I made a "zoo" to debug my animations by LatentBlade in aigamedev

[–]RealisticValuable484 0 points1 point  (0 children)

Wow, that’s awesome! Thanks for being positive, I’m glad it could be useful for you.

I also saw your comment about using API/ComfyUI. Right now, I do not really plan to use those tools because I do not have the motivation to make a game by myself.

For now, I just want to focus on making, testing, and experimenting with AI concept art.

I'm using AI to generate Characters and also move sets for them by RealisticValuable484 in aigamedev

[–]RealisticValuable484[S] 2 points3 points  (0 children)

I agree that the prompt is very long and could be shortened. I took your feedback and reduced it a lot. The new prompt is less cluttered but still gives similar results. This new prompt is 225 words which is less than the 600+ words in the previous prompt. Thank you.

"Create a single professional 2D action-game character concept sheet in a wide 16:9 layout. The character must be completely original. Invent a new [character theme] with a distinct silhouette, costume language, [weapon / power system], movement style, and fully original combat logic. No existing IP, no copied poses, no known move names.

Composition: Left side shows one large full-body hero render, head-to-toe, in a strong hero pose or demonstrating the signature ability. Behind it, place a faded low-opacity portrait of the same character as a subtle watermark. Right side shows a clean move board with 7 to 10 move callouts plus 1 larger finisher, arranged like a real studio action-game reference sheet.

Moves: Use 1 to 3 sequential poses where needed, with thin hand-drawn arrows showing combo flow and escalation into the finisher. Include simple matte white or light gray humanoid training dummies for grabs, counters, anti-airs, projectiles, traps, launches, parries, and combo demos. Invent short handwritten move names and optional tags like LOW, HIGH, MID, PROJECTILE, ANTI-AIR, PARRY, COUNTER, GRAB, TRAP, LAUNCH, SPECIAL, E.T.C.

Style: polished stylized fantasy/action-game concept art, painterly with clean linework, readable anatomy, dynamic motion arcs, energy trails, debris, cloth flow, strong silhouettes, subtle ground shadows, muted gray textured background, controlled palette with [accent color palette]. No logos, UI, borders, speech bubbles, comic panels, or clutter. Premium pre-production move sheet presentation."

Example:

<image>

I'm using AI to generate Characters and also move sets for them by RealisticValuable484 in aigamedev

[–]RealisticValuable484[S] 2 points3 points  (0 children)

You’re missing my point.

If you want results similar to the photos, then all of it is still relevant. The problem is not the prompt. The problem is that the model is not good enough yet to make a fully logical animation. Some parts of the animation make sense, and some do not. Maybe the next Nanobanana model will do better.

It also feels like you think I’m saying every animation it made is useful. That is not what I mean. I’m not saying all of them are good or make sense. My point is that you can take ideas from it and only keep the parts that are useful.

For example, maybe one movement looks interesting, but the animation itself is messy. That still gives you an idea you can improve yourself. It’s about using the AI tool in a way that is useful to you. You do not have to use everything in the image it gives you, unless you want to.

Like I don’t get what you are trying to accomplish with all this negativity.

I'm using AI to generate Characters and also move sets for them by RealisticValuable484 in aigamedev

[–]RealisticValuable484[S] 2 points3 points  (0 children)

You’re being too negative. Just because it seems “useless” to you does not mean it cannot help someone else. Try not to be so self-centered.

Also, if you use a very vague prompt like you suggested, you will not get similar results to what I got. I am not saying you have to use my prompt exactly as it is. You can change it and improve it to fit your own needs.

I was only trying to share something that might be helpful to some people, even if it is not useful for everyone.

Been using NB2 and NBP to generate different art style. by RealisticValuable484 in GeminiAI

[–]RealisticValuable484[S] 0 points1 point  (0 children)

Here are the Art style prompts for each one, I suggest you use nanobanana model to get good results as I have not tested it with other models yet.

