For game developers

AI game art in your style.UI, characters, props and 3D models.

Turn a grey-box wireframe into a finished UI screen. Describe a character or a set of props in plain words and get a sheet ready for your artists, then turn any single prop into a textured 3D model for your engine.

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Grey-box wireframe of a game inventory screen: tabs, a character silhouette with six slots, a 5 by 4 item grid, a preview panel and two buttons.
Finished fantasy RPG inventory screen in parchment, walnut and gold, with a hooded ranger, painted item icons and an ember amulet, same layout as the wireframe.

Start from a wireframeor a sentence.

Three ways in. Each one keeps what you bring and changes only what you ask for.

  1. Finished fantasy RPG inventory screen in parchment, walnut and gold, with a hooded ranger, painted item icons and an ember amulet, same layout as the wireframe.Grey-box wireframe of a game inventory screen: tabs, a character silhouette with six slots, a 5 by 4 item grid, a preview panel and two buttons.WireframeVisualizee render

    UI from a wireframe

    Start with a grey-box wireframe. Grey boxes and labels are enough.

    You typed

    Make this a finished fantasy RPG inventory. Keep every panel and button where it is.

  2. Turnaround sheet of an original hooded alchemist ranger in four views, olive cape, brown leather and glowing potion vials on a grey background.Your promptCharacter turnaround sheet for 3D modeling: an original hooded alchemist-ranger with a short cape, leather jerkin, potion vials on the belt and a curved staff on her back. Front, side and back views in an A-pose, neutral grey background, consistent proportions, clear materials, polished stylized game art, no text.Visualizee render

    Character from a prompt

    Start with a sentence. Describe the character the way you would brief an artist.

    You typed

    Character turnaround sheet for 3D modeling: a hooded alchemist-ranger with a short cape, leather jerkin and potion vials. Front, side and back views.

  3. Hand-painted game asset sheet: oak and gold treasure chest, glowing iron lantern, red potion, short sword and a blue moon spell book on grey.Your promptGame asset sheet: a treasure chest, a hanging lantern, a potion bottle, a short sword and a spell book in one consistent hand-painted style, evenly spaced in a row on a neutral grey background, ready to cut out. No text.Visualizee render

    Props from a prompt

    Start with a sentence. Name the props and the style. No drawing needed.

    You typed

    Game asset sheet: a treasure chest, a hanging lantern, a potion bottle, a short sword and a spell book, hand-painted, in a row.

Then make it move.Your props, brought to life.

The lantern sways, the potion bubbles, the chest opens and the book glows.

Made in Visualizee

You typedMake the props come alive: the lantern sways, the potion bubbles, the chest opens.

Video on paid plans: 720p on Hobby, 1080p on Pro, 4K on Max.

See every option side by side.

Ask for several versions and keep the one you love. Here, one screen and one prop set, two styles each.

  • Finished fantasy RPG inventory screen in parchment, walnut and gold, with a hooded ranger, painted item icons and an ember amulet, same layout as the wireframe.
    Fantasy UI
  • The same inventory layout restyled as a neon sci-fi interface with an armored scout, sci-fi item icons and a glowing reactor core.
    Sci-fi UI
  • Hand-painted game asset sheet: oak and gold treasure chest, glowing iron lantern, red potion, short sword and a blue moon spell book on grey.
    Painted props
  • The same five props restyled as bright low-poly toon assets: teal chest, coral lantern, pink potion, crystal blue sword and purple moon spell book.
    Low poly props

Images at once: 4 on Hobby, 8 on Pro, 16 on Max.

Change one thing. Keep the rest.

Mark the area and say what to change. Everything outside the mark stays as it was.

Turnaround sheet of an original hooded alchemist ranger in four views, olive cape, brown leather and glowing potion vials on a grey background.
The same four-view turnaround in a winter variant: navy fur-trimmed cape and hood, charcoal leather, silver buckles and icy blue vials.

You typedGive her a winter costume. Same sheet, same poses.

What stayedSame sheet, same poses, same faces.

Big enough for the print board.

On the Pro and Max plans, renders come out at 4K, not stretched afterwards, so they hold up on a board or a big screen.

A full 4K character model sheet: front, side and back views, detail callouts, outfit parts, props and material swatchesRendered at 4K at best quality3536 x 2336

This best-quality render at the 4K setting is 3536 x 2336 pixels.

New: 3D models from your images

From concept to your engine.

