Nice article. There's another option for pixel art that's recently been coming into vogue as tool usage improves in LLMs which is procedural graphics.<p>I actually experimented with creating a set of skills around rendering early AGI style EGA graphical scenes, and it worked surprisingly well.<p>So rather than storing full bitmaps, you instead store sequences of simple drawing instructions designed to recreate some specific scene - like you would an SVG.<p>As a result you end up sidestepping a lot of the problems with larger generative models, which can have issues with grid alignment, palette choices, and high-frequency noise.<p><a href="https://github.com/scpedicini/agi-stylist" rel="nofollow">https://github.com/scpedicini/agi-stylist</a><p><a href="https://kq-styles.specr.net" rel="nofollow">https://kq-styles.specr.net</a>