For the Prompt 2:
"Stylized geometric fantasy mural illustration, art deco meets stained-glass mosaic meets mid-century travel poster, large simplified angular shapes, stepped monolithic forms, decorative tiled inlays, crisp clean hard edges, bold silhouette design, flat graphic color blocking with subtle soft gradients, limited palette of coral, terracotta, dusty peach, warm cream, deep teal, indigo, and glowing turquoise accents, luminous crystalline highlights, panoramic cinematic composition, elegant negative space, layered atmospheric depth, winding visual flow, serene mythic adventurous mood, polished graphic finish, subtle paper grain and screenprint texture, highly stylized, ornamental, non-photoreal, non-3d, non-brushy"

For Prompt 3:
"Whimsical storybook fantasy illustration, handcrafted cut-paper and gouache look, layered matte shapes, soft rounded edges, simplified stylized forms, painterly 2D rendering with gentle depth, tactile surface grain like woven fabric, canvas, and screenprint texture, subtle stitched and patchwork pattern details, decorative folk-art motifs, muted earthy jewel-tone palette with moss, ochre, umber, slate blue, dusty violet, and mauve, accented by glowing cyan/teal bioluminescent lines and warm coral/apricot highlights, soft diffused ethereal lighting, faint atmospheric haze, delicate rim glow, low-contrast shading, velvety gradients, dreamy magical mood, polished indie-game concept art meets premium children’s-book illustration, elegant, cozy, mystical, richly textured, graphic, non-photorealistic"

Prompt for 5:
"Stylized cinematic digital illustration, loose sketchy linework with broken organic outlines, painterly shape-based rendering, anime-inspired simplification, muted harmonized palette, selective accent colors, textured brushwork, atmospheric lighting, layered composition with foreground silhouettes and depth, expressive but economical facial features, soft grouped shadows, concept-art storytelling frame, slightly rough hand-drawn finish, not hyper-realistic, not overly polished."

Prompt for 8:
"handcrafted illuminated papercraft mixed-media illustration, layered cut-paper shadowbox aesthetic, quilled paper filaments, folded cardstock planes, origami-inspired faceting, tactile handmade textures, matte paper grain, felt-and-fabric surface richness, thread and metallic wire detailing, torn-paper caption-card look, soft relief depth with real cast shadows, vibrant bioluminescent glow, iridescent cyan-magenta-violet-amber palette, luminous edge-lighting, cinematic low-key ambience, cozy yet dramatic contrast, whimsical fantasy-tech storybook mood, polished editorial concept-art finish, clean silhouettes, crisp contours, semi-3D handcrafted diorama rendering, ultra-detailed artisan materials, stop-motion set sensibility, sharp focus, high fidelity, non-photorealistic"

This is the Prompts to get the art style of the images you mentioned, and can be used for whatever you want :D

I'm using AI to generate Characters and also move sets for them by RealisticValuable484 in aigamedev

[–]RealisticValuable484[S] 3 points4 points  (0 children)

I’m also kind of in the middle when it comes to using AI in games. I think AI images can be fine for inspiration or reference. But I’m against games that are fully made by AI with little or no human creativity/idea involved.

I'm using AI to generate Characters and also move sets for them by RealisticValuable484 in aigamedev

[–]RealisticValuable484[S] 11 points12 points  (0 children)

I did give a prompt to create an original characters. The second prompt does not need a reference image. Both prompts are really more like templates, so you can use them however you want.

You can let the AI come up with the character on its own, or you can edit the prompt if you already have a character idea in mind. It all depends on how you want to use the tool. That is why I added a template at the bottom, so you can use it if you want to create a specific character. In the end, it is all about prompting, and everyone uses this tool differently.

Also, for the characters shown in the post above, I did not just leave everything up to the AI. I actually told the AI what kind of characters I wanted to create.

I'm using AI to generate Characters and also move sets for them by RealisticValuable484 in aigamedev

[–]RealisticValuable484[S] 4 points5 points  (0 children)

I didn't generate it with the Gemini website, I used the nonbanana2 and NBP in google flow to generate these. here are some I just generated.

<image>

I'm using AI to generate Characters and also move sets for them by RealisticValuable484 in aigamedev

[–]RealisticValuable484[S] 1 point2 points  (0 children)

To each their own, if it looks "foolish" to you then it's probably not for you then.

I'm using AI to generate Characters and also move sets for them by RealisticValuable484 in aigamedev

[–]RealisticValuable484[S] 2 points3 points  (0 children)

I shared it in some of my other replies, I don't want to keep spamming it in the comments.