The whole asset pipeline in one chat. Render the concept, get every view of it, turn the views into a textured 3D model, and take the GLB or the sprites into your game.

  1. A stylized wooden treasure chest with grey iron bands and a brass keyhole plate, rendered from the front on a plain light background

    Step 1

    Render the concept.

    Describe the prop or character, or start from your key art. One object, whole, on a plain background.

    Props and item variations
  2. The same chest three times: from the front, from the side with a D-shaped handle, and from the back with one band down the middle

    Step 2

    Get every view.

    Ask for the front, side and back of the same object. The turnaround keeps it on model, so the views agree.

    Turnarounds on green
  3. The textured 3D model of the chest built from the three views, seen from a three-quarter angle

    Step 3

    Make the 3D model.

    Select one to four views and press Make 3D, or ask Vizzy. A textured model in 2 to 4 minutes.

    Image to 3D, tested
  4. The same 3D chest in plain grey clay, showing the planks, rivets, keyhole plate and handle as real geometry

    Step 4

    Take it into your engine.

    Check the shape in Clay, then download the GLB for Unity, Godot or Blender. Flat art goes out as sprites keyed from green.

    Sprites from one sheet

3D models are on the Pro and Max plans: about 21 at higher detail or 64 on the faster, cheaper stop a month on Pro, the same price for one view or four.

For Claude Code, Codex and Cursor

Render from your coding agent.

Connect the Visualizee MCP connector to the agent that already works in your repo. Point it at a wireframe and ask for the screen, the sheet on green and the sprites in your assets folder.

The REST API is for build scripts without an assistant, on the Pro and Max plans.

Connect, once

claude mcp add --transport http visualizee https://visualizee.app/api/mcp

Then ask for the job

Render the main menu from wireframes/menu.png in the style of art/key-art.png, then make the asset sheet on flat green and save each sprite to assets/ui/.

Plans from $20 a month.

Start free. Pick a plan when you need more. Cancel anytime.

  • Hobby

    $20/mo

    About 60 everyday-quality renders a month

    For drafts and personal projects.

  • Pro

    Recommended

    $40/mo

    About 160 everyday-quality renders a month

    High quality on every render. 4K images, video and 3D.

  • Max

    $80/mo

    About 400 everyday-quality renders a month

    More variants at once, and the cheapest per render.

Billed monthly. Yearly saves 25%.

Questions, answered.

All questions
What can it make for a game?
The 2D art that comes in volume: finished UI screens from grey-box wireframes, asset sheets of icons and buttons, character turnaround sheets, prop sets and background layers. Each job has a page with the input, the exact words and the render. On the Pro and Max plans it also turns one to four images of a single object into a textured 3D model you download as a GLB. It does not rig models or make frame-by-frame animation.
Can it keep my art style?
Yes, when each render starts from your own image. The first screen takes its style from your key art, the next screen from the finished first one, and new icons from the asset sheet. Describing a style in words alone gives you something close to your game, not your game.
How do I get sprites with a transparent background?
Ask for a flat, solid chroma-key green (#00FF00) background with no shadows and nothing touching, then key the green out in any image editor, in the engine or with a short script, and crop each element to its own PNG. If the art itself is green, use magenta (#FF00FF) or blue (#0000FF) instead.
Can I run it from Claude Code, Codex or Cursor?
Yes. Connect the Visualizee MCP connector and the agent can upload your wireframe or key art, render the screen or the sheet, key the green and save the sprites into your project. For scripts and build pipelines there is also a REST API on the Pro and Max plans.
Does it make animation frames or 3D models?
It makes static 3D models, not rigs or animation frames. On the Pro and Max plans, one to four images of a single object, such as the turnaround views, become a textured model you download as a GLB in 2 to 4 minutes. Single poses and key frames work well with the turnaround as the reference. Full walk cycles drawn frame by frame drift; build those on a rig made from the model or the turnaround.
Can I use the renders in a commercial game?
Every paid plan includes a commercial license and renders without a watermark. Free renders are watermarked and for personal use only. Check your store’s rules on disclosing AI-generated content: Steam, for example, asks developers to disclose it on the store page.
Will it replace our artists?
The art direction still comes from people: the key art, the wireframe, the approved character. What changes is the volume around it, the extra screens, icon batches, NPC variants and portrait sets, and how quickly an artist gets a clear target to refine.

Render your next screen in your art style.

Bring a wireframe and your key art and get the finished screen in under a minute.

Free to try. Sign in with Google, Apple or email. No credit card.