If you are working on Slots, Crash, Plinko, fishing games, or simple Combo lottery-type mini-games, you must feel a pain point: player visual fatigue comes faster and faster, the cycle of art requirements is getting shorter, and your design team never has enough time.

The problem now is not "whether the images can be made," but "whether you can make them every day, continuously, and always maintain the style without collapsing, disorder, or drifting."
Holopix-V1, a large model specially developed for game content production, is turning this impossible task into a possibility.
It is not the kind of general AI model that "generates an image casually," but a model that is particularly strong in the direction of game micro-visuals such as prop icons, cards, small components, reward visuals, buttons, and UI fragments. It generates images quickly, with a stable style, and is especially friendly to Q-version, Western cartoons, Western 3D, and Slots visuals of coins and gems.
For Slots & Mini-game/gamefi merchants, its greatest significance is that they no longer have to repeatedly ask designers to modify the lighting, edges, saturation, and shadows for a 64×64 coin icon.
And within one day, it can build dozens of icon directions, several sets of UI schemes, and multiple reward visual variants.
Holopix-V1 is a real "big art generator" that allows operations, art, and planning to gain freedom.
🤖 How to make Holopix-V1 consistently produce the game visuals you want? —— Tutorial
Although the model is strong, the right method is still needed to fully utilize its strength.
For AI, the Prompt is the translator between you and its brain. Prompt (the comprehensive information of "instructions + description + expected results" that you give to AI.) The more it resembles the thought process of an experienced game producer, the better it understands you.
The most common and effective way is to let AI play a role. For example, you tell it: 🤖 "From now on you are a mobile slot visual designer with 10 years of experience, specializing in Q-version reward icons and high-visibility UI components."
After hearing this, AI's thinking will automatically lock in the industry context you want, and it won't diverge into other fields.
Once it enters the role, you then provide it with context. For example, tell it this icon is used for a five-reel Slots Bonus display, or a Crash game's trigger point for multiplier explosions. The more specific you are, the more stable it is. You can even tell it the tone is bright metal, warm colors, high saturation, size is 64×64 or vector-like. This is like giving a clear briefing to an artist, who will then be able to produce exactly what you want more easily.
Or, if you already have a few icon styles that particularly suit your taste, you can let it learn. Then describe a few examples to it, such as "this coin edge glows, the gem has a blue-purple gradient, overall feels like the Q-elasticity of Candy Crush." The model will automatically align with your style preference.
Then it's just continuous iteration. You pick out the most Slots-like icon, and let it continue generating in that direction.
If you find that even the best-tuned prompt can't 100% fix the style, then take another route: fine-tuning.
First, use 3–5 style images you like to train your own sub-model. After that, no matter what prompt you input, it will maintain the same set of visual logic, especially suitable for Q-version, American cartoons, and 3D.
Once you are proficient, you will feel a long-lost sense of freedom—you can "have as much as you want," and it's exactly the style you want.
🤖 How valuable is Holopix-V1 for Slots / Crash / Plinko?
In the past, the update cycle for a Slots skin might have been a week, but with Holopix-V1, ten directions can be generated in one day for the team to choose from, and if necessary, some Photoshop work can be done later.
Simple mechanism games like Crash / Plinko often highly depend on visual novelty, and this type of game's "novelty fuel" is the continuous updating of multiplier icons, explosion animations, reward symbols, UI components, and visualized values.
Holopix-V1 ensures that this kind of "novelty" can be updated in bulk, keeping the visuals forever fresh for players.
More importantly, A/B testing is no longer a luxury. Want to test whether "golden treasure chest vs rainbow treasure chest" has a higher click rate? Now you almost don't have to wait for design drafts, it can be tested in 20 minutes.
Almost everyone involved in content-driven mini-game growth has the same thought upon seeing Holopix-V1 for the first time: "This thing will change our entire production pipeline." The fact is: it has already started.
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