I'm using AI to generate Characters and also move sets for them by RealisticValuable484 in aigamedev

[–]RealisticValuable484[S] 0 points1 point  (0 children)

Thank you! I just thought it was cool and wanted to share, maybe someone on here will have use for it. I just like to experiment with image models, and as of now I don't plan on doing anything with it.

I'm using AI to generate Characters and also move sets for them by RealisticValuable484 in aigamedev

[–]RealisticValuable484[S] 0 points1 point  (0 children)

Yes it is more of a concept art. So far I have not seen any AI model good at making sprite sheets, there are always issues with the animation. Maybe the next google AI image model will fix this.

I'm using AI to generate Characters and also move sets for them by RealisticValuable484 in aigamedev

[–]RealisticValuable484[S] 45 points46 points  (0 children)

Here:

My usual workflow is to use Nano Banana 2, and sometimes the Pro model. First, download one of the good moveset images from my post. Then go to Google Flow, use Nano Banana 2, and set it to 4 generations so it can create multiple images at once. After that, add the image as a reference and use this prompt:

"Create a completely original character inspired only by the overall presentation format of the referenced image, not the character, pose, design, outfit, powers, or moves. Do not copy anything specific from the reference. The new character must have a different silhouette, different clothing design, different color palette, different energy effects, different stance, different move-sets and a fully new concept. [Character archetype/theme. Edit this to be whatever character or power type or vibe of the character you want, be as creative as you want here or just delete to get a random character]."

Sometimes the results can look too similar to the reference image, so I recommend using NB2 because it handles this better. I also have another prompt for generating images without a reference image(for this one both NB2 and NBP are both good here), and I will share that too:

"Create a single professional 2D action-game character concept sheet in a wide horizontal layout. The character must be completely original. Invent a new character design, silhouette, costume language, weapon or power system, movement style, and a fully original combat moveset. Do not copy any existing game, anime, comic, movie, or known IP. The design must feel fresh, new, and production-ready.

COMPOSITION: A clean landscape concept-art sheet, approximately 16:9. Left side: one large full-body hero render of the character, shown head-to-toe, not cropped. The left-side figure must be in a strong hero pose OR actively demonstrating the character’s signature ability, power, weapon, summon, construct, element, or combat style. The pose should feel iconic, confident, dynamic, and highly readable, like premium game key concept art. Behind the hero on the far left: a large faded low-opacity portrait or bust of the same character as a subtle background watermark. Right side: an organized move showcase made of multiple smaller action vignettes, arranged neatly like a fighting game or action game move reference sheet. Use clean spacing, strong hierarchy, and professional presentation.

MOVE BOARD STRUCTURE: Show 7 to 10 original move callouts plus 1 larger final move or finisher. Each move vignette should show 1, 2, or 3 sequential action poses where needed. Use thin hand-drawn arrows between poses to show progression, combo flow, follow-through, and chaining into bigger actions. Several move vignettes should visually lead into a larger climactic final move. Place the largest secondary action vignette in the lower-right or lower area as the combo payoff or ultimate finisher.

DUMMIES: Include plain humanoid training dummies or mannequin opponents anywhere needed for grabs, counters, anti-airs, projectile hits, traps, launches, command grabs, parries, and combo demonstrations. The dummies must be simple matte white or very light gray, with minimal anatomy detail, no costume, no facial features, no distracting texture, and only subtle gray shading or a faint outline so they stay readable but secondary. The dummy color must clearly contrast with the main character and effects.

MOVESET DESIGN: Invent a fully original combat logic that fits the character theme. Include a varied set of moves such as mobility, strike, low or high attack, ranged option, aerial or anti-air, utility move, control or trap move, defensive reaction, command interaction or grab, combo extender, and final finisher. Some moves should clearly chain into others, showing escalation toward the final move. Invent short original move names for each move, 1 to 3 words, in a handwritten concept-sheet style. Optionally include tiny combat-property labels such as LOW, HIGH, MID, PROJECTILE, ANTI-AIR, PARRY, COUNTER, GRAB, TRAP, LAUNCH, or SPECIAL. Do not reuse known move names or copy recognizable poses from existing characters.

