.

output: character, not statue
Planned pricing

A 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.

Free
€0
  • 1 hero on the shared skeleton
  • Starter gear set, live equip
  • Watermarked exports
Join the waitlist
Pro — the wardrobe
€19/month · founding
  • Full character + gear library
  • Shared animation set on everything
  • glTF + FBX, engine presets
  • Commercial rights included
Lock the founding price
Studio
Let's talk
  • Custom style lock for your IP
  • API & batch generation
  • Locked library = your moat too
Talk to us
Private alpha

Be first at the forge.

We're building in the open, dogfooding on our own MMORPG. Invites go out strictly in list order.

 

Questions

Fair questions, straight answers.

Which game engines does Sprites support?

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.

Sprites? Isn't that 2D?

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.

Do I own the output?

Pro exports ship with full commercial rights and machine-readable AI-provenance metadata — Steam-ready disclosure, generated in the EU.

Why one shared skeleton?

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.

Can I lock Sprites to my own art style?

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.

When can I use Sprites?

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.