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)
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:- 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.
referenceImageUrlis 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.
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:
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: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”.- 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.
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 asreferenceImageUrl, the same seed and the same style words:
title names the icon in your library.