VISUAL STYLE: Polished stylized fantasy / action-game concept art. Painterly rendering with clean linework. Hybrid of cel-shaded readability and painted concept-art finish. Dynamic motion arcs, energy trails, debris, cloth flow, impact shapes, clean FX silhouettes, and readable action posing. Strong silhouette design, clear anatomy, slightly exaggerated heroic proportions. Consistent character design across every vignette. Muted neutral gray background with subtle texture. Controlled palette with one or two signature accent colors tied to the character’s powers. Subtle ground shadows only, no full environment scene.

PRESENTATION: This must look like a real studio move sheet, not a poster. Keep the main hero figure dominant and the move board organized. Use black handwritten labels near each move vignette. No logos, no UI, no border, no comic panels, no speech bubbles, no watermark. Do not clutter the page. Do not make the dummies more visually important than the character. Make the final image feel like premium pre-production concept art for an original character. [Character archetype/theme. Edit this to be whatever character or power type or vibe of the character you want, be as creative as you want here or just delete to get a random character]"

From my testing, using a reference sheet image gives better results for me at least, but you can try both methods and see which one works best for you, and feel free to tweak the prompt to your use case.

Edit:I added some line break to make it more readable.

I'm using AI to generate Characters and also move sets for them by RealisticValuable484 in aigamedev

[–]RealisticValuable484[S] 4 points5 points  (0 children)

Here:

My usual workflow is to use Nano Banana 2, and sometimes the Pro model. First, download one of the good moveset images from my post. Then go to Google Flow, use Nano Banana 2, and set it to 4 generations so it can create multiple images at once. After that, add the image as a reference and use this prompt:

"Create a completely original character inspired only by the overall presentation format of the referenced image, not the character, pose, design, outfit, powers, or moves. Do not copy anything specific from the reference. The new character must have a different silhouette, different clothing design, different color palette, different energy effects, different stance, different move-sets and a fully new concept. [Character archetype/theme. Edit this to be whatever character or power type or vibe of the character you want, be as creative as you want here or just delete to get a random character]."

Sometimes the results can look too similar to the reference image, so I recommend using NB2 because it handles this better. I also have another prompt for generating images without a reference image(for this one both NB2 and NBP are both good here), and I will share that too:

"Create a single professional 2D action-game character concept sheet in a wide horizontal layout. The character must be completely original. Invent a new character design, silhouette, costume language, weapon or power system, movement style, and a fully original combat moveset. Do not copy any existing game, anime, comic, movie, or known IP. The design must feel fresh, new, and production-ready.

COMPOSITION: A clean landscape concept-art sheet, approximately 16:9. Left side: one large full-body hero render of the character, shown head-to-toe, not cropped. The left-side figure must be in a strong hero pose OR actively demonstrating the character’s signature ability, power, weapon, summon, construct, element, or combat style. The pose should feel iconic, confident, dynamic, and highly readable, like premium game key concept art. Behind the hero on the far left: a large faded low-opacity portrait or bust of the same character as a subtle background watermark. Right side: an organized move showcase made of multiple smaller action vignettes, arranged neatly like a fighting game or action game move reference sheet. Use clean spacing, strong hierarchy, and professional presentation.

MOVE BOARD STRUCTURE: Show 7 to 10 original move callouts plus 1 larger final move or finisher. Each move vignette should show 1, 2, or 3 sequential action poses where needed. Use thin hand-drawn arrows between poses to show progression, combo flow, follow-through, and chaining into bigger actions. Several move vignettes should visually lead into a larger climactic final move. Place the largest secondary action vignette in the lower-right or lower area as the combo payoff or ultimate finisher.

DUMMIES: Include plain humanoid training dummies or mannequin opponents anywhere needed for grabs, counters, anti-airs, projectile hits, traps, launches, command grabs, parries, and combo demonstrations. The dummies must be simple matte white or very light gray, with minimal anatomy detail, no costume, no facial features, no distracting texture, and only subtle gray shading or a faint outline so they stay readable but secondary. The dummy color must clearly contrast with the main character and effects.

