We're users, not sponsored
SpriteCook doesn't pay us and there's no affiliate link. The art in the reel is an illustrative example we made with another AI, not with SpriteCook. Data checked on November 8, 2026 on its website and in its repo.
Claude Code already knows how to program games (Godot, Phaser, Unity…). The problem was the art: blue rectangles and circles instead of characters. SpriteCook is a plugin for Claude Code and Claude Desktop that gives Claude tools to draw sprites, animate them and paint tilesets in pixel art (or HD), and to drop them into your project.
Your animated hero in 5 steps
Design the hero
Ask for 2 variants and spend as little as possible.
Pick one
And use it as the reference for everything else.
Animate it
Run, jump, attack. Have it check every sprite sheet.
Paint the ground
A tileset in the same style.
Bring it into Godot
Project, level, movement and ▶ Play.
What you need
- Claude Code (or Claude Desktop with the Code tab) with your Claude plan. If you're starting from scratch: Claude Code from scratch.
- A SpriteCook account: it's created the first time you sign in, no card required.
- Optional: Godot (free, MIT license) to play the result: godotengine.org.
Install the plugin in Claude Code (2 commands)
Open Claude Code in your game's folder and type, inside the session:
/plugin marketplace add SpriteCook/claude-plugin
/plugin install spritecook@spritecook
Then run /reload-plugins (or restart Claude Code).
SpriteCook for Claude (official plugin)
Open the repoOpen source · MIT license · Credit to SpriteCook
- Sign-in: the first time Claude uses a SpriteCook tool, it will open your browser so you can sign in (OAuth). No API key needed, and don't paste keys or tokens into the chat.
- Updating:
claude plugin update spritecook@spritecookand then/reload-plugins. Or turn on auto-update in/plugin→ Marketplaces → spritecook → "Enable auto-update". Third-party plugins don't update on their own by default.
In Claude Desktop
Code tab → Customize → + → Create plugin → Add marketplace → "Add from a repository" → paste https://github.com/SpriteCook/claude-plugin → Sync → install SpriteCook and connect your account.
What's included
- An MCP connector (SpriteCook's hosted server) with the tools to generate and animate. If you don't know what that is: what is MCP.
- 10 skills that teach Claude how to use it well:
| Skill | What it's for |
|---|---|
| workflow-essentials | The basic workflow |
| generate-sprites / polish-sprites | Create and polish sprites |
| generate-tilesets / use-dual-grid-tilesets | Ground and scenery |
| animate-assets | Animations (run, jump, attack…) |
| build-ui-kits | Consistent UI kits |
| upload-assets / use-presets | Upload your own art and use saved styles |
| use-assets-in-godot | Bring everything into a Godot project |
Key trick: generate the hero first and pass its ID as a reference (reference_asset_id) to everything that follows, so all the art shares the same style.
Pricing: what matters
| Plan | Price | Credits per month |
|---|---|---|
| Free | $0 | 40 (every 30 days, no rollover, no card) |
| Starter | $8/month | 800 |
| Adventurer | $30/month | 3,000 |
| Archmage | $70/month | 7,000 |
Prices exclude VAT; paying yearly saves you 20%.
- An image costs 8-12 credits (the default model, 12). At 2K or 4K, 1.5× or 2.5×.
- An animation costs 20-26 credits.
- The free plan gets you 3-5 images, or 1 animation and 1-2 images a month. Enough to try out your hero; for a whole game (character + 4 animations + tileset) you need a paid plan or credit top-ups.
- Free plan output shows up in the public gallery. Private assets are paid.
- Commercial use is allowed on every plan, free included, and you don't need to credit SpriteCook (according to its pricing page; review its terms before selling a game).
Don't run out of credits halfway
Ask Claude to tell you your balance and what each thing costs before generating.
Step by step: your animated hero
1) The character. Write something like this to Claude:
I'm making a pixel art platformer. Design my hero with SpriteCook: Don Bigotes, an orange tabby cat with huge white whiskers, a black hat with a lime green band and an oversized dark gray trench coat that drags along the ground. Side view facing right, 64×64, transparent background. Show me 2 variants before continuing and spend as little as possible.2) Pick one. Keep one ("the second one") and ask it to use it as the reference for everything else.
3) The animations.
Using Don Bigotes as the reference, animate him: run (loop), jump (he crouches, jumps with his legs tucked in and his hat lifts off his head and falls back down) and a sword slash with a rapier. Check every sprite sheet and redo any that has weird frames.4) The ground.
Paint a reddish brick tileset with grass on top that matches Don Bigotes' style.5) Into the game.
Create a Godot 4 project with one level: Don Bigotes with his movement script (run, jump, attack), the tileset on the ground and a couple of coins. Save the art in res://arte.Open the project in Godot and hit ▶ Play. If something's off (size, animation speed), tell Claude.
Tips
- Hero first, everything else after using its reference: that's what keeps the style consistent.
- Ask for few variants on the free plan: every image counts.
- Ask it to check every sheet (Claude can see the images it generates) before adding them to the game.
- If you want effects (explosions, magic, particles), combine it with pixelfx.
Links
- SpriteCook for Claude: spritecook.ai/claude
- Pricing: spritecook.ai/pricing
- Plugin (open source, MIT): github.com/SpriteCook/claude-plugin
- Godot: godotengine.org
Checklist
- Claude Code (or Claude Desktop) with your Claude plan.
- Plugin installed with the 2 commands and
/reload-plugins. - Signed in to SpriteCook in the browser (no API key).
- Hero picked and used as the reference.
- Animations and tileset checked.
- Godot project opened and ▶ Play.