Infinicity · published

One of the challenges I’ve been thinking about a lot while working on Infinicity is animation.
I wanted characters that feel hand-animated and expressive but without relying on huge animation budgets or locking myself into a very rigid art style. I also wanted a workflow that lets me iterate quickly i.e. change timing, style, or scale without redoing everything from scratch.
That led me down an interesting rabbit hole:
Can I turn real video footage into clean, stylised sprites that actually work in-game?
It turns out: yes (but not without a bit of engineering).
Traditional sprite animation usually means:
drawing every frame by hand, or
relying on skeletal animation that doesn’t always fit a specific style
Both approaches are valid but they can be slow to iterate on, especially when you want to experiment.
What I wanted instead was:
to capture simple footage (even just me in front of a wall),
extract only the person cleanly,
and then turn that into animation-ready sprites that I could stylise and tweak.
I ended up building a two-stage pipeline:
This stage uses a research model called Robust Video Matting to separate a person from the background across an entire video, producing clean RGBA frames with proper edges (hair, limbs, motion blur, etc.).
This step is slow and compute-heavy, but it only needs to run once per video.
This stage is fast and highly tweakable. It:
crops the animation consistently
normalises everything to a fixed sprite size
skips redundant frames automatically
applies pixel-art style quantisation
packs everything into a spritesheet with metadata
The important bit is that Stage B can be rerun endlessly with different parameters, without redoing the expensive extraction step.
That makes experimenting with animation style and timing much more fun.
This pipeline exists for one reason:
to make the animations in Infinicity better and more expressive.
It lets me:
prototype animations quickly
adjust style without re-recording footage
keep animations consistent across different characters
experiment with pixel-art looks without committing too early
The goal isn’t realism it’s control.
At some point I realised this tooling might be useful to other developers too, especially indie devs who enjoy building their own pipelines.
So I decided to open-source it.
The repository includes:
the full two-stage pipeline
documentation on how it works
command-line controls to tweak output
and clear separation between the heavy ML step and the creative iteration step
If you’re curious about the technical side, you can find it here: video2spritesheet github repo
If you’re curious to see how it all comes together in-game, wishlisting really helps it tells me people are interested and lets Steam know too.
Thanks for reading, and back to building