Connect SpriteCook to your editor. Your AI writes the game, SpriteCook makes the art.
curl -fsSL https://spritecook.ai/install.sh | bashRun the installer. It detects your editors and configures MCP.
"Build a fishing game." Your AI figures out which assets it needs and generates them.
Sprites land in your project folder. Code references them. Game runs.




"Build me a fishing game"
You describe the game. Your agent plans the assets, generates them with consistent style, and wires them into your code.
Generate one hero asset first. Pass its ID as reference_asset_id to everything after. Palette, proportions, and style match automatically.
Need to tweak an asset? Pass its ID as edit_asset_id with a new prompt. "Add a red cape" or "make the sword glow."
If your agent starts from a local PNG or data URL, it should first import that image through POST /v1/api/assets/import and then animate the returned asset_id.
Strong agent workflows save important SpriteCook IDs in a local manifest like spritecook-assets.json so future animation, edit, and reference steps do not depend on the SpriteCook dashboard.