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Arcade › Atelier Creator
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mad Panger built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Atelier Creator yet. Play it, then tell Mad Panger what you would add next.
Atelier Creator was built by Mad Panger with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
Remix Atelier Creator opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.
Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Create a desktop/mobile-responsive pixel character customization app titled “Atelier” (Atelier Creator), not an action game. Use a dark plum/black studio interface with a three-column desktop layout: a left customization panel, a large central live preview, and a right details panel. Use monospaced typography, thin lavender-purple borders, inset shadows, muted lavender text, pink accent buttons, and gold section labels. On narrow screens adapt to two columns by hiding the right panel, then to a single central preview by hiding the left panel. The left panel header should read “ATELIER” with the subtitle “Pixel character studio · female base · mix & match freely”. Under it, show four category tabs: SHIRTS, PANTS, BOOTS, HAIRSTYLES. The selected tab is pink/plum highlighted. Display the four choices for the selected category in a two-column grid of dark buttons. Each choice has a small color swatch in the upper-right and a name plus short description. Implement these exact choices and colors: Shirts — Rose Atelier (“A soft rose blouse”, #b95c78), Midnight Knit (“Deep navy knit”, #34436f), Ivory Wrap (“Warm wrap top”, #d9c7a7), Forest Utility (“Olive utility jacket”, #607552). Pants — Indigo High-Rise (“Fitted denim”, #405a86), Plum Trousers (“Tailored plum”, #6e456e), Sand Cargo (“Relaxed cargo fit”, #b18b5d), Charcoal Slim (“Dark tapered cut”, #41404b). Boots — Cocoa Boots (“Lace-up leather”, #6c3f35), Cherry Boots (“Polished red leather”, #9d3e4d), Ivory Boots (“Cream ankle boots”, #d8c8ad), Black Combat (“Matte combat boots”, #292832). Hairstyles — Long Auburn (“Loose layered hair”, #7b3c31), Silver Bob (“Sharp chin-length bob”, #b8bac8), Golden Waves (“Warm wavy layers”, #c99143), Raven Pony (“High tied ponytail”, #29252d). The center is a bordered stage with a radial dark-purple background and a “LIVE PREVIEW” label in its upper-left. Render a front-facing full-body female pixel-art avatar on a logical 160x240 canvas, enlarged with nearest-neighbor/pixelated scaling. The character is centered and occupies most of the canvas: blocky layered hair, ears, a simple face with tiny dark eyes, pink cheek pixels and a small mouth, neck, torso, arms, hips, separated legs, and boots. Include a dark ground shadow and a pixel floor line/dashes near the bottom. The initial/default state is Rose Atelier shirt, Indigo High-Rise pants, Cocoa Boots, Long Auburn hair, and Peach skin. Draw every component as crisp rectangular pixel blocks with no smoothing, keeping all clothing and hair aligned to the same body. The four hairstyles must visibly alter the hair silhouette: Long Auburn has a large long auburn shape around the head and down both sides; Silver Bob has a short silver bob with a light top highlight; Golden Waves has a broad golden layered/wavy silhouette extending around the shoulders; Raven Pony has dark hair with a tied/top section and a right-side ponytail. Skin tones must be selectable independently through four small clickable palette dots in the right panel: Porcelain (#f4d1c2 with highlight #e6ab9a), Peach (#e9b395 with highlight #ce866f), Honey (#c9855e with highlight #a95f46), and Umber (#855541 with highlight #62352f). Use the selected skin color for face, neck, arms and hands. Make the clothing choices visually distinct, not merely recolored. Rose Atelier is pink with light pink shoulder/chest accent pixels; Midnight Knit is navy with a blue neckline and repeated horizontal knit lines; Ivory Wrap is warm cream with a darker wrap seam and side accents; Forest Utility is olive with two darker utility pockets and light details. Pants have category-specific pocket/seam pixels: denim with blue highlights and dark pockets, plum with mauve accents, sand cargo with large tan cargo pockets and dark slots, and charcoal with gray highlights and dark pockets. Boots use the selected boot base color with darker soles and light top highlights; Cocoa and Black Combat have repeated tan lace pixels, Cherry has pink-red highlight bars, and Ivory has cream highlight bars. The right panel should show “LOOK DETAILS”, then rows for Silhouette = “Realistic female”, Style = “Detailed pixel art”, Outfit = the currently selected shirt name, and Hair = the currently selected hairstyle name. Below, show “SKIN TONE” and the four palette dots, with the active dot outlined in gold. At the bottom show a hint area: “TIP” and “Tap any piece to swap it in. The avatar is built in layers so every shirt, pant, boot and hairstyle stays aligned to the same body.” Below the preview, show a center status bar with a dynamic label “Custom look 01” where the number is the sum of the four selected clothing/hair indices plus one, padded to two digits; also show a decorative pill reading “16 pieces”. Add two buttons below: prominent pink “✦ RANDOMIZE” and secondary “RESET LOOK”. Clicking an item immediately updates the avatar and active styling; clicking a skin dot updates the avatar and active dot; clicking RANDOMIZE independently chooses one of the four options for shirts, pants, boots and hair; clicking RESET LOOK restores Rose Atelier, Indigo High-Rise, Cocoa Boots, Long Auburn, Peach skin, and the SHIRTS tab. Keep the experience purely focused on browsing and composing looks, with no combat, score, timer, inventory, or additional gameplay systems.