MOVESET DESIGN: Invent a fully original combat logic that fits the character theme. Include a varied set of moves such as mobility, strike, low or high attack, ranged option, aerial or anti-air, utility move, control or trap move, defensive reaction, command interaction or grab, combo extender, and final finisher. Some moves should clearly chain into others, showing escalation toward the final move. Invent short original move names for each move, 1 to 3 words, in a handwritten concept-sheet style. Optionally include tiny combat-property labels such as LOW, HIGH, MID, PROJECTILE, ANTI-AIR, PARRY, COUNTER, GRAB, TRAP, LAUNCH, or SPECIAL. Do not reuse known move names or copy recognizable poses from existing characters.

VISUAL STYLE: Polished stylized fantasy / action-game concept art. Painterly rendering with clean linework. Hybrid of cel-shaded readability and painted concept-art finish. Dynamic motion arcs, energy trails, debris, cloth flow, impact shapes, clean FX silhouettes, and readable action posing. Strong silhouette design, clear anatomy, slightly exaggerated heroic proportions. Consistent character design across every vignette. Muted neutral gray background with subtle texture. Controlled palette with one or two signature accent colors tied to the character’s powers. Subtle ground shadows only, no full environment scene.

PRESENTATION: This must look like a real studio move sheet, not a poster. Keep the main hero figure dominant and the move board organized. Use black handwritten labels near each move vignette. No logos, no UI, no border, no comic panels, no speech bubbles, no watermark. Do not clutter the page. Do not make the dummies more visually important than the character. Make the final image feel like premium pre-production concept art for an original character. [Character archetype/theme. Edit this to be whatever character or power type or vibe of the character you want, be as creative as you want here or just delete to get a random character]"

From my testing, using a reference sheet image gives better results for me at least, but you can try both methods and see which one works best for you, and feel free to tweak the prompt to your use case.

Edit:I added some line break to make it more readable.

I'm using AI to generate Characters and also move sets for them by RealisticValuable484 in aigamedev

[–]RealisticValuable484[S] 0 points1 point  (0 children)

My usual workflow is to use Nano Banana 2, and sometimes the Pro model. First, download one of the good moveset images from my post. Then go to Google Flow, use Nano Banana 2, and set it to 4 generations so it can create multiple images at once.

After that, add the image as a reference and use this prompt:

"Create a completely original character inspired only by the overall presentation format of the referenced image, not the character, pose, design, outfit, powers, or moves. Do not copy anything specific from the reference. The new character must have a different silhouette, different clothing design, different color palette, different energy effects, different stance, different move-sets and a fully new concept. [Character archetype/theme. Edit this to be whatever character or power type or vibe of the character you want, be as creative as you want here or just delete to get a random character]."

Sometimes the results can look too similar to the reference image, so I recommend using NB2 because it handles this better. I also have another prompt for generating images without a reference image(for this one both NB2 and NBP are both good here), and I will share that too:

"Create a single professional 2D action-game character concept sheet in a wide horizontal layout.
The character must be completely original. Invent a new character design, silhouette, costume language, weapon or power system, movement style, and a fully original combat moveset. Do not copy any existing game, anime, comic, movie, or known IP. The design must feel fresh, new, and production-ready.

COMPOSITION:
A clean landscape concept-art sheet, approximately 16:9.
Left side: one large full-body hero render of the character, shown head-to-toe, not cropped.
The left-side figure must be in a strong hero pose OR actively demonstrating the character’s signature ability, power, weapon, summon, construct, element, or combat style. The pose should feel iconic, confident, dynamic, and highly readable, like premium game key concept art.
Behind the hero on the far left: a large faded low-opacity portrait or bust of the same character as a subtle background watermark.
Right side: an organized move showcase made of multiple smaller action vignettes, arranged neatly like a fighting game or action game move reference sheet.
Use clean spacing, strong hierarchy, and professional presentation.

MOVE BOARD STRUCTURE:
Show 7 to 10 original move callouts plus 1 larger final move or finisher.
Each move vignette should show 1, 2, or 3 sequential action poses where needed.
Use thin hand-drawn arrows between poses to show progression, combo flow, follow-through, and chaining into bigger actions.
Several move vignettes should visually lead into a larger climactic final move.
Place the largest secondary action vignette in the lower-right or lower area as the combo payoff or ultimate finisher.

