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Web Design5 min read

When a Game Artist Needed a Tool That Didn't Exist, We Built It With Them

A 2D game artist's animation workflow spanned five separate apps. We built ArcaneForge — a browser-based character studio that replaced them all with one tab.

Ezekiel Gavieres

MoonRise Creative Studios · April 8, 2026

Every once in a while a client comes to us with a problem that stops us in our tracks — not because it's complicated, but because it's so obviously something that should already exist and somehow doesn't.

That's exactly what happened when a 2D game artist and animator came to us with a workflow that had quietly become a part-time job in itself. Character sprites, walk cycles, attack sequences — the full breadth of what a 2D pixel art game needs to feel alive. The craft was there. The problem was everything around it.

The Brief

To animate a single character, the workflow involved jumping between three to five separate applications depending on the day. Draw in one tool. Slice sprite sheets in another. Preview the animation somewhere else. Remove backgrounds in a dedicated app. Export and reformat for the engine. Every step a context switch, every context switch a drain on the thing that actually mattered — making good art.

Before we touched a line of code, we wrote a proper PRD together. What emerged wasn't a list of features — it was a portrait of a workflow. We traced a typical animation project from first sketch to engine-ready export and marked every point where the toolset created friction. Background removal wasn't even on the original feature list. The client had accepted it as a 'just use another app' problem so thoroughly that it didn't come up until the workflow mapping session.

Pixelation Across All Frames

One of the most-used features in the client's day-to-day is the Pixelate tool. Stylistic pixelation — converting reference art or higher-resolution sprites into the aesthetic of the game engine — used to mean applying filters in a separate app, exporting, reimporting, and hoping the results were consistent across frames. ArcaneForge handles it natively with a live floating toolbar directly over the canvas.

The key detail: the pixelation preview is live on the main canvas at whatever zoom level the artist is working at — not a tiny thumbnail in a sidebar. The "all frames" checkbox means a walk cycle of eight frames gets consistent pixelation in one operation, with a single undo step to revert everything if the result isn't right.

Background Removal on the Main Canvas

The BG remover is a persistent side panel that turns the main canvas into the removal surface. Click any pixel directly on the art to sample the background color. Drag the tolerance slider and the transparency updates live at full working resolution. No separate app, no round-trip exports.

Solid color key, chroma key (green/blue screen), and mask paint mode — all operating directly on the main canvas with live preview. One click samples the top-left corner automatically, the most common workflow for sprites with solid-color backgrounds.

Variable-Frame Animation Import

Walk cycle frames aren't uniform. The mid-stride frame is often wider than the idle frame. ArcaneForge finds the largest dimensions across all imported frames, resizes the canvas once, and center-aligns every other frame within that space. No stretching. No manual padding. The timeline shows the original filename on hover so you always know which frame you're looking at.

What We Built

ArcaneForge is a browser-based character studio purpose-built around one artist's real workflow:

  • Pixel art editor with a full layer system
  • Frame-by-frame animation timeline
  • BG remover — color key, chroma key, and mask paint modes
  • Pixelate tool with per-frame or all-frames application
  • Free-scroll canvas with fractional zoom
  • Export to sprite sheet, animated GIF, or individual PNGs scaled up to 8×

It runs entirely in the browser. No installation. No account. No data leaving the machine.

ArcaneForge replaced three applications in the client's regular workflow. More importantly, it put the friction where friction belongs — at the edges of the creative work, not embedded in the middle of it.

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