Images
Generate, edit, paint over a sketch or grey-box render, relight, change the camera angle, upscale, restore, 360° skies, seamless textures.
Generative AI for game teams
Hawkes Gen makes the images, characters, video, 3D, music and voices for your game, in your art direction. It runs the GPUs, picks the best take, and keeps the recipe for everything it makes.
image.relight “cold blue moonlight from the right, dark night, rim light”Making the art, video and sound for every Hawkes Biomedical game: Dose Of Destruction, PH Origins, Sick Of It, Yooba Land and more.
Showcase
Every picture here was made by Hawkes Gen for a real project. Under each one: the tool, and the words it was given.
image.panorama A 360° sky for PH Origins: “night city skyline seen from the 58th floor of Hawkes Tower, rain, neon, wet streets far below”
image.angles One character, a new camera: “low-angle view”
image.angles The same character, same outfit: “close-up”
video.t2v A frame of “a green slime villager bouncing happily in a sunny meadow”
texture.maps One prompt, a seamless walnut wall for Hawkes Tower: colour, normal and roughness maps
image.layers A stage background split into layers for parallax: “a city skyline at night with fireworks”How it works
Your project asks for an asset in plain words. Hawkes Gen picks the workflow, the models and the machine, and hands back a file with its recipe.
Call a tool with a prompt and a preset: your project's art direction, written once. Every job comes out in the same look without anyone repeating the style.
One queue shares a GPU fleet between every project. Servers start when work arrives, keep the right models loaded, and power themselves off when it's done.
Ask for best-of-N and Claude looks at every take against your art direction and your story's canon, and keeps the one that fits.
Everything lands in a searchable library with the recipe that made it. Ask for the same thing twice and you get the first one back, free.
Know the cost first
Plan forty enemy sprites and a soundtrack, and Hawkes Gen tells you the GPU hours and dollars from its own job history before a server starts. Usage and cost are tracked per project and per key, so you always know what each game spent.
Art direction as data
A preset holds a project's style line, what to avoid, and named recipes like enemy concept or stage background. Change the preset and the library shows what's now out of date, so you regenerate only that.
Tools
Generate, edit, paint over a sketch or grey-box render, relight, change the camera angle, upscale, restore, 360° skies, seamless textures.
Train a character on its poses once, then draw it on-model in any pose, outfit or scene.
Image to video, text to video, motion from a reference clip, talking and singing characters, upscaling and smooth frames.
Meshes from one image or several views, with PBR textures, as GLB files ready for the engine.
Colour, normal, roughness, depth and albedo maps. Masks, cutouts, segmentation, layers and poses.
Songs and loops, voice lines from a cast of designed voices, and sound effects from a sentence.
Text and JSON designs from Claude, and art review with vision: does this fit the brief?
Chain tools into one recipe: concept, cutout, side view, animation, all in one job, with best-of-N at each step.
Import any ComfyUI workflow and it becomes a tool, with no code. Models install on the servers the first time a job needs them.
Developers
A few lines from your build scripts, your editor, or your AI agents. Projects never hold GPU servers, model files or API keys.
// an enemy concept, in Sick Of It's art direction
import { HawkesGen } from './hawkesgen.mjs';
const gen = new HawkesGen({ project: 'sickofit' });
const job = await gen.run(null, {
preset: 'enemy-concept',
params: { prompt: 'a hell imp with an ember' },
});
await gen.download(job.outputs[0].asset, 'imp.png');
Under the hood
Hawkes Gen runs the generative work for Hawkes Biomedical's own products. A hosted version for other studios is on the way.