GUMO is an entire game studio inside one desktop app — ideation, art, audio, code, and a live engine bridge. And it is the first to make AI generate true pixel art, then bring it to life with motion.
REAL pixels — flat cells, locked palette, no blur.
The AI wave gave everyone images and chat — but not a way to actually build a game. GUMO closes four gaps no one else has closed together.
Every tool that claims "pixel art" ships upscaled raster that only looks pixelated — blurry edges, infinite colours, no real grid. The entire pixel-art community has been locked out of the AI wave.
A one-shot image you can't re-palette, clean, tile, retopologise, or turn into a sprite sheet isn't production art. Generation without a studio is a dead end.
Separate apps for art, 3D, tiles, audio, and code — each with its own subscription bleeding you every month, whether you ship or not.
Chatbots guess at your project from text. They never see your scene, your hierarchy, your console, or your assets — so they can't truly build with you.
Most people never start because the blank page wins. GUMO's Ideation Engine works two ways: The Forge elevates a rough idea or a folder of references into a complete, structured design document — and The Oracle interviews you, then invents an original game concept from your answers. One click sends that concept straight into production.
Take any AI image, photo, or video frame and GUMO rebuilds it the way a human pixel artist would have drawn it — recovering the true grid, flattening every cell to one colour, and locking a clean palette. The result is genuine, game-ready pixel art: crisp, editable, and tiny on disk. No faux-pixel blur. No infinite colour soup.
Competitors downscale and call it pixel art — soft edges, thousands of colours, unusable in a real pixel game.
A true logical grid, flat per-cell colour, a locked palette — pixels an artist could have placed by hand.
A prompt or a single reference becomes a living character — motion generated, frames captured, converted to true pixels, and packed into a production sprite sheet. To our knowledge, no other tool delivers genuine animated pixel art end-to-end.
Walk, run, sneak, jump, double-jump, dash, roll, cast, shoot, combo attack, hurt, die, swim, climb — plus object motions like coin-spin, fire, portal, shatter and bloom. GUMO knows the difference between a grounded walk and an airborne jump, so feet stay planted and arcs stay intact. The output drops straight into Unity or Godot.
Where other tools stop at the image, GUMO hands you a professional pixel workshop — built entirely in-house, so it fits the pixels perfectly and carries zero third-party baggage.
A real editor with a full layer stack per frame, palettes, flood-select, scatter-stamp brushes, and unlimited undo. Polish AI output into production sprites.
Drop one tile, drag an edge, and GUMO grows a seamless, perfectly matched neighbour — infinite tilesets with no visible seams, all math, no slop.
Prompt a character, prop, portrait, or full body — generated locally or in the cloud, then auto-forced into clean pixels with a transparent background.
Spin a 3D model in real time and capture it as crisp pixel art from any angle — toon-lit, palette-snapped, outlined — frame by frame.
Type a material — "mossy stone", "lava rock" — and GUMO seeds a tile with on-device AI, then its engine makes it seamless and game-ready.
Assemble, slice, batch-edit, and pack production sheets with metadata — the unglamorous work that usually eats a studio's week.
GUMO ships its own pixel-generation model that runs locally on your GPU — no cloud round-trip, no per-image bill. And when the base model doesn't match your world, press Train: GUMO fine-tunes the model to your exact tile in minutes, privately, and remembers it. Your art never leaves your computer.
2D and 3D are only half a game. GUMO covers the rest, so you never leave the window to finish a scene.
Turn a prompt or an image into a textured 3D model — single-view or multi-view — and route it straight into your scene.
Music, sound effects, and speech generated on demand — the audio layer most prototypes never get to.
Backgrounds, UI, key art, portraits — raster or pixel — from the best image models, finished inside GUMO.
GUMO opens a local bridge — not a cloud relay — directly into Unity or Godot. The agent reads your scene, hierarchy, project files, console, and assets, then plans, writes the C#, generates what's missing, checks the Editor, and keeps going. Switch engines with one click. Teach it your rules and it remembers.
Guesses from your words, hallucinates your scene, breaks your project.
Reads the real engine state and verifies its own work before moving on.
GUMO doesn't resell tokens at a margin. You pay a small flat fee for the studio, then bring your own key — and a huge slice of the work is simply free.
The kid with an idea. The artist who can't code. The pixel community AI forgot. GUMO turns "I could never make a game" into a playable build in an afternoon — and gives a whole craft a future in the AI era.
Simple enough to learn in a day. Deep enough to ship with.