Spider-Man feels like a natural choice for a character-based game. He has an instantly recognizable suit, iconic abilities, and enough alternate versions to easily fill an entire roster. But what would happen if he were introduced as a limited SSR character in a fictional gacha game?
I decided to test the idea using PixAI Studio’s existing Fated Pull workflow, a template designed to transform character artwork into a mobile-game-style gacha result screen. Instead of building the interface from scratch, I cloned the workflow, generated my Spider-Man artwork with Tsubaki.3 inside Studio, replaced the original character content, and used the existing setup to create the final SSR-style reveal.
In this tutorial, I’ll walk through the process step by step and show how you can reuse the same approach with your own character ideas.
The PixAI Studio Workflow I’m Using
Instead of building the gacha screen from individual nodes, I started with an existing PixAI Studio template. PixAI’s “Fated Pull” Gacha Pull Screen | Make Your Character a Limited SSR workflow already provides the basic structure needed to transform character artwork into an SSR-style character reveal.
I found the Fated Pull workflow through PixAI’s “How to Use PixAI Studio: From Character Photoshoots to AI Animation, 10 Templates You Can Clone Instantly” guide. From there, I selected Clone this template now, which opened the corresponding A Draw of Fate workspace in PixAI Studio.
Using an existing workflow gave me a useful starting point. Rather than spending time rebuilding the entire setup, I could focus on replacing the original character with Spider-Man and adapting the workflow to my own idea.
Step 1: Open the Fated Pull Workflow in PixAI Studio
The first step is to open the Fated Pull workflow in PixAI Studio. From the official PixAI workflow guide, select Clone this template now under the Fated Pull section.
This opens the A Draw of Fate workspace, where you can first view the original SSR-style result created with the template.
Next, select View process to see how the workflow is structured. The setup is relatively simple: the original character artwork is connected to another node that generates the finished gacha-style result.
At this point, the workspace is still read-only. Select Clone workspace in the upper-right corner to create your own editable copy. This keeps the existing workflow and connections intact while giving you a version that you can customize for your Spider-Man project.
Step 2: Look at the Existing Workflow Before Changing Anything
Before changing anything, I first looked through the cloned workflow to understand how the existing setup worked.
There are two main parts: the source character image on the left and the editing step that transforms that image into the finished SSR-style gacha screen.
Selecting the source image opens its generation settings, including the prompt, model, and other options used for the original character. The second node uses the character image as a reference and applies the instructions needed to create the game-style reveal.
After looking through the setup, it became clear that I didn’t need to rebuild the workflow or add new nodes. I only needed to replace the original character with my Spider-Man artwork and let the existing connection pass it into the final editing stage.
Step 3: Create the Spider-Man Image
With the workflow cloned, I moved to the source image node to replace the original character. Rather than creating the artwork in another tool and uploading it afterward, I generated the Spider-Man image directly inside PixAI Studio.
Select Tsubaki.3
I opened the model selector at the bottom-left of the image-generation node and switched it to Tsubaki.3.
The cloned workflow originally had a LoRA attached that was incompatible with Tsubaki.3, so I removed it before generating the new character.
Generate the Spider-Man Artwork
For the first version, I wanted a recognizable Spider-Man design with a dynamic composition that would work well when passed into the gacha workflow. After testing different generations, I used a prompt featuring Spider-Man in his classic red-and-blue suit, crouching on a glass skyscraper ledge, with cinematic lighting, a detailed city background, and glowing blue energy effects.
The prompt I used was:
«“masterpiece, best quality, 1boy, Spider-Man, iconic red and blue suit, web pattern, dramatic action pose, crouching on a glass skyscraper ledge, dynamic camera angle, game splash art composition, vibrant rim lighting, glowing blue energy particles, detailed city background, high contrast, cinematic hero reveal”»
Tsubaki.3 generated the source artwork directly inside the node, so I could immediately use it in the next stage without downloading and uploading the image again.
Step 4: Replace the Original Character Content
Once the Spider-Man artwork was ready, I used it as the character input for the existing Fated Pull workflow. I didn’t need to add another node or modify the workflow connections because the generated image was already passed from the source node into the editing node as a reference.
I also left the original SSR prompt in the editing node unchanged. It was already configured to transform the reference image into a social-game-style gacha screen, give the character an SSR presentation, generate a character name, and present the result as a newly revealed game unit.
This is one of the main benefits of starting with a cloned template: most of the gacha-screen logic is already in place. My main task was simply to replace the original character content with the Spider-Man artwork I had generated.
Step 5: Adjust the Workflow for Your Spider-Man Version
At this stage, I kept the changes to the cloned workflow fairly small. The main adjustments were the character prompt, the generated Spider-Man artwork, and the model used for the final editing step.
After some testing, I switched the final generation model to PixAI Edit while keeping the existing SSR prompt unchanged. Since Spider-Man was already connected as the reference image from the source node, there was no need to rebuild the workflow or manually recreate the gacha effects.
This setup also made it easier to experiment with different versions. If I wanted to change Spider-Man’s pose, background, or overall atmosphere, I could simply return to the Tsubaki.3 node, adjust the source prompt, generate a new image, and pass that result through the same SSR setup.
