How a 2D character creator works
Most 2D games build characters from layers, often called a paper doll. Every part is its own image drawn on the same canvas: a body, eyes, a mouth, hair, a top, trousers, a hat. Drawing them in a fixed order gives one character, and swapping one layer changes one part. Colours come from tinting. A part drawn in light grey can become any hair colour or skin tone by multiplying it with a colour, which is exactly what Godot's modulate and Unity's SpriteRenderer color do.
Preparing parts
Export every part as a transparent PNG at the same canvas size, so they line up without moving. Name files slot_option.png, such as hair_long.png or top_hoodie.png, or put them in a ZIP with a folder per slot, such as hair/long.png. Common slot names like body, eyes, mouth, hair, top, bottom, shoes and hat are stacked in a sensible order for you, and you can reorder them. Hair that goes behind the body can use a slot called hair_back. Draw parts you want to recolour in light grey with darker grey shading.
NPCs and presets
Lock the slots you want to keep and press Random to roll new characters. Save the ones you like as presets. With Pro you can make a sheet of 16 random variations in one go, and download a game kit whose Godot and Unity scripts read the same preset JSON, so a preset made here looks the same in your game.
Is my art uploaded?
No. Everything happens in your browser.