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One icon is easy. Forty icons that sit in one inventory grid without a single odd one out is hard. Prompt each item on its own and the sword gets a thin outline, the potion a thick one, the shield is seen from the front and the bow from the side, and one of them comes back on a painted checkerboard. At 64 pixels, every one of those differences shows. This guide locks the style on one anchor icon, makes the whole set from that anchor with the same words, the same seed and a reference picture, cuts out real transparency, and then covers sizes, pixel art and a simple animated pickup.

The chain

$1.764 for the whole chain, at each model’s list price:
  • Style anchor, four takes: $0.14 ($0.035 per image)
  • The icon set x 24: $1.392 ($0.04 per image, 24 jobs)
  • Pickup spin frames x 4: $0.232 ($0.04 per image, 4 jobs)
A failed job costs nothing. Before you run anything, price each step exactly and for free: summer api estimate <model> --input '<json>', or POST /v1/estimate with the same body as the job. Prices come from GET /v1/models and change only when the provider’s price does.

Before you start

Sign in once, so your agent or your terminal can run jobs on your Summer account:
Your browser opens the Summer sign-in. Pick a spend limit for this computer and choose Allow. Using a coding agent? Paste this guide’s URL and say “make my inventory icons”; the quickstart for your agent connects it in one command. Decide these before the first job:
  • The item list. One line per item, with its material and colour: “iron short sword, brown leather grip”.
  • The style words. One block you copy into every prompt: angle, outline, shading, palette, padding, background. In this guide: “Game UI icon, three-quarter view, bold silhouette that reads at 32 px, thick dark brown outline, flat cel shading with one soft highlight, warm fantasy palette. Centered with even padding, plain light grey background, no frame, no text.”
  • The smallest size. The size the icon shows at in the busiest screen, such as 48 px in a hotbar. Design for that size, not for the 1024 px picture.

Step 1: one anchor icon that sets the style

Pick an item with a clear shape and a few materials, such as a potion: glass, liquid, cork. Recraft V4.1 is the model for this step. It is built for icons and item art in one style, and it costs $0.035 per image. The words that make icons work:
  • “Three-quarter view” for every item. It reads better than a flat side view, and one angle across the set is what makes a grid look designed.
  • “Bold silhouette that reads at 32 px” pushes the model toward big shapes and away from fine detail that turns to noise when small.
  • One outline rule and one shading rule. “Thick dark brown outline, flat cel shading with one soft highlight.” Every icon gets the same.
  • “Centered with even padding” keeps every item the same size inside its square, so the grid lines up.
  • “No frame, no text.” Draw the slot frame and the stack count in the UI, not in the picture. Then rarity colours and numbers can change in the game.
  • A plain light grey background, not “transparent”. Models asked for transparency paint a grey checkerboard as part of the picture.
numImages: 4 makes four takes in one job. Pick the one that best fits your game. Keep it on its plain background: it is the reference for the set.

Step 2: the whole set, from the anchor

Now every other item is an edit of the anchor. Three things together hold the style:
  • The reference picture. referenceImageUrl is the anchor. The model copies its outline, shading, angle and padding.
  • The same style words, word for word, after the item description.
  • The same seed. On Nano Banana models the seed keeps the look steady between jobs. Write it down with the style words.
removeBackground: true cuts the background away after the picture is made and returns a PNG with real alpha.
Make the anchor item part of this batch too, so it gets a transparent copy in exactly the same pipeline as the rest. Look at all 24 icons in a grid at the size the game shows them. A grid shows what one icon at a time hides: one item that is larger, a different angle, an outline that is thinner. Run that one again; it costs $0.04 per image plus the cut-out. Other models for this step. Muse Image makes many fast icon variations at a very low price ($0.01 per image) and also takes a reference picture. FLUX 3 Klein is the fast, small model for drafts ($0.009 per image). For a badge or a card with exact numbers or words on it, use GPT Image 2.5, which draws exact text.

Sizes, padding and atlases

The pictures come back at the model’s normal size, about 1024 px. Downscale, never upscale:
  • Make each size you ship from the full picture: 64, 128 and 256 px are common. Export twice the display size for high-density screens.
  • Check the smallest size by eye. If two icons look the same at 48 px, change one silhouette, not its colour.
  • Pack the set into one atlas to save draw calls:
Summer Engine. Import the PNGs and turn mipmaps off for UI pictures. Show an icon with a TextureRect set to keep aspect centered. For an atlas, make one AtlasTexture per icon with its region. The ui-graphics skill makes the slot frames, buttons and panels in the same style and wires them in. Any other engine. The PNG has real alpha. Import it as a UI sprite without compression on the edges.

Pixel-art icons and sprites

Pixel art has hard rules that image models break by default: a fixed grid, a small palette, no soft edges. The model cannot draw a true 32 by 32 picture. It draws a large picture in pixel style, and you make the real pixels by downscaling. Change the style words to the pixel rules, and name the palette by its colours:
Then downscale with nearest-neighbour, so no new colours appear:
Look at the result at 400 percent and fix stray pixels by hand. At 16 and 32 px, five minutes in a pixel editor beats another take. In Summer Engine, set the default texture filter to Nearest in the project settings, so the whole game stays crisp. The pixel-art skill has the full prompt table and the palette rules.

Step 3: a simple animated pickup

A coin that spins or a gem that pulses makes a pickup feel alive. Make each frame as a small edit of the finished icon: the reference is the icon, and the prompt changes one thing, “the coin turned 45 degrees”, “the gem a little brighter”.
Rules that keep frames steady:
  • Edit every frame from the same finished icon, not from the frame before it. Chains of edits drift.
  • Small changes only. A turn, a glow, a bob. Big pose changes break the item.
  • “Same size, same position in the picture” in every prompt, so the frames line up without a wobble.
  • Four frames are enough for a spin or a pulse. Play them at 8 to 12 frames per second.
Character sprites with walk cycles and attacks are a bigger job. The sprite-sheet skill covers the three ways to make them, frame by frame from a reference, one sheet that is sliced into frames, or by hand, and wires the frames into an AnimatedSprite2D. For a 3D-looking character, the 3D character guide makes a rigged model you can render from any angle.

Make every icon in the game

A finished game has a lot of icons: items, abilities, status effects, currencies, map markers, achievements. Write them as one JSONL file, one job per line, each with the anchor as referenceImageUrl, the same seed and the same style words:
A batch takes up to 500 jobs, is priced when it arrives and runs all or none, so you know the total before anything starts (batches). Each job’s title names the icon in your library.

Common problems

Questions

Can I make icons from my own art style? Yes. Upload one of your icons (send a picture) and use it as the anchor in step 2. What size should I ship? The display size, times two for high-density screens. Make every size from the full picture. Can I use the icons in a commercial game? Yes. Every model on the Summer API allows commercial use of what it makes. Do I need a plan? No. Jobs are paid from your paid Summer credits, your plan’s credits or a top-up. Each connected agent has its own spend limit in Settings > Connected apps.