Understanding Each Workflow Selection
When you create an asset in Gametank, you move through a step-by-step workflow. Each selection you make—from Category to Perspective—influences how your final asset looks and feels. This guide breaks down every step, explaining what it means, when to use it, and how to combine options effectively.
1. Category
Your Category determines the broad type of asset you’re creating—characters, environments, UI, etc. It sets the stage for all other selections, especially Asset Type.
Pro Tip: Pick your category first based on how you’ll use the asset in your game, not just what it looks like.
2. Asset Type
Once you choose a category, you’ll select a specific Asset Type. This tells Gametank exactly what kind of asset you want generated.
Characters & Creatures
- Playable Character Sprite — A visual asset for your game’s protagonist, adaptable to your chosen style and perspective. Designed to serve as the core player-controlled character.
- Enemy Sprite — A sprite representing an opposing character or creature in your game. Add specific combat details or poses in your prompt for more customization.
- NPC (Non-Playable Character) — A game character that players interact with but do not control. Often used for quests, story dialogue, or environmental population.
- Boss Character — A larger or more powerful opponent designed for key battles in your game. Can feature unique design elements that set it apart from regular enemies.
- Mount or Companion — A creature or ally that assists or travels with the player’s character. Works for mounts, pets, or support partners.
Environment & Tiles
- Terrain Tile — A repeatable section of ground, floor, or terrain for building game levels. Designed for seamless tiling.
- Object / Prop — A standalone environmental object such as a crate, barrel, or signpost. Used to decorate and populate game worlds.
- Environment Scene — A complete, standalone environment shot — ideal for cutscenes, splash screens, or promotional material.
- Structure or Building — A man-made or fantasy structure such as a house, tower, or fortress. Fits into worldbuilding or level design.
- Skybox / Background — A large panoramic or repeating background used to set the scene in a level or menu.
User Interface
- Button / UI Element — A single interface component such as a button, slider, or icon. Works for in-game menus or HUDs.
- Inventory Icon — A clear, recognizable icon for representing items in an inventory or menu.
- Menu Background — A backdrop for a game menu, settings page, or pause screen.
- Status Bar — A visual element for tracking player stats like health, mana, or experience.
- Dialog Box Frame — A decorative border or frame for character dialogue or narrative text.
Items & Equipment
- Weapon — An asset representing an offensive tool such as a sword, gun, or bow. Can be realistic or stylized.
- Armor / Clothing — Protective or decorative wearables for characters, including helmets, armor sets, and outfits.
- Consumable Item — An item that is used up when activated, such as potions, food, or scrolls.
- Power-up or Collectible — An in-game pickup that boosts abilities or contributes to score progression, like coins or special items.
- Key / Puzzle Object — An interactive or symbolic item used to unlock progress or solve challenges.
Effects
- Magic Spell Icon — An icon representing a magical ability, power, or special attack. Works for HUDs, skill trees, or inventory menus.
- Attack Animation Frame — A single frame depicting an attack effect or weapon strike. Ideal for action sequences or combat visuals.
- Explosion or Impact Effect — A visual effect showing a burst, blast, or collision impact. Can be stylized or realistic.
- Buff / Debuff Icon — An icon indicating a temporary boost or penalty to a character’s abilities. Fits for HUDs or status displays.
- Environmental Particle — A small repeating visual element that adds atmosphere to a scene, such as falling leaves, sparks, or snow.
Textures & Patterns
- Seamless Terrain Texture — A continuous repeating texture for ground, terrain, or surfaces. Designed for large-scale use in environments.
- Wall / Floor Pattern — A repeating design for architectural surfaces. Works for both interior and exterior settings.
- Material Texture — A texture depicting realistic or stylized materials such as leather, steel, or stone — adaptable for props, environments, and in-game assets.
- UI Background Texture — A decorative repeating texture used behind menus, windows, or HUD elements.
Logos & Branding
- Game Logo — A stylized text or emblem representing your game’s title. Useful for splash screens and marketing.
- Faction Emblem / Crest — A symbol or badge representing a group, team, or faction in your game.
- Title Screen Art — A full visual design intended for a game’s main menu or start screen.
Other
- Other (Custom) — Describe a unique asset type not listed above.
Pro Tip: If you’re unsure which asset type fits, think about where it will appear in your game—on-screen during play, in a menu, as decoration, etc.
3. Genre
Your Genre sets the thematic style for the asset.
What This Means: It guides the visual tone—sci-fi tech feels different from medieval woodwork, even if the object is the same.
Available genres:
- Fantasy
- Sci-Fi
- Cyberpunk
- Post-Apocalyptic
- Medieval
- Modern Military
- Stealth
- Western
- Horror
- Platformer
- Puzzle
- Cartoon Adventure
- Farming Sim
- Visual Novel
- Sports
- Other
4. Art Style
What This Means: Defines the visual approach and level of detail.
- Pixel Art — Classic blocky visuals with visible pixels. Ideal for retro-inspired or 2D platformer games.
- Hand-Painted — Painterly textures and brushwork that give assets a stylized, artistic look—often seen in fantasy and indie titles.
- Cel-Shaded — Bold outlines and flat shading that mimic the look of cartoons or anime. Great for stylized or comic book-inspired visuals.
- Realistic — Detailed, lifelike visuals that aim to mimic real-world textures, lighting, and materials.
- Flat Vector — Clean, geometric shapes with solid colors and minimal shading. Perfect for mobile, puzzle, or casual games.
- Retro 8-Bit — Ultra-simplified pixel style with a limited color palette—mimicking the visuals of early game consoles like the NES.
- Other — Describe a unique or custom art style not listed here.
Pro Tip: Choose an art style that complements your existing assets to keep a consistent look across your game.
5. Color Palette / Mood
What This Means: Controls the dominant color scheme and emotional tone.
- Warm & Vibrant — Bold reds, oranges, and yellows that evoke energy, passion, and warmth—great for action-packed or cheerful scenes.
- Cool & Calm — Soft blues, greens, and purples that create a peaceful, relaxed, or futuristic mood—ideal for tranquil or sci-fi settings.
- Monochrome — A single color in varying shades, offering a clean, stylized, or noir-inspired look—great for minimalist or dramatic visuals.
- Neon Glow — Bright, electric hues with glowing edges—perfect for cyberpunk, arcade, or high-tech environments.
- Fantasy Pastels — Soft, dreamy tones like lavender, baby blue, and mint—ideal for magical, whimsical, or lighthearted fantasy settings.
- Dark & Moody — Deep, desaturated tones with strong shadows—perfect for horror, gothic, or mysterious atmospheres.
- High Contrast — Strong opposing colors that pop—great for puzzle games, accessibility, or bold retro styles.
- Retro Pixel — Classic 8- or 16-bit game color schemes with limited palettes—perfect for old-school pixel art and nostalgic vibes.
- Other — Describe a unique or custom color palette not listed here.
6. Perspective
What This Means: Determines the angle the viewer sees the asset from.
- Top-Down — A bird’s-eye view looking straight down—commonly used in strategy, RPGs, and simulation games.
- Isometric — A stylized angled top-down view with equal axis spacing—great for giving depth without true 3D, often seen in tactics or city builders.
- Side-Scroller — A straight side view used for platformers and action games—perfect for characters, enemies, and level tiles moving left to right.
- Front View — A flat, head-on perspective—ideal for UI elements, portraits, or turn-based battle scenes.
- 3/4 View — A slightly angled view that shows the front and a bit of the side—great for RPG sprites, props, and dynamic character poses.
- Other — Describe a unique or custom perspective not listed here.
Pro Tip: Keep perspective consistent for all assets in the same scene to avoid visual mismatches.
7. Prompt
Your Prompt is the written description of your asset. It works alongside your selections to give the AI clear instructions.
What This Means: The clearer and more descriptive your prompt, the closer the result will match your vision. For tips, see our full guide: How to Write Great Prompts for Gametank.
Bringing It All Together
By now, you’ve explored how each step in the Gametank workflow—Category, Asset Type, Genre, Art Style, Color Palette/Mood, Perspective, and Prompt—contributes to shaping your final asset. The best results come when these selections work in unison.
Think of the process like assembling a well-balanced recipe:
- Category and Asset Type form your main ingredients.
- Genre and Art Style add the flavor and texture.
- Color Palette/Mood sets the tone and emotional impact.
- Perspective frames how your audience will experience the asset.
- And your Prompt ensures the AI has clear, specific directions to bring it to life.
When you approach each selection with both creativity and intent, you’ll not only produce visually appealing assets but also maintain a consistent style across your game world—whether you’re building a single hero sprite or an entire library of environment tiles.
Final Tips for Combining Selections
-
Match Genre + Art Style for cohesion Pairing complementary styles creates a unified aesthetic (e.g., Cyberpunk + Pixel Art for a retro-futuristic vibe). Mismatched choices can work, but they require extra prompt detail to tie them together.
-
Choose Perspective to serve gameplay Think about how your asset will be viewed in-game. Side-Scroller works well for platformers, Isometric adds depth for strategy or builder games, and Top-Down suits RPGs or exploration titles.
-
Align Prompt details with Category + Asset Type The more relevant your prompt is to your selection, the easier it is for the AI to deliver spot-on results. Avoid adding unrelated elements that could confuse the style or composition.
-
Experiment and iterate If an output is “close but not quite,” tweak one variable at a time—often small changes in mood, palette, or phrasing yield big improvements.
-
Stay consistent for brand identity If building multiple assets, keep certain choices (e.g., Art Style, Color Palette) consistent to help your game world feel visually connected.
Next Step: Explore our Example Assets to see real-world combinations in action.
Continue Your Gametank Learning Journey
Looking for even more? Visit the Guides Hub for all our tutorials and resources.
When you’re ready, jump into Gametank and start creating your next asset.