Gamelabs Studio

Gamelabs Studio

Vibe-code your game animations and spritesheets

97 followers

Text‑to‑asset platform for game developers. Create images, animations, and spritesheets with the Studio platform or VSCode MCP integration. Start free with 10 credits.
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Gamelabs Studio gallery image
Gamelabs Studio gallery image
Gamelabs Studio gallery image
Gamelabs Studio gallery image
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What do you think? …

Caleb
When I was building Age of Steam Tower Defence (launched on CrazyGames), I kept running into the same massive bottleneck: asset creation. Every new tower, enemy, animation, or sprite angle took forever. And switching between coding → prompting → editing → exporting → organizing assets absolutely killed momentum. I wanted a way to stay in my code editor, and have assets appear exactly where the game needed them, just like any other dependency in the project. That’s what inspired GameLab Studio. Instead of stopping to design art manually or shuffle files around, I built an AI-powered, MCP-based workflow where you can: generate sprites, animations, and multi-angle sheets directly inside VS Code or Cursor with assets automatically inserted into your project It completely changed the way I built Age of Steam. I went from a prototype with circles and placeholder rectangles to fully animated towers and enemies without ever breaking flow. GameLab Studio is basically the tool I desperately needed while making my own game. Excited to share it and see what other devs build with it!
Chilarai M

Wow! Really awesome. I tried developing a browser based game back in 2010. Wish I had this :(
Would love to know more about your idea. Let's connect on LinkedIn.

Caleb

Thank you :) @chilarai ! What kind of browser game were you building?

Yeah, its amazing how quick within the last few years our workflows have changed and become much more streamlined. I remember back when ChatGPT first came out, how we were all copy-pasting back and forth between it and our code. now we have agents that live right in Cursor and create neat green and red diffs of changes lline by line, right in the IDE.

Thats how I felt with GameLabs Studio. Before, I had to go to nano banana, prompt it, download the image, open it in Photoshop, tweak it, upload to veo, download the video, apply chroma key and video edits and then manually export to spritesheet. Now that can all be done on the Gamelabs Studio platform in a few clicks, or right in Cursor via the MCP integration.

Chilarai M

@macuseri686 It was called battleofthelords.com and it was a 30-day gameplay, after which it used to reset. The idea was similar to Rise of Nations, but only with images and text. Had around 200 registrations, and people were loving it. Ultimately had to shut it down, as it had no revenue source, plus source code became buggy (was learning to code back then)

Caleb

@chilarai that actually sounds really fun! like you have a map of conquest for the whole continent for 30 days, and everyone is a lord trying to gain territory and form alliances etc?

Chilarai M
Michael Kulla

That's a great idea! Can the AI create other graphic styles as well?

Caleb

@michael_kulla Thank you! yes, the output is not limited to any particular style. I built this tool as I needed a workflow for creating the graphics for my game Age of Steam Tower Defence, hence the steampunk pixel art examples.

One of the advantages that GameLabs Studio offers is the ability to maintain coherence and style between views and animations for a given subject. You are also able to upload reference images that parts of the style can be pulled from initially, or simply describe your desired style in the prompt

Liam

Really cool. I love this as someone midway through a project and struggling most with the design element. Any plans to bring this game design engines as a plug-in?

Caleb

@liam_mccaffrey Yes, actually. I currently support this as a plugin directly in your code editor, like VSCode or Cursor, or any system that supports MCP plugins. You can simply chat with the AI agent in your code editor, and then it will call the different Gamelabs Studio APIs as needed with prompts and settings for the various assets and animations, and then place those where they are needed in your project.

also, if you would like, i would be happy to setup a call and show you how Gamelabs Studio can integrate into you current project's workflow?

Lilou Lane

Huge congrats on the launch! 🎉 How do you handle style consistency across multiple generations (same character, new poses)?

Caleb

@lliloulane thank you!

Thats a great question: One of the advantages that GameLabs Studio offers is the ability to maintain coherence and style between views and animations for a given subject. GameLabs Studio allows you to switch between camera angles and subject orientations and generate artwork, animations and spritesheets for each view. You are also able to generate multiple animations per view, for instance left side, west, running. To maintain coherence between all the views, on the generate image dialog you are able to select one of the previous views to use as reference, and or upload image for reference as well. Usually its recommend to use a view like left side or top as the reference, since that gives the most wholistic subject outline to go off of. When generating animations, each animation is derived from the generated image, for that given view. Here are some examples of the difference view angles maintaining coherence:

Suvi De Silva

Is there a testing platform as well

Caleb

@suvi_lasan not quite sure what you mean by testing platform. you can try out Gamelab Studio on the regular platform and get 10 free credits to test it out with.

if you mean like testing out the sprites you created, there is a built in inspector that has a preview mode, on the asset page, for the spritesheets