Persistent consistency groups
Not a per-prompt --cref. The character lives in storage. Every new generation against that character automatically inherits the look.
Last updated June 12, 2026
Chatforce’s Artist agent generates 2D game character art that stays on-model — heroes, NPCs, enemies, bosses — across every pose, scene, and animation frame. Per-character consistency groups, multi-pose batches in one ask, automatic transparent backgrounds, and animation that brings them to life. The hero you draft on day one is still the hero in the boss fight.
Your protagonist, locked to a consistency group on first draft. Every following frame inherits the same face, outfit, and proportions.
Shopkeepers, quest-givers, party members, crowd characters. Each gets its own consistency group so the world fills out without merging into one face.
Grunts, mini-bosses, final bosses. Multi-pose batches with hit and death frames. Boss sheets generated against the same world palette as the hero.
Front, side, back, attack swing, hurt, victory — in one ask. The Artist generates the batch against the consistency group so every pose is on-model.
For top-down games. Eight idle poses against the consistency group, packed and named so the Coder can wire input direction to the right frame.
Motion is generated conditioned on the consistency group. Walk, run, attack, cast — frames extract into a sprite sheet that wires straight into scene.
Tell the Artist who this character is — “grumpy retired bounty hunter, brown duster, scar over the left eye, hand-painted 2D.” She drafts a reference image and saves it as a consistency group.
Front, side, 8-direction, idle, attack, hurt. Every new pose is conditioned on the consistency group reference — same scar, same duster, same proportions.
Motion is generated against the same character reference; frames extract into a sprite sheet. Idle, walk, attack, cast.
The Coder picks up the character sheet under known names. The character walks, swings, takes hits on play — no manual import, no atlas authoring.
Not a per-prompt --cref. The character lives in storage. Every new generation against that character automatically inherits the look.
“Front, side, back, attack, hurt, victory.” The Artist generates the batch in one go, against the group, and packs them into a sheet.
Every pose comes back with a clean transparent background. No green-screen masking. Drop straight into a scene with alpha intact.
Motion is conditioned on the consistency group, so the animated walk looks like the same hero as the static portrait. No mid-animation drift.
Pixel, hand-painted, anime, flat, retro 16-bit. Describe a style; the Artist matches it. Switch styles for the same character and get a new consistency group with the same intent.
Your hero doesn’t live in a folder — they walk on a tilemap, swing at enemies, take damage, lose to a boss. The character art lives inside a playable build.
| Feature | Chatforce | Scenario | Layer AI | Midjourney + --cref |
|---|---|---|---|---|
| Character consistency mechanism | Persistent groups | Custom-trained models | Style locking | Per-prompt --cref |
| Persistence across sessions | Yes — in storage | Yes — model artifact | Yes | No — per prompt |
| Multi-pose batch in one ask | Yes | Yes | Yes | Manual |
| Transparent backgrounds | Automatic | Manual or add-on | Yes | Manual post-processing |
| Character animation | Yes — real motion | Limited | Animated sprites | No |
| 8-direction static sheets | Yes | Yes | Yes | Manual |
| Lands in a playable game | Yes — in-scene | Download & import | Download & import | General-purpose |
| Built-in music & sound | Yes — Sound Engineer agent | No | No | No |
| Starting price | Free + bonus credits, $20/mo | Free trial, from $19/mo | Free trial, from $20/mo | From $10/mo |
| Best for | Shipping characters inside a 2D game | Studios with their own engine | Sprite-heavy workflows | Promo art and illustrations |
Describe a game in one sentence. Watch your AI team build it — sprites, music, code, and a playable result in your browser.
Build a Game for FreeEvery character has a per-character consistency group — a reference image persisted to storage. Every new pose, animation frame, or scene variant is conditioned on the group reference. The hero looks like the same hero, regardless of angle or animation.
Yes — describe a style swap to the Artist (“same character but pixel-art now”) and she generates a new consistency group with the same character intent, in the new style. Useful for promo art vs in-game sprites.
--cref (character reference) is Midjourney’s answer to character consistency. It works, but it’s prompt-by-prompt and notoriously fragile across styles. Chatforce’s consistency groups are persistent: they live in storage and apply automatically to every new generation against that character. Plus the output is sized for a game scene (transparent background, sprite-sheet ready) instead of a 1024×1024 illustration.
Any style describable in language — pixel art, hand-painted, anime, modern flat, retro 16-bit, low-poly-looking 2D. You can also upload a reference sketch and have the Artist match the style (sketch-to-asset).
You can ask for a multi-pose batch — “front, side, back, attack swing, hurt, victory” — in one ask. The Artist generates the batch against the consistency group so every pose is on-model, then packs them into a sheet if you want.
Yes. Every character pose comes back with the background removed automatically. Clean alpha-channel PNGs, ready for any 2D scene.
Scenario and Layer AI are sprite-generation tools — train a model on a character or style, then generate. Chatforce wraps that intent with a Studio Director, a Coder, and a Sound Engineer so the character lands inside a working browser game, with code that already references the sprite by name and audio attached to its actions. If you want loose character art, the dedicated tools are great. If you want a hero that walks and attacks in a real game, Chatforce gets you there faster.
Yes — the license for generated character art is held by the user on paid plans. See the Chatpedia license page for the full terms.
One description. One consistency group. Every following pose, animation, and frame inherits. Your character walks the world the same character every time.
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