From Pixels to Code: A Process for Generating Scalable Vector Game Art Assets Using Large Language Models

  • Italo Thiago Felix Dos Santos UEA
  • Luis Cuevas Rodriguez UEA
  • Cristina Souza de Araujo UEA
  • Jucimar Maia da Silva Junior UEA

Resumo


The increasing demand for high-quality visual assets in indie and AAA games poses significant challenges for traditional raster-based generation methods, particularly due to limitations in scalability and resolution independence. Objective: This paper investigates the use of Large Language Models (LLMs) to support the generation of Scalable Vector Graphics (SVG) as game art assets, aiming to enhance production workflows. Methodology: We propose a process for code-based asset generation using locally deployed LLMs, including Qwen, Gemma, and GLM, constrained by rendering and structural rules to ensure valid SVG output. The generated assets are evaluated through quantitative metrics and statistical analysis, combined with a qualitative user study assessing aesthetic coherence, prompt fidelity, and usability for integration into game projects. The performance of local models is benchmarked against Gemini 3 as a strong proprietary baseline. Results: The results demonstrate that locally deployed models can generate structurally valid and scalable assets, with statistical evidence confirming consistent performance differences across models. However, a gap remains in aesthetic quality compared to the proprietary baseline. Conclusion: The findings indicate that LLM-based SVG generation is a viable and scalable approach for supporting iterative game art production workflows, highlighting its potential and limitations in aligning semantic intent with visual design quality.
Palavras-chave: Large Language Models, Scalable Vector Graphics (SVG), Game Assets, Local Inference

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Publicado
29/09/2026
SANTOS, Italo Thiago Felix Dos; RODRIGUEZ, Luis Cuevas; ARAUJO, Cristina Souza de; SILVA JUNIOR, Jucimar Maia da. From Pixels to Code: A Process for Generating Scalable Vector Game Art Assets Using Large Language Models. In: SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 25. , 2026, Goiânia/GO. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2026 . p. 486-497. DOI: https://doi.org/10.5753/sbgames.2026.26069.