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Image Studio

Learn the artwork tools, image actions, animation timeline, Tile Designer, and export options.

Image Studio is the Pro workspace for creating and preparing game art. You can draw on a blank canvas, import existing images, generate new artwork, animate sprites, and design tiles.

Open Image Studio from the desktop app. Your artwork library is stored on your computer. Godot does not need to be running for local editing.

Find your way around

Image Studio showing a campfire, the drawing toolbar, and generation controls.
Artwork mode: palette and assets on the left, canvas in the middle, Generate on the right, and Timeline below.
AreaWhat it is for
Artwork libraryCreate, reopen, rename, and organize artwork.
PalettePick, sample, and manage the colors used while drawing.
AssetsImport source images and select files to work on.
ArtworkDraw and edit the current canvas.
Tile DesignerWork with individual tiles, repeating textures, and maps.
GenerateChoose an image action, its settings, and a prompt.
TimelineSave frames, organize animation clips, and preview playback.
LayersManage the layers that make up your artwork.

Panels can be docked, resized, or hidden. On smaller windows, open the side panels when you need them to keep more room for the canvas.

Create or import artwork

In the library, enter an Artwork name, choose a Canvas size, and select Create artwork. New artwork uses pixel mode. Pick a size that suits the asset's intended role; a small prop usually needs less detail than a portrait.

To edit an existing file, open Assets and choose Import images. Select the imported asset to load it onto the canvas. An imported image fits the artwork's canvas size, so check its proportions and fine details after loading.

Importing images and working with local tools do not use generation credits.

Draw and edit

Use the pencil, eraser, fill, shapes, selection tools, and color picker to change the canvas directly. Work zoomed in for individual pixels, then zoom out to check the asset's silhouette at its intended display size.

  • Transform rotates, flips, or resizes the artwork.
  • Expand changes the canvas bounds.
  • Clean provides cleanup tools for preparing an asset.
  • Slice sheet separates a sprite sheet into frames.
  • Add frame saves the canvas into the timeline.
  • Update frame saves changes to the frame you are editing.
  • Export PNG saves the current image as a PNG.
  • Save mask exports the current mask for reuse.

Useful shortcuts include B for pencil, E for eraser, I for color picker, and Space + drag to pan. Ctrl/Cmd Z undoes a change; Ctrl/Cmd Shift Z or Ctrl/Cmd Y redoes it. Ctrl/Cmd S saves the frame.

Choose an image action

The Generate panel changes its controls to match the action you select. Some actions need an existing image, selection, or mask.

ActionUse it when
New imageYou want a new asset from a description. On an empty canvas, this may be labeled Image.
EditYou want to change existing art while keeping the parts you describe.
VariationsYou want alternatives based on an existing image.
AnimateYou want motion or an animation set from a character, prop, or effect.
TilesYou want tile-specific generation options.
Cut outYou want to remove the background around a subject.
Match coloursYou want an image to fit another asset's colors or visual style.
ReplaceYou want to replace a selected or masked part of the artwork.
ExtendYou want new artwork beyond the current image edges.

For a focused edit, say what should change and what should stay the same. For a new image, describe the asset, viewpoint, silhouette, colors, and background. See Prompting for game art.

Quality, size, and style

SettingHow to choose
QuickExplore ideas and compare simpler variations.
StudioCreate everyday game assets with a wider choice of art styles.
ProWork on more detailed or reference-guided artwork. It supports multiple references and pose guides.
AssetChoose the kind of image you are making, such as a character, prop, portrait, or texture.
Output sizeMatch the asset's intended use. Available sizes depend on the selected options.
Art styleChoose a visual treatment appropriate to the asset and your game.

The Pro quality option is an image-generation setting. The Pro edition is the desktop product that includes Image Studio. Check the quote for the chosen operation; quality, size, and other options can affect its credit cost.

Background, palette, and references

Use Background, seed & palette to choose transparency, a seed, and color constraints where available. Set a transparent background for an isolated sprite or prop. A ground texture normally fills its whole tile.

A seed can help compare changes while keeping other settings fixed. It is not a guarantee that different actions or settings will produce identical art.

Use Pose & references when a subject's identity, appearance, or pose matters. Choose a small set of relevant references and describe which parts to preserve. The available reference and pose options depend on the selected quality and action.

Refine can help expand your prompt. Read the revised text before generating and remove anything that does not fit your game.

Review and save a generation

  1. Choose the action and settings.
  2. Write the prompt and select only the images or masks needed for the request.
  3. Review the credit quote before submitting.
  4. Inspect the result on the canvas and at its intended display size.
  5. Save the result you want to keep, then make any local edits.

Requests proposed by your AI assistant appear in Approvals in the desktop app. Review their settings and cost before approving them. If you enable MCP auto-approval, check which requests it covers and the limits you set.

Closing Image Studio after a request starts does not cancel that generation. Reopen the artwork to find its result. The Generations page also provides access to recent results.

Animate sprites

Image Studio showing a slime and seven frames in the timeline.
Timeline controls let you inspect the frame order, playback speed, and loop setting.

A clip groups frames into an animation. Give clips useful names such as idle, walk_east, or attack, then set their direction, frame order, FPS, and Loop option.

Use playback and onion skinning to find jumps between frames. Check that the feet or base of the sprite stay aligned, the character keeps its proportions, and the final frame returns naturally to the first when looping.

You can import frames, save edits into a clip, slice a sheet, or use Animate to generate motion. Local frame editing and playback use no generation credits; generated animation has its own quote.

Pose and rigging tools help arrange supported artwork with bones, joints, and pose keys. They do not add movement scripts or gameplay behavior to a Godot character.

Design tiles and maps

Tile Designer with a 16 by 16 ground tile and a terrain library.
Tile Designer separates drawing a tile from arranging tiles into a map.
  1. Switch to Tile Designer.
  2. Choose a saved tile or select New tile.
  3. Draw on the tile canvas, or use Describe and generate for new tile art.
  4. Use Check seams and the repeat preview to inspect the edges.
  5. Choose Save tile to keep the edit.
  6. Open Build map to arrange tiles into a map.

For repeating terrain, keep lighting even and avoid a strong focal point in every tile. Inspect a larger repeated area to catch visible grids and seams. Tile generation uses credits; drawing, saving, and arranging tiles do not.

Export and use in Godot

Use Export PNG for a still image and the timeline's Export controls for animation output. Review the selected clip and export settings before saving.

Where Add to Godot is available, it copies the artwork into the selected project for use by your scene. You can also import exported files through Godot's normal asset workflow. Your connected assistant can help place the art and configure sprite animation.

Keep artwork and gameplay separate: a sprite does not create collision, navigation, interaction, or character movement on its own.

Credits and offline use

Drawing, local editing, rigging, timeline playback, cleanup, and export do not use generation credits. AI generation and AI edits show their cost in the app. Pro includes starter generation credits; current top-up packs and prices are shown in your account.

Local artwork remains available offline. AI generation needs an internet connection.

Saved files and privacy

The artwork you save to your local library stays on your computer until you delete it. Online generation results are available for seven days, so save the results you want to keep. Download links are temporary and can be refreshed while a result is still available.

A generation uses the prompt and selected images or masks needed for that request. Your Godot scenes, scripts, and whole project are not uploaded by Image Studio. Temporary uploaded files and results are removed when they expire. See Security & privacy for account and diagnostic settings.