AI-native pixel-art studio

Draw worlds,
not just tiles.

Texelotl turns a sentence into a playable pixel-art world — generate a zone, refine it region by region, and pull every prop, platform, and backdrop into a reusable asset library.

Open AppWatch the tour ↓

A pixel-art sky-castle scene generated in TexelotlProduct tour — coming soon

01Generate

Start with a sentence.

Describe a zone — “sky-castle bridge at golden hour” — and Texelotl paints a full pixel-art scene at native resolution, on a coherent palette. Reroll, nudge the prompt, and keep the take that's the world you meant.

A generated sky-castle bridge scene

02Inpaint

Refine any corner of the world.

Lasso a region, describe the change, and only those pixels regenerate — same style, same palette. No re-prompting the whole image to fix one archway.

Before and after: a tree removed from an archway
Before / after — a stray tree cleared from the arch, seam-free.

03Extract

Every scene becomes an asset library.

One sweep detects the props, platforms and structures in your scene and cuts each one to a clean, transparent sprite at true pixel scale — angel statues, trees, portals, banners — ready to drop straight into the next map.

A generated scene being decomposed into assets
Extracted angel statue spriteExtracted golden tree spriteExtracted portal spriteExtracted knight sprite

04Clean up

Remove anything. It heals behind.

Delete a prop and the space it left fills itself back in — lighting, texture and palette intact. Content-aware, pixel-perfect, one click.

Before and after: an angel statue removed and healed
The statue removed — the plinth and sky rebuilt behind it.

05Tilesets

One ledge becomes a whole tileset.

Point at a platform and Texelotl learns its seams, then builds tileable segments and matching end caps — assemble a walkway of any width with no visible repeat.

A generated tileable platform with end capsA second platform style built from the same scene
Two widths, two styles — assembled from one detected slab.

06Depth

Flat art, layered for parallax.

Texelotl reads depth straight from a scene and peels it into parallax planes — sky, midground, foreground — then paints in whatever the nearer layers were hiding. Move your cursor to see it come apart.

Parallax sky layerParallax midground layerParallax foreground layer

07Pixel editor

Drop to the pixel when you want to.

Every generated layer is real, editable pixels. Pencil, fill, palette-lock, layers — a full pixel editor for the moments the AI should get out of your way.

skycastle.tex
PFEL
A pixel-art scene open in the editor

Layers

Sky Castles Bridge

08Play mode

Then walk your world.

Colliders and slopes are read from the art automatically, so a finished scene is aplayable level — press play and run a character through the map you just drew.

A scene with auto-generated collision geometry overlaid
Walkable surfaces (green) and slopes (orange), inferred from the art.

Next On the roadmap

A 2D game engine, built in.

Generation, editing and extraction are the studio. The next step is the runtime — turning the worlds you draw into shippable 2D games without ever leaving Texelotl.

Open AppInvite-only alpha.

Pixel font