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Sprite Sheet Diffusion: Generate Game Character for Animation

Cheng-An Hsieh, Jing Zhang, Ava Yan

TL;DR

Sprite Sheet Diffusion tackles the labor-intensive task of generating consistent, pose-conditioned sprite sheets for 2D games by formalizing the problem as a conditional sequence generation: $f:(C,P)\to\hat{I}$ with $C$ as the reference appearance and $P=\{p_i\}_{i=1}^n$ as the pose sequence, producing $\hat{I}=\{\hat{i}_i\}_{i=1}^n$. The authors build a two-stage diffusion-based framework that extends Animate Anyone with a ReferenceNet for appearance, a Pose Guider for pose integration, and a Motion Module for temporal coherence, trained first for Pose-to-Image and then for Pose-to-Sprite. A high-quality sprite-centric dataset (150+ paired references with pose and action sequences) enables rigorous in-sample and out-of-sample evaluation. Quantitative and qualitative results show clear gains over baselines such as SD-IPCN and vanilla Animate Anyone, with ablations highlighting the Pose Guider’s critical role and the trade-offs in Stage 2 training. The work reduces manual workload in game development and opens pathways for broader applications in virtual avatars, storytelling, and education, while identifying challenges in fine-grained detail fidelity and overfitting during temporal training.

Abstract

In the game development process, creating character animations is a vital step that involves several stages. Typically for 2D games, illustrators begin by designing the main character image, which serves as the foundation for all subsequent animations. To create a smooth motion sequence, these subsequent animations involve drawing the character in different poses and actions, such as running, jumping, or attacking. This process requires significant manual effort from illustrators, as they must meticulously ensure consistency in design, proportions, and style across multiple motion frames. Each frame is drawn individually, making this a time-consuming and labor-intensive task. Generative models, such as diffusion models, have the potential to revolutionize this process by automating the creation of sprite sheets. Diffusion models, known for their ability to generate diverse images, can be adapted to create character animations. By leveraging the capabilities of diffusion models, we can significantly reduce the manual workload for illustrators, accelerate the animation creation process, and open up new creative possibilities in game development.

Sprite Sheet Diffusion: Generate Game Character for Animation

TL;DR

Sprite Sheet Diffusion tackles the labor-intensive task of generating consistent, pose-conditioned sprite sheets for 2D games by formalizing the problem as a conditional sequence generation: with as the reference appearance and as the pose sequence, producing . The authors build a two-stage diffusion-based framework that extends Animate Anyone with a ReferenceNet for appearance, a Pose Guider for pose integration, and a Motion Module for temporal coherence, trained first for Pose-to-Image and then for Pose-to-Sprite. A high-quality sprite-centric dataset (150+ paired references with pose and action sequences) enables rigorous in-sample and out-of-sample evaluation. Quantitative and qualitative results show clear gains over baselines such as SD-IPCN and vanilla Animate Anyone, with ablations highlighting the Pose Guider’s critical role and the trade-offs in Stage 2 training. The work reduces manual workload in game development and opens pathways for broader applications in virtual avatars, storytelling, and education, while identifying challenges in fine-grained detail fidelity and overfitting during temporal training.

Abstract

In the game development process, creating character animations is a vital step that involves several stages. Typically for 2D games, illustrators begin by designing the main character image, which serves as the foundation for all subsequent animations. To create a smooth motion sequence, these subsequent animations involve drawing the character in different poses and actions, such as running, jumping, or attacking. This process requires significant manual effort from illustrators, as they must meticulously ensure consistency in design, proportions, and style across multiple motion frames. Each frame is drawn individually, making this a time-consuming and labor-intensive task. Generative models, such as diffusion models, have the potential to revolutionize this process by automating the creation of sprite sheets. Diffusion models, known for their ability to generate diverse images, can be adapted to create character animations. By leveraging the capabilities of diffusion models, we can significantly reduce the manual workload for illustrators, accelerate the animation creation process, and open up new creative possibilities in game development.

Paper Structure

This paper contains 39 sections, 33 figures, 6 tables.

Figures (33)

  • Figure 1: Framework
  • Figure 2: A sprite in game development is a 2D bitmap graphic representing a character, object, or visual element. A sprite sheet is a single image file containing multiple sprites. The left image shows three game character sprites, while the right displays the sprite sheet of one character's action sequences. Image source: https://craftpix.net/product/pixel-art-characters-for-platformer-games/.
  • Figure 3: An example of an action sequence for one character.
  • Figure 4: Qualitative Comparison (In-Sample - Adventure Girl - Dead)
  • Figure 5: Qualitative Comparison (In-Sample - Theif - Jump)
  • ...and 28 more figures