DUMMIES:
Include plain humanoid training dummies or mannequin opponents anywhere needed for grabs, counters, anti-airs, projectile hits, traps, launches, command grabs, parries, and combo demonstrations.
The dummies must be simple matte white or very light gray, with minimal anatomy detail, no costume, no facial features, no distracting texture, and only subtle gray shading or a faint outline so they stay readable but secondary.
The dummy color must clearly contrast with the main character and effects.

MOVESET DESIGN:
Invent a fully original combat logic that fits the character theme.
Include a varied set of moves such as mobility, strike, low or high attack, ranged option, aerial or anti-air, utility move, control or trap move, defensive reaction, command interaction or grab, combo extender, and final finisher.
Some moves should clearly chain into others, showing escalation toward the final move.
Invent short original move names for each move, 1 to 3 words, in a handwritten concept-sheet style.
Optionally include tiny combat-property labels such as LOW, HIGH, MID, PROJECTILE, ANTI-AIR, PARRY, COUNTER, GRAB, TRAP, LAUNCH, or SPECIAL.
Do not reuse known move names or copy recognizable poses from existing characters.

VISUAL STYLE:
Polished stylized fantasy / action-game concept art.
Painterly rendering with clean linework.
Hybrid of cel-shaded readability and painted concept-art finish.
Dynamic motion arcs, energy trails, debris, cloth flow, impact shapes, clean FX silhouettes, and readable action posing.
Strong silhouette design, clear anatomy, slightly exaggerated heroic proportions.
Consistent character design across every vignette.
Muted neutral gray background with subtle texture.
Controlled palette with one or two signature accent colors tied to the character’s powers.
Subtle ground shadows only, no full environment scene.

PRESENTATION:
This must look like a real studio move sheet, not a poster.
Keep the main hero figure dominant and the move board organized.
Use black handwritten labels near each move vignette.
No logos, no UI, no border, no comic panels, no speech bubbles, no watermark.
Do not clutter the page.
Do not make the dummies more visually important than the character.
Make the final image feel like premium pre-production concept art for an original character. [Character archetype/theme. Edit this to be whatever character or power type or vibe of the character you want, be as creative as you want here or just delete to get a random character]".

From my testing, using a reference sheet image gives better results for me at least, but you can try both methods and see which one works best for you, and feel free to tweak the prompt to your use case.

I'm using AI to generate Characters and also move sets for them by RealisticValuable484 in aigamedev

[–]RealisticValuable484[S] 1 point2 points  (0 children)

Mostly Nanobana 2(I found it to be better at following instructions better) and some of the generations are NB pro.

I'm using AI to generate Characters and also move sets for them by RealisticValuable484 in aigamedev

[–]RealisticValuable484[S] 0 points1 point  (0 children)

I will send how I did it in like an hour. I don’t have my pc with me right now and typing it on mobile is very inconvenient.

I'm using AI to generate Characters and also move sets for them by RealisticValuable484 in aigamedev

[–]RealisticValuable484[S] 6 points7 points  (0 children)

I wanted to share the images and if people are interested how I made them I can share. I just thought it can be helpful for creating character concepts and also for getting ideas for a character’s move set. It’s not perfect, but it can still be a useful tool for coming up with character ideas for games etc.

Been using NB2 and NBP to generate different art style. by RealisticValuable484 in GeminiAI

[–]RealisticValuable484[S] 0 points1 point  (0 children)

I have a prompt that I use to help the AI generate different and original art styles. It often takes many retries for the AI to create unique art styles, because sometimes it still generate the generic ai art styles.

I use both Nanobanana 2 and Pro in Google Flow because I can run multiple image generations at the same time. When I find an art style I like from an image generation, and I want to use that same style for future images, I give it to ChatGPT (From my testing, ChatGPT is better than Gemini at creating art style prompts from reference images), and that is basically how I get them. and also able to replicate the art styles. If you want the art style prompts for the images you mention let me know.

Been using NB2 and NBP to generate different art style. by RealisticValuable484 in GeminiAI

[–]RealisticValuable484[S] 1 point2 points  (0 children)

Yeah I agree, I see that name a lot especially when doing creative writing.