Pixel art: an 8-bit game cutscene on a locked pixel grid

A filled 7-part prompt for a retro game cutscene: a stated sprite size, a palette of 16 colours, parallax layers, no sub-pixel smoothing, and why a still from an image model is the safer first frame.

SUBJECT: {the character as a sprite: 32 pixels tall, two colours of outfit, one weapon or tool}
ACTION: {one looping action, e.g. 'walks right in a 4-frame walk cycle' / 'stands while the cape flaps in a 2-frame loop'}
SETTING: a side-scrolling game level: a night forest with three parallax layers (near trees, far trees, a moon and stars), a flat row of ground tiles at the bottom
CAMERA: fixed side view, orthographic, no perspective, no camera movement; the background layers scroll left at three different speeds
LENS & LIGHT: no lens, no depth of field; flat lighting baked into the palette, one lighter tone for lit edges, one darker for shadow, no gradients, no glow
STYLE: 8-bit pixel art as rendered on a 256x224 screen, every pixel sharp and square on a locked grid, a 16-colour palette, dithering instead of gradients, no anti-aliasing, no sub-pixel movement (sprites move in whole pixels), animation at 8 frames per second with held frames; no 3D, no smooth interpolation, no blur
SOUND: a soft 8-bit wind loop, no music, no voice
DURATION: 6 seconds, 16:9. No on-screen text, no HUD, no score counters, no dialogue boxes.

Paste into the video model as one paragraph; remove the labels once you are happy with the content.

Tips

  • What it breaks: the pixel grid. Most models smooth between frames, so pixels slide and blur and the look drifts to 'blurry low-res video'. State 'whole pixels', 'no anti-aliasing' and a frame rate, and expect to nearest-neighbour upscale a small render rather than ask for 1080p directly.
  • Text, HUDs and dialogue boxes are the other failure: generated letters are not letters. Add them in the editor with a real pixel font.
  • Aspect: 16:9 or 4:3 like the consoles it imitates. For a vertical post, stack the 4:3 picture over a black band and put the dialogue text there.
  • Try first: generate the sprite and the level as a still in an image model, then animate with Kling or Runway from that frame; text-to-video from scratch tends to render a painting of pixel art. A suggestion to start with.
works withImage models: Midjourney, Flux, Imagen: keyframes and style boards for image-to-video. · Kling: Kling text/image-to-video prompts. · Runway: Runway Gen prompts and camera controls. · Veo: Google text-to-video / image-to-video prompts.
costFree. The video or image model you paste it into has its own pricing.
statusUnverified: written from the technique, not yet run end to end by us.
licenseCC BY 4.0 for the text here; skills are MIT.
updated2026-11-01
for agentspixel-art-8bit-game-cutscene-prompt.md
#pixel-art#8-bit#retro-game#cutscene#style-prompt#image-to-video

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