Generative AI for game teams

Describe the asset.
Get it on-model.

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.

A character in dark armour lit by cold blue moonlight, with shadowy tendrils around her
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

Straight out of the library.

Every picture here was made by Hawkes Gen for a real project. Under each one: the tool, and the words it was given.

How it works

You say what. It works out how.

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.

  1. 1

    Ask

    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.

  2. 2

    Queue

    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.

  3. 3

    Pick

    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.

  4. 4

    Keep

    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

Price the batch before it runs.

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

Your look, written once.

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 Change the preset and the library shows what's now out of date, so you regenerate only that.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

Everything a game needs made.

Images

Generate, edit, paint over a sketch or grey-box render, relight, change the camera angle, upscale, restore, 360° skies, seamless textures.

Characters

Train a character on its poses once, then draw it on-model in any pose, outfit or scene.

Video

Image to video, text to video, motion from a reference clip, talking and singing characters, upscaling and smooth frames.

3D

Meshes from one image or several views, with PBR textures, as GLB files ready for the engine.

Materials and maps

Colour, normal, roughness, depth and albedo maps. Masks, cutouts, segmentation, layers and poses.

Music, voice and sound

Songs and loops, voice lines from a cast of designed voices, and sound effects from a sentence.

Writing and review

Text and JSON designs from Claude, and art review with vision: does this fit the brief?

Pipelines

Chain tools into one recipe: concept, cutout, side view, animation, all in one job, with best-of-N at each step.

Your own workflows

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

Works where you already work.

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

The best open models, kept up to date for you.

Private today. Opening up next.

Hawkes Gen runs the generative work for Hawkes Biomedical's own products. A hosted version for other studios is on the way.

Sign in Meet Hawkes Biomedical