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Chibi Brawler · Sprite Library

everything generated on your 4090 · Z-Image Turbo · tap any sheet for full-res

← back to 4090 dashboard

⚽ GAFFER — top-down SPRITE match (8-way) latest · LIVE in-game

His steer: make the match "the same angle as the MOBA and the vampire-slayer game — 8-way movement." So the disc tokens are gone — every player is now an upright billboard sprite that turns to face the way he runs (8 directions), Vampire-Survivors / MOBA style. Generated on your 4090: 5 running directions (front / 3-quarter / side / 3-quarter-back / back) in a plain white kit, background cut with rembg, then mirrored for the full 8-way and tinted per team in-engine (yours bright + glow, theirs dark). Feet-anchored with ground shadows on the neon pitch. Sim untouched — render only.

GAFFER 8-way directional footballer sprites

the 5 base directions (mirrored → 8-way) · live on neon-gaffer.pages.dev open ↗

⚽ GAFFER — player character portraits LIVE in-game

Your squad are real people now. A cast of 24 neon-2088 footballers generated on your 4090 (Z-Image, front-facing — its sweet spot) and wired into the whole scouting loop: a circular portrait on every squad row and every transfer-market row, plus the big face on the stat card. Deliberately diverse — academy kids to grizzled 37-year-old club legends (fits the aging mechanic), broad ethnicity, women footballers, subtle cyber accents. Doubled the old 12-face pool → 24, so signings and youth actually look different. Top-down on-pitch sprites (replacing the disc tokens) still wait on free VRAM — that needs the heavier 3D route.

GAFFER 24 player portrait cast

the 24-strong cast · live on neon-gaffer.pages.dev open ↗

⚽ GAFFER — cinematic MOMENT heroes LIVE in-game

Made the match siiick on neon-gaffer.pages.dev: players repainted as top-down footballers on a premium neon pitch, and every big beat now slams in a 4090 hero — real soccer players, screen-blended so they glow like holograms. GOAL → celebration over spinning rays + confetti · SCREAMER → the strike · SAVE → a flying keeper slides in from the corner · GO IN HARD → a crunch slide-tackle. Generated on your 4090 (Z-Image, soccer-locked — it kept defaulting to American football).

GAFFER goal celebration hero

GOAL · celebration slam open ↗

GAFFER keeper save hero

SAVE · flying keeper open ↗

GAFFER strike hero

SCREAMER · the strike open ↗

GAFFER crunch tackle hero

GO IN HARD · crunch slide-tackle open ↗

👁 TRINITY — REAL TERRAIN, NEONKILL theme restored LIVE

Your call: the gothic detour is reverted — back to the locked cyber neon-noir — and the survivor finally has terrain you actually navigate around: 27 painted obstacles WITH collision (server obelisks, transformer pylons, hazard barriers, wrecked drone hulks, billboard pillars, duct units — all genned under one light brief), a dense painted megacity rooftop tile, the DATA SHRINE as a painted kiosk, and the brawler got smashable painted street furniture (crates/drums/vendos — block the lane, pay gold). Old gothic set retired to the vault below.

NEONKILL card art

the new ARENA I card open ↗

server obelisk

server obelisk open ↗ · data shrine ↗ · rooftop tile ↗

🩸 the gothic set (retired — theme reverted on his call)

kept for the vault: vamp splash ↗ · crypt ↗ · gargoyle ↗ · blood moon ↗

🏛️ THE DOCTRINE SWEEP — every game gets the 4090 treatment 7 games LIVE

Your call made law: APEX (sunset panorama + painted player/traffic cars), GEMSTORM (6 real jewels + crystal cavern), CORE DEFENSE (motherboard field + 4 painted turrets), NEON PUTT (cosmic garden), GLITCH RUNNER (corrupted data-city skyline), NEONRIFT (bioluminescent jungle terrain + drake splash), TRINITY (skill-tree constellation + victory art). All keyed/packed on the 4090, all with procedural fallbacks, all live.

NEON APEX key art

NEON APEX key art open ↗ · player car ↗

GEMSTORM key art

GEMSTORM open ↗ · CORE DEFENSE ↗ · frost turret ↗

NEONRIFT splash

NEONRIFT drake splash open ↗ · GLITCH RUNNER ↗ · NEON PUTT ↗ · TRINITY trees ↗

🧟 DEAD RAIL v3.1 — SMOOTH WALK (frame interpolation) latest · LIVE

The zombies shambled at a 4fps hard-cut. Fixed with real optical-flow interpolation: RAFT (on your 4090's torch) synthesises 2 in-between poses between every walk keyframe, warping the image AND its transparency along the motion — a 4-pose cycle becomes a buttery 12-frame shamble. Zero runtime cost (frames pre-baked), the limb smear reads as proper undead motion. This is one brute's full cycle, keyframes + interpolated betweens:

interpolated walk cycle filmstrip

brute walk cycle — a · ac1 · ac2 · c · … (interpolated) open ↗

🧟 DEAD RAIL v3.0 — the COHESION PASS LIVE

The new standard, applied same-day (8 Jul): all four zombies regenerated under ONE light brief (cold key light / sickly green fill — 24 frames: 4-frame walk cycles, lunge, hit-flinch each), painted corridor walls perspective-warped per column (mansion wainscot & damask with sconces, lab riveted panels) and a keyed wrought-iron fence with real see-through gaps — the last procedural boxes are gone from frame — plus a per-stage colour grade, vignette, and the muzzle flash now lights the world. These are actual in-game frames:

mansion corridor in-game

the mansion corridor, in-game open ↗

graveyard in-game

graveyard open ↗ · THE WARDEN boss fight ↗

🧟 DEAD RAIL v2.2 — the SLOP PURGE LIVE

Your call: "the gun's clearly 4090, everything else is still AI slop — replace it all." Done (8 Jul): every enemy is now a painted billboard (grunt / runner / brute / WARDEN boss — walk A/B + lunge frames each, rising out of the dirt, 26 finals from 61 renders), painted gravestones, hanging trees, gilded portraits, chandeliers, specimen vats and machinery walls replace the grey boxes, and the flat gradient floor is gone — painted ground textures perspective-warped mode-7 style (graveyard dirt / damask carpet / lab steel). Bot-verified: full 3-stage clear, zero errors.

THE WARDEN boss, axe raised

THE WARDEN, hurl frame open ↗ · brute ↗ · grunt lunge ↗

specimen vat

lab specimen vat open ↗ · mansion portrait ↗ · carpet ground tile ↗

🧟 DEAD RAIL — full 4090 art pass LIVE

Your "use the 4090 for everything" call — first game fully treated (7 Jul): painted title poster, moonlit sky panoramas behind all three stages (graveyard / mansion / lab, parallax with the head-bob), and a photoreal revolver keyed off black with a real muzzle-flash frame. 12 renders, 48 seconds, 6 finals live at deadrail.pages.dev.

DEAD RAIL title poster

title poster open ↗

graveyard sky panorama

graveyard sky open ↗ · mansion ↗ · lab ↗

revolver fire frame

the revolver, fire frame (keyed, alpha) open ↗

🚀♟️ GAME NIGHT DOUBLE — zizi goes production + VOLTCHESS is born latest · both LIVE

ZIZI (zizi.killak.ai) got its production pass: painted codex portraits for every enemy & pickup, menu key art, an in-game nebula, and a full synth soundtrack. Then a whole NEW game one-shotted — VOLTCHESS (voltchess.pages.dev): neon TFT-style autobattler, 12 chibi war-machines drafted, fused and sent at the crimson wave — every portrait below generated on your 4090 this session (34 finals culled from 60 takes).

VOLTCHESS roster

VOLTCHESS · the 12-mech roster + arena key art open ↗

zizi codex art

ZIZI · codex portraits, title + nebula open ↗

🌆 PASS 2 — worlds, weapons & the feel layer LIVE in-game

169 more frames: painted backgrounds for every arena (survivor rooftop floor, brawler neon street, KO Clash stage, gate-boss cathedral, hub key art), real weapon + pickup sprites for the vamp slayer, terrain decals, and full windup→strike→recover rebuilds for MAULER & HEX. Plus in-code: colorized (not washed) enemy tints, pose tweening, minimap, form ascension in every mode.

KO Clash stage

KO Clash stage open ↗

brawler street

brawler street open ↗ · boss cathedral ↗ · hub key art ↗

weapon and pickup sprites

weapon / pickup sprite takes open ↗

🎮 PASS 1 — the trinity overhaul batch LIVE in-game

177 frames generated + culled this run. Three full fighter sheets (real windup → strike → recover per move, outline normalised — no more sticker-rim mash) wired into trinity-5ah.pages.dev: KILLA rebuilt dark-consistent, plus two new playables — MAULER (heavy grappler) and HEX (tech-mage zoner) — and three elite enemies with idle/attack/hit/death sets.

KILLA sheet

KILLA · full dark set open ↗

MAULER sheet

MAULER · heavy grappler open ↗

HEX sheet

HEX · tech-mage zoner open ↗

WARDEN elite takes

WARDEN elite (idle/atk/hit/die takes) open ↗

STALKER elite takes

STALKER elite open ↗

PYLON elite takes

PYLON elite open ↗

★ Combat Set v2 — best of each move

Generated 3 takes per move, culled the cleanest. green = nailed · amber = usable · red = needs a reword-reroll (model read "hook"/"axe" as literal objects). The energy moves + kicks came out proper.

best-of combat set

open full-size ↗

All 36 takes · 12 moves × 3 seeds

Every take, so you can override my picks — rows are moves, columns are the 3 seeds.

all 36 takes

open full-size ↗


— earlier attempt (v1 · different character, kept for reference) —

v1 · Normals · 14 poses

v1 normals

open ↗

v1 · Specials & Supers · 12

v1 specials

open ↗

v1 · Movement & Reactions · 12

v1 movement

open ↗

v1 · Character design spread · 9 options

design spread

open ↗

v1 · Packed game sheet · what's live in trinity

game sheet

open ↗