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Amit Nag
Amit Nag

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How I Built an AI Gacha Generator Screen for a Limited Spider-Man SSR

I've been putting more hours into mobile gacha games than I'd like to admit, and I'm also a longtime Spider-Man fan. Those two things collided into one question: what would Spider-Man look like as a limited SSR pull? Rarity badge, pull effects, the full game-UI treatment.

Rather than building that screen node by node, I reproduced an existing PixAI Studio workflow, "Fated Pull," and swapped in my own Spider-Man content. Tsubaki.3 handles image generation for the Spider-Man portion, selected directly inside Studio, not as a separate tool or step.

Here's the end result:

The final gacha screen result

If you want to run this yourself, with Spider-Man or any other character, here's the exact process: clone the template, swap the character, generate. This writeup covers the full build as an AI gacha generator workflow, from source template to finished card.

The PixAI Studio Workflow I'm Using

Instead of assembling a gacha screen from individual nodes, I pulled from PixAI's template library. The How to Use PixAI Studio post includes a template called "Fated Pull," which works as a ready-made gacha screen generator: feed it a character, get back a mobile-game-style result screen with rarity badge, pull effects, and UI already built.

Here's the template as it appears on the blog, pre-customization:

The "Fated Pull" template on PixAI's official workflow blog

Clicking "Clone this template now" opens the matching workspace in PixAI Studio, currently titled A Draw of Fate. At this stage it's read-only, showing the source image feeding into the finished screen:

The "A Draw of Fate" workspace, open but not yet cloned

That workspace is the starting point for everything below.

Step 1: Open the Fated Pull Workflow in PixAI Studio

Clicking "Clone this template now" from the blog opens the workflow in Studio. From there, Clone Workspace creates your own editable copy, separate from the read-only source.

The cloned "A Draw of Fate" workspace, now fully editable

This step has one job: get the working setup into your own workspace before touching anything. No node theory required at this point, just a copy to build on.

Step 2: Look at the Existing Workflow Before Changing Anything

Before editing anything, it's worth scanning the cloned workspace to see what's actually there. Two nodes matter most: an image node holding the source character art, and an Edit node that transforms that character into the finished gacha screen, badge, effects, UI and all.

That's the extent of what you need to understand at this stage. You don't need to trace every connection, just enough to identify the part that needs replacing with your own character content.

From here it's a straightforward swap: replace the character image, let the rest of the workflow keep doing what it already does.

Step 3: Create or Replace the Spider-Man Image

With the workflow's layout clear, the next step is swapping in a Spider-Man image. The workflow uses an image-generation node for this stage, so I selected that node and generated Spider-Man directly inside Studio.

Select Tsubaki.3

In the image-generation settings, I picked Tsubaki.3 from the available model options in Studio:

Tsubaki.3 selected as the model for this generation step

It's not a separate tool or a detour from the main workflow, just the model running at that particular node.

Use a Simple Spider-Man Prompt

I kept the prompt simple instead of overengineering it. Here's exactly what I used:

"Spider-Man standing confidently in a dynamic heroic pose, full-body anime-style game character splash art, red and blue suit, dramatic lighting, clean simple background, cinematic composition, polished mobile game character art, detailed costume, strong sense of depth"

And here's the output:

Spider-Man, generated with Tsubaki.3, ready to feed into the Fated Pull workflow

A few adjustments to the prompt and model settings got me a version that worked well as input for the next step.

Step 4: Replace the Original Character Content

I fed that character into the existing Fated Pull workflow, following the node connections already set up in the cloned workspace rather than adding anything new. PixAI's Studio guide covers how Studio's connected nodes pass content between stages.

The character going in:

An original masked character generated with Tsubaki.3, used for the final generation step

What the workflow produced after that character ran through the existing generation step:

The resulting SSR-style character reveal generated by the workflow

I didn't manually set a rarity, name, or card detail anywhere. Those came out of the generation step automatically; the only input I changed at this stage was the character image.

Step 5: Adjust the Workflow for Your Version

With the base workflow running, I tested a smaller prompt adjustment to see how much it would move the result. The character and pose stayed as generated, but I shifted the background toward urban-noir: fractured-glass light patterns, cool violet accents, replacing the fantasy-leaning tone from Step 4.

The workflow's result after adjusting the background mood and lighting

The output diverged more than I expected. Instead of the wide landscape layout from Step 4, this run came back as a portrait card with its own stat block (ATK, DEF), a named skill, and side-panel labels. A relatively small prompt change ended up affecting more than tone, it restructured the card's composition too.

Step 6: Generate the Final Result

After testing the Step 5 variation, I went back to the landscape output from Step 4 as my final pick. It stayed closer to the original Fated Pull template's presentation while still giving the character its own name, framing, and rarity treatment, without restructuring the card format the way the portrait version did.

The final gacha screen result

Between the two directions, this one felt truest to the source workflow while still standing as its own result. This step is really the core of the build: one input image in, one game-ready reveal card out, which is what makes the whole thing function as an SSR character generator.

Try 2-3 Spider-Man Variations

One advantage of working from an existing template: once the character-swap and generation steps work, testing a new visual direction just means changing the input image, not rebuilding anything. Used this way, the same setup doubles as a flexible gacha character generator. I reused the same cloned Fated Pull workflow for all three variations below.

Classic Spider-Man SSR

The traditional take: red-and-blue suit, confident standing pose, full character reveal treatment.

The classic Spider-Man SSR reveal

Spider-Man After Dark

A full mood shift: night city rooftop, cooler lighting, and a stat-driven layout with power, agility, and intellect bars.

"The City Keeper," a night-set variation of the same workflow

Alternate-Universe Spider-Man

The furthest departure from the source: a different suit design and color palette, framed as its own reinterpretation rather than a variation on the classic look.

"Neon Spectrum," an alternate-universe-style reinterpretation

Same underlying workflow, three different outputs. Once a setup like this is cloned and working, changing the character concept is fast. The production structure stays fixed, only the input changes.

What I Learned from Using This Workflow

Starting from a cloned workflow saved real setup time. I didn't need to build the gacha screen layout, badge, or framing myself, just replace the character input and reuse the existing structure.

A clean source image made a measurable difference. The character images that worked best in the successful variations had simple, well-defined poses without a lot of competing visual detail.

Small prompt changes had outsized effects. The background adjustment in Step 5 didn't just shift the mood, it changed the entire card layout, which I wasn't expecting.

Tsubaki.3 was available directly inside Studio at the image-generation step, so there was no separate tool or export step needed to produce the character inputs.

Not every generation worked on the first pass. A handful of runs failed outright and needed a retry, which is worth planning for rather than treating as a problem.

I Also Joined a Spider-Man Community Contest on PixAI

While digging around Spider-Man AI art on PixAI, I came across a community-hosted contest called "Spider Man: One Night Above the City." It's run by a PixAI community member, not an official PixAI contest, but the theme lined up with what I was already making, so I put together a separate piece and entered.

My Contest Entry

My contest entry, "One Night Above the City"

I wanted something quieter than the gacha screen build, one atmospheric moment instead of a UI-heavy reveal: Spider-Man mid-swing above a rain-soaked skyline, lit mostly by moonlight and the city below.

How I Created My Own Contest Entry

Going in, I was clear on one thing: the entry didn't have to be the gacha screen from the tutorial. I built a separate Spider-Man piece around the contest's actual theme, a cinematic nighttime city scene: rooftop views, web-swinging between skyscrapers, rainy streets, a moonlit skyline.

Before submitting, I checked the live contest page and the official rules directly. Contest requirements can be specific, and it's worth confirming eligibility rather than assuming.

How You Can Participate Too

The process is short:

  1. Open the contest page and check the current theme and rules.

  2. Create an eligible Spider-Man artwork on PixAI.

  3. Publish the artwork publicly.

  4. Go back to the active contest page.

  5. Click Join Contest, then Enter Now.

  6. Select your published artwork.

  7. Click Submit, or Submit & Share.

This follows PixAI's Official Contest Participation Guide directly.

Link again if you want it: pixai.art/en/contest/user-spider-man-city-night

Conclusion

The full pipeline behind this AI gacha generator build: start from PixAI's official Studio blog, clone the Fated Pull template, replace the character content with your own, select Tsubaki.3 inside Studio to generate it, and let the workflow output the final gacha result. Once it's set up, the structure does most of the work. The only real variable is the character going in.

If you've been wanting to create a gacha character with AI, whether that's a favorite hero like Spider-Man or something original, cloning this workflow is a fast way to see what a limited SSR pull would look like. Run a few variations, or push it somewhere completely different.

If Spider-Man's your thing too, the "One Night Above the City" community contest is still open, worth a look if you want to build an entry.

If you want to try Studio and Tsubaki.3 yourself, you can get started here.

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