
A grey-box wireframe and your key art
The layout comes from the wireframe, the style from the key art. Any wireframe works: a Figma frame, a screenshot of the engine with placeholder boxes, a sketch on paper.

Finished UI screens from your wireframes, every button and icon split onto green screen, one character from every side, backgrounds as parallax layers. Every render starts from your own image, in the app or from Claude Code. Everything in this picture was rendered that way.
Free: watermarked images · personal use only · No credit card required
AI tools for game developers
A game does not need one beautiful image. It needs forty screens that look like one UI, three hundred icons in one hand, the same hero from every side and in every mood, and backgrounds that come apart into layers. Visualizee renders each of those from your own wireframe, key art or mockup, so the style is yours and the result is ready for the engine: flat #00FF00 behind everything that has to become a sprite.
In the 60 days to Sep 29, 84 paying Visualizee accounts made 1,379 game renders, and 82% of them started from a reference image. UI was the biggest job: 22 accounts, 862 renders. We recorded the four jobs they run most, with the prompts, the clock and the credits on screen.
How game teams ship with Visualizee

The layout comes from the wireframe, the style from the key art. Any wireframe works: a Figma frame, a screenshot of the engine with placeholder boxes, a sketch on paper.

Same slots, same buttons, same counters, painted in the style of the key art. The next screen uses this one as its reference, so the whole UI stays one set.

Frames, empty buttons, slots and each icon on its own, no labels, nothing touching, on a flat chroma-key green. One more prompt adds new icons in the same set.
Key the green in any editor, in the engine or with a few lines of Python, crop each element to its own PNG, and slice the frames as nine-slice sprites in Unity, Godot or Unreal.
What you can render
Hover any card to see the input, and copy the exact prompt. Every card links to the job page with the full walkthrough.
Wireframe + key art → finished screen
Try itMessage to Vizzy
“Turn the grey-box wireframe in the first image into a finished game UI screen in the exact art style of the second image: hand-painted cozy fantasy, warm wood, parchment, amber, teal and plum, painterly texture. Keep the wireframe layout exactly: the INVENTORY title bar with the coin and gem counters top right, the portrait panel with the WEAPON, ARMOR and ACCESSORY slots on the left, the 4 by 3 grid of item slots, and the EQUIP, SELL and BACK buttons along the bottom. Put the fox-eared adventurer from the second image in the portrait and painted items in some slots: a potion, a lantern, a sword, a shield, a scroll, a key. Readable labels, crisp edges, a finished in-game screen.”
Finished screen → the next screen
Try itMessage to Vizzy
“(the finished screen and the shop wireframe as references) Turn the shop wireframe in the second image into the next screen of the same game, in exactly the UI style of the first image: the same wooden frames, parchment cards, buttons, fonts, colours and painted icons. Keep the wireframe layout: the SHOP title bar with the coin and gem counters, the merchant portrait with a speech bubble on the left, the 3 by 2 grid of product cards with an item, a name and a price each, and the BUY and BACK buttons. Make the merchant a friendly badger shopkeeper in the same painted style and fill the cards with six different items.”
Screen → asset sheet on green
Try itMessage to Vizzy
“Game UI asset sheet extracted from this inventory screen, for import into a game engine: every reusable element separated and laid out in a clean grid with generous spacing, each exactly as it looks in the screen: the empty title bar, the coin and gem counter frames, the empty portrait frame, the empty equipment slot button, one empty parchment slot, one empty dark slot, the empty wide wooden button, and the item icons on their own without slots: the potion, the lantern, the sword, the shield, the scroll, the key, the gold coin, the blue gem. No text labels. Every element on a flat solid pure chroma-key green background (#00FF00), no shadows on the green, nothing overlapping or touching the edges.”
Asset sheet → new icons in the set
Try itMessage to Vizzy
“(the asset sheet as the reference) Six new item icons for the same game, in exactly the style of the icons on this sheet: same painted look, outline, lighting and size. A battle axe, a longbow, a silver ring with a teal stone, leather boots, an iron helmet and a glowing mushroom. Laid out in one row with generous spacing, on a flat solid pure chroma-key green background (#00FF00), no shadows on the green, no text.”
Key art → four-view turnaround
Try itMessage to Vizzy
“Character turnaround sheet of the fox-eared adventurer from this key art, for a 2D game: the same character four times in a row at the same size, front view, three-quarter view, side view and back view, neutral standing pose, full body head to boots. Same face, orange hair, fox ears and tail, purple hooded cape, teal tunic, leather belts, satchel and lantern, same hand-painted style. Flat solid pure chroma-key green background (#00FF00) around and between the figures, no shadows, no floor, no text.”
Turnaround → dialogue portraits
Try itMessage to Vizzy
“(the turnaround as the reference) Dialogue portrait sheet of the same fox-eared adventurer from this turnaround: six head-and-shoulders portraits in a 3 by 2 grid, same face, hair, ears, hood and style, each with a different expression: neutral, laughing, surprised, angry, sad, determined. Same size and framing, facing three-quarter left. Flat solid pure chroma-key green background (#00FF00), no frames, no shadows, no text.”
Gameplay mockup → clean background
Try itMessage to Vizzy
“From this platformer gameplay screenshot, make the clean background plate: remove the HUD (the hearts and the coin counter), the knight, the two coins and the green slime, and fill where they were with the scenery behind them. Keep everything else exactly as it is: the mountains, the misty pine forest, the trees at the edges, the wooden bridge platform, the ferns, the light and the camera. The level background only, ready to put gameplay on top.”
Background → foreground parallax layer
Try itMessage to Vizzy
“(the clean plate as the reference) From this background, keep only the foreground layer: the mossy wooden bridge platform with its posts and hanging vines, the ferns and rocks along the bottom, and the two large framing trees at the edges, exactly as they are, same position, size, art and light. Replace everything else, the sky, the mountains, the misty forest and the gap under the bridge, with a flat solid pure chroma-key green (#00FF00), so the foreground keys out as its own parallax layer. No shadows or glow on the green.”
Every game art job, with the prompt and the result: all use cases
Recorded in the app
Each video is a real screen recording: one upload, two Pro renders, no retries, nothing retouched. The job pages have every prompt to copy and every step as a still.
UI screens · 2 renders, 300 credits, 3:09
Prompts and steps →Assets on green screen · 2 renders, 300 credits, 2:40
Prompts and steps →Character sheets · 2 renders, 300 credits, 2:51
Prompts and steps →Backgrounds and parallax · 2 renders, 300 credits, 2:42
Prompts and steps →From Claude Code and Codex
If your team already lives in a coding agent, you never have to open the app. 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 the assets folder. The agent uploads the reference, renders, writes the keying script and saves the PNGs where the engine expects them. Same prompts as the job pages, same credits.
Works in Claude Code, Codex, Cursor and any MCP client with Streamable HTTP and OAuth. Setup for each client. For build scripts without an assistant, the REST API does the same on the Pro and Max plans.
Connect, once
claude mcp add --transport http visualizee https://visualizee.app/api/mcpThen ask for the job
Render design/wireframes/shop.png as a finished screen in the style of art/key-art.jpg with Visualizee. Then render an asset sheet of that screen on flat #00FF00, key the green, crop every element to its own PNG and save them to Assets/UI/Shop/.What it costs
Published price ranges from game art outsourcing studios, and what the same deliverable cost in the recordings on this page. A Pro render is 150 credits, about $0.27 on the $35 Pro plan.
| Deliverable | Studios publish | In the recording |
|---|---|---|
| One UI screen | $100-$1,200RocketBrush, 2025 | 150 credits (~$0.27), 59 s |
| Mobile game UI kit | $2,000-$6,000Whimsy Games, 2026 | Asset sheet + 6 new icons: 300 credits (~$0.55) |
| Character turnaround | $300-$2,000Pixune, 2026 | 150 credits (~$0.27), 59 s |
| Expression sheet | $100-$1,000Pixune, 2026 | 150 credits (~$0.27), 61 s |
| Single-screen 2D background | $500-$2,000Whimsy Games, 2026 | Clean plate + parallax layer: 300 credits (~$0.55) |
Ranges are the studios' own published pricing: RocketBrush Studio (game art outsourcing prices, May 2025), Whimsy Games (game art outsourcing costs, March 2026) and Pixune Studios (character design cost, August 2026). A studio price buys an artist's judgement, revisions and a hand-finished file; the recordings buy a locked target in a minute. Most teams use the second to brief the first, or for the volume around the hero pieces.
A whole game to dress?
Shared credits for the whole team, more seats, API access for the build pipeline, and a person to talk to about the production. Tell us the game and the deadline.
Go deeper
The long guide to game UI: HUDs, menus, inventories and shops, how to keep a UI consistent across screens, and how to turn a mockup into engine-ready assets.
From the first silhouette to a character bible: how to explore a character, lock it, and keep it the same across turnarounds, poses and portