2 Curated Pixel Art Prompts

Pixel Art Prompts

Production recipes and workflows categorized under #pixel-art.

Majid Manzarpour
@majidmanzarpour

Code animation

✦ClaudeCode animation

Animated pixel-art wizard (Canvas 2D)

Single-file HTML/Canvas spec for a 16-bit pixel-art wizard casting a spell in a seamless loop.

Animated pixel-art wizard (Canvas 2D) by Majid Manzarpour
Create a single self-contained HTML file that renders an animated pixel art wizard casting a spell, using vanilla JavaScript and Canvas 2D. No external assets, libraries, or network requests. RENDERING - Draw everything to an offscreen canvas at a fixed logical resolution of 128x96, then blit to a fullscreen display canvas scaled by the largest integer factor that fits the window, centered, with imageSmoothingEnabled = false and CSS image-rendering: pixelated. - All drawing snaps to integer coordinates on the logical canvas. No sub-pixel positions, anti-aliasing, gradients, or shadowBlur. - Fixed palette of ~24 hex colors: deep blues/purples for night sky, warm robe tones, 3-4 bright magic colors. Every pixel comes from this palette. CHARACTER - Build the wizard procedurally from filled rects and pixel runs, ~24x32 logical pixels: pointed hat with a bend, long beard, two-shade robe with darker outline, staff with a gem at the tip. - Parameterize the pose (staff angle, arm raise, head tilt, robe sway). Animate parameters smoothly, then quantize to the pixel grid each frame so motion reads at an 8-12 fps pixel animation feel even though the loop runs at 60fps. ANIMATION - Looping state machine: IDLE (2-frame bob, beard sway) -> CHARGE (staff raises, gem flickers, sparks spiral inward) -> CAST (bright burst, projectile fires across the scene, 1-2 pixel screen shake) -> RECOVER (settle back). Ease pose parameters between keyframes. - Pooled allocation-free particle system: preallocate and reuse. Sparks orbit the gem during CHARGE, explode outward on CAST, each particle stepping its palette index from white to magic color to dark before despawn. Snap particle positions to the grid when drawing. - Fixed 60hz timestep update with rAF rendering. Zero object allocation inside the loop. SCENE - Minimal background: dark sky, a few twinkling 1px stars, moon, stone floor line. Character silhouette must read clearly. - Subtle 1px rim light on the wizard from the gem, brightening during CHARGE and CAST. QUALITY BAR - Crisp pixels at any window size, seamless loop, stable 60fps, readable silhouette. Should look like a polished 16-bit sprite animation, not vector shapes scaled down.
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Emily Lambert
@emilylambert

Interactive landing

✦ClaudeInteractive landing

Art-curation app landing with cursor trail

A cream gallery-style landing page where moving the cursor spawns framed artworks.

Art-curation app landing with cursor trail by Emily Lambert
Build a landing page for an art curation app with an interactive cursor trail effect. The page should have a warm cream/linen textured background (color #FAF8F3) with subtle noise, gradient overlays, and faint linen-line patterns for a gallery feel. Create a cursor trail that spawns framed artwork images as the user moves their mouse - each image appears in a decorative picture frame (dark wood outer frame with gold inner border and cream mat) with slight rotation and drop shadows. The trail should show up to 8 images that fade in/out smoothly using Framer Motion. Include 3 different art collections (10-12 images each) that cycle when the user clicks anywhere on the page, with a matching custom cursor icon for each set. Add a header with the app name and auth buttons, plus a centered hero section with serif typography headline, description text, and CTA button. For the assets: Go to the IMAGES tab in Vibecode and generate 10-12 artwork images per theme (e.g., classical portraits, abstract art, landscapes). Generate them as vertical/portrait orientation. Also generate 3 custom cursor icons (small 50-60px images like a paintbrush, palette, or art-related symbol). Upload all images to the public folder, then reference them in arrays in your Index.tsx - one array per art set, plus an array for cursor icons. The cursor and trail images swap together when the user clicks.
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