This meant I could explore different visual directions without having to rebuild the workflow each time.
Step 6: Generate the Final Gacha Pull Screen
With the Spider-Man artwork connected as the reference image and PixAI Edit selected, I ran the final generation step.
The workflow transformed the source artwork into a complete game-style character reveal. It added the SSR presentation, interface elements, visual effects, and a generated character name around the original Spider-Man artwork.
The final result looked noticeably different from a standard Spider-Man illustration. Instead, it had the visual structure of a character being revealed after a gacha pull. This was the main reason I used the Fated Pull workflow rather than trying to design the entire game interface manually.
My first few tests didn’t generate successfully. After retrying the workflow, however, I was able to produce a working SSR result. This was a useful reminder that individual AI generations can behave differently, so it’s worth trying again before changing a workflow that is otherwise set up correctly.
Try 2 Spider-Man Variations
Once the first SSR screen worked, I didn’t need to create another workspace for a different version. I could simply reuse the same workflow, change the prompt in the Tsubaki.3 node, and generate a new Spider-Man source image.
Alternate-Universe Spider-Man
For this version, I moved away from Spider-Man’s familiar red-and-blue suit and experimented with a more luxurious alternate-universe design. I used a black and metallic gold suit with intricate web patterns, subtle purple accents, and a futuristic finish. Combined with the nighttime city setting and dramatic lighting, the result felt more like a special limited-edition version of Spider-Man than the classic character design.
Spider-Man After Dark
For the second variation, I took Spider-Man in a darker direction. I changed the source prompt to place him on a rooftop at night, surrounded by city lights, rain, reflections, and more dramatic nighttime lighting.
I then passed the new Tsubaki.3 image through the same PixAI Edit setup without rebuilding the workflow. The resulting SSR screen kept the gacha-style presentation while giving the character a noticeably darker and more atmospheric look.

This was one of the biggest advantages of using the cloned template: once the workflow was set up, creating another variation was mostly a matter of changing the character idea and generating again.
What I Learned from Using This Workflow
The biggest advantage of the Fated Pull workflow was that I didn’t have to figure out how to build a gacha screen from scratch. Once I cloned the workspace, the connection between the source character and the final editing step was already in place.
I also learned that the source image has a major influence on the final result. Changing the pose, setting, and lighting in the Tsubaki.3 prompt could noticeably change the appearance of the finished SSR screen without requiring changes to the overall workflow.
Not every generation worked on the first attempt, either. I experienced a few failed generations while testing, but once the workflow was working, creating another Spider-Man variation was simple: change the source prompt, generate a new image, and run it through the same SSR setup.
For beginners, this makes cloning and adapting an existing workflow much easier than trying to understand and rebuild every node individually.
I Also Joined a Spider-Man Community Contest on PixAI
After finishing the SSR workflow, I explored more Spider-Man creations on PixAI and came across a community-hosted contest called “Spider Man: One Night Above the City.”
Since the contest focused on Spider-Man in a nighttime city setting, I decided to create a separate artwork specifically for the contest rather than simply reusing one of my gacha-screen results.
For my entry, I went with a cinematic nighttime scene showing Spider-Man above an illuminated city. This gave me more room to focus on the atmosphere, skyline, lighting, and Spider-Man himself without the game UI used in the Fated Pull workflow.
After generating a result I liked, I published the artwork and submitted it to the community contest.
How Readers Can Join
If you want to create your own entry, start by opening the “Spider Man: One Night Above the City” contest page and checking the current theme and submission requirements.
Create an eligible Spider-Man artwork on PixAI and publish it publicly. Then return to the contest page, select Join Contest → Enter Now, choose your published artwork, and complete the submission process.
Before submitting, make sure to review PixAI’s contest participation guidelines and the live contest page, since eligibility and submission requirements may apply.
Conclusion
Turning Spider-Man into a fictional limited SSR character was much easier with an existing PixAI Studio workflow than trying to build the entire gacha screen manually.
The process was straightforward: find Fated Pull in PixAI’s official workflow guide, clone the workspace, replace the original character with Spider-Man, select Tsubaki.3 for the source artwork, and run the result through the existing gacha setup.
Once the workflow was working, I could create completely different Spider-Man variations simply by changing the source prompt instead of rebuilding the workspace.
If you want to try the same approach, clone the Fated Pull workflow and experiment with your own character, prompts, and visual direction. You can also take your Spider-Man artwork beyond the gacha concept and explore the “Spider Man: One Night Above the City” community contest.
Final Thoughts
What I found most interesting about this experiment was how an existing PixAI Studio workflow could turn a simple character concept into something that feels much closer to a finished game asset.
The Fated Pull workflow handled much of the technical work involved in creating the gacha-style presentation, allowing me to focus more on the character artwork and visual direction. Once the basic setup was working, experimenting with different poses, environments, and lighting became much easier.
It also showed me that building an AI workflow from scratch isn’t always necessary. Starting with an existing template, understanding how its components work, and adapting it to your own idea can be a much more practical approach, especially when you’re still learning.
For me, the Spider-Man experiment was more than just creating an SSR-style image. It was a simple demonstration of how reusable AI workflows can help turn creative ideas into polished visual concepts with less manual work.














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