Teaching an AI to draw Pew
Third hands, antennae, white eyes and a sky inside a sewer: what went wrong with the generated art, and the rules that fixed it.
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All the concept art for PewRun so far comes from an image model. I describe a scene, a preset adds the style rules from DESIGN.md, and an image comes back. It's fast. It's also wrong in ways I didn't expect, and fixing those mistakes taught me more about Pew than any sketch would have.
The first explorations
Before Pew had a name, I generated a handful of "tiny alien in a rainy city" scenes just to see what would come out.


One of them came out looking a lot like the hero of a game I love. That's the danger of saying "inspired by Hollow Knight" to a model: it may just hand you Hollow Knight. Since then, "own characters, symbols and world" is a written rule, and I check every image against it.
Writing Pew down
So I wrote Pew down, as precisely as I could:
- A classic green alien with compact proportions: a head almost as big as the body, short legs.
- A smooth round head, no antennae, ears or horns.
- Black almond eyes, with a single highlight.
- Exactly two hands.
- Right-handed: the gun is always in the right hand.
- A baggy dark grey hoodie with a hood, strings and a kangaroo pocket, black pants, small sneakers.
Every one of those lines exists because an image broke it. The list of mistakes I've seen is in DESIGN.md too: a third hand, antennae, white eyes, pointy ears, a tall and skinny body. Wrong perspective. Wrong text in the logo.
v001
v002 · approvedNegative prompts, and rules for places
Each preset has a negative block. For gameplay scenes it says:
No text or logos. No antennae, ears or extra limbs on Pew. No perspective view, no clutter.
Places needed rules too. The model loves rain and a city skyline, even underground. My first sewer had a bridge and skyscrapers on the ceiling.
v001
v002The same went for texture. The first Sewer King was gritty and almost realistic; the style asks for clean shapes and flat colors with soft shading.
v001
v002Versions, and letting go
Images are never overwritten. Every new try is saved as _v002, _v003 and so on, and the highest number is the current one. When a new version is approved, the old ones are deleted from the folder with git rm. They stay in the git history, which is where I dug these up from. One commit alone removed 18 superseded images.
The logo went through the same loop:
v001
v003 · currentNext, the first thing that actually runs: a title screen in the rain.
