bunpav

Coming soon

Bulk 2D game asset generation — in development

We're scoping a way to batch-generate icons, sprites, and tileset pieces from one style prompt, so a two-person team doesn't have to hand-draw two hundred inventory icons. It isn't shipped yet — here's the plan, and what you can already do in 3D.

2d batch · plannedstatus: in development

hand-painted fantasy icon set, muted palette

not yet availablewaitlist open

the problem

Why 2D asset volume breaks small teams

One icon takes ten minutes, a UI needs two hundred

Inventory icons, ability icons, achievement badges, tile variants — the volume of 2D assets a real game needs rarely matches the time a small team has to draw them one by one.

Style consistency breaks down at scale

Commissioning or generating dozens of individual assets from different sources almost always drifts in palette, line weight, or perspective by the twentieth item.

Sprite sheets and tilesets need structure, not just images

A usable game asset isn't a single picture — it's a sheet with consistent frame sizes, padding, and naming, ready to slice in an engine.

what we're building

The plan for bulk 2D generation

One style prompt, many outputs

Describe the visual style once — "hand-painted fantasy icon set, muted palette" — and generate a batch of items (a sword, a potion, a shield) that hold that style together.

Sheet-aware output

Planned output includes packed sprite sheets and tileset grids with consistent dimensions, not just a folder of loose PNGs you have to arrange by hand.

Built for the same audience as our 3D tools

Indie teams and game jammers who need coverage fast — the same problem bunpav already solves for 3D props, applied to 2D.

None of this is shipped software yet — treat it as a roadmap, not a feature list. If you'd rather generate assets bunpav already supports, its text-to-3D and image-to-3D tools handle bulk 3D prop and character generation today, including auto-rigged characters and low-poly output for mobile and VR.

pricing

Same credit model, once it ships

bunpav runs on credit packs with no subscription — today that's 9 to 89 dollars for 3D generation. Bulk 2D generation would use the same balance rather than a separate plan.

faq

Questions, answered

Is bulk 2D asset generation available now?

No — it's in development, not a shipped feature. bunpav's live product today generates 3D models from text or an image, with auto-rig and export to GLB, FBX, OBJ, USDZ, and STL. This page describes the planned direction for 2D and collects interest from teams who'd use it.

What would bulk 2D generation actually produce?

The plan is style-consistent batches of 2D game assets — icons, sprites, and tileset pieces — generated from one style description, output as organized sheets rather than one-off images.

Can I generate multiple 3D assets in bulk today?

Yes — bunpav's credit system already supports generating many 3D props or characters back to back for a prop library or a game jam batch; only the dedicated 2D sprite/tileset workflow is unbuilt.

How do I find out when 2D generation ships?

Join the waitlist below. bunpav is in private beta for the 3D tools now, and 2D asset generation would follow as a separate release once it's ready.

Why build 2D generation after 3D?

bunpav started with the harder reconstruction problem — text and photos into textured, riggable 3D meshes. Structured, style-consistent 2D batch generation is a related but distinct problem we're scoping next.

go deeper

Related reading

help shape it

Tell us you want bulk 2D generation — it moves it up the roadmap