PixelForge
Build a dependable game-art pipeline, one asset at a time.
Generate, inspect, and retain pixel-art candidates while PixelForge grows toward a canon-aware game-production system.
The current build runs typed pixel-art generations on one homelab GPU worker, preserves the raw and processed outputs, and records the parameters needed to inspect each result.
What it does today
- Generate game-art candidates from typed asset specs. Characters, enemies, NPCs, tiles, props, items, and effects can be queued at a 16px or 32px target grid.
- Compare multiple seeds from the same spec. Queue 1–12 variations, track their progress, and release held credits when a generation fails.
- Keep raw, sprite, and preview outputs together. Completed jobs retain their seed, generation parameters, deterministic pixel post-process, and current structural checks.
- Run generation on the PixelForge homelab GPU. One worker processes one GPU generation at a time. Queue weighting can change order, not physical concurrency.
- Turn a brief and curated founding set into canon v1. Projects can generate six probes, select a direction, curate roles, derive a shared palette, and freeze an immutable canon.
- Condition new assets on a curated project canon. Opt-in generations pin the project’s current frozen canon, choose one conditioning member deterministically, and snap output to its palette.
Pre-1.0 roadmap — not active yet
- Redraw only a selected region of an existing sprite. The path is installed but stays gated until the deployed homelab proves a real masked inpaint with zero outside-mask changes.
- Make exact pixel edits without spending generation credits. The deterministic editor stores replayable changed-pixel operations and creates a new immutable asset version on every save.
- Measure style drift against a held-out canon anchor. Current scorecards contain structural checks; they do not provide a validated project-style score.
- Version, migrate, and revisit assets when canon changes. Immutable canon versions and active project pointers are live. Migration previews and controlled asset re-derivation are still roadmap work.
- Purchase subscriptions and top-up budgets. Entitlements are being modeled before prices or live checkout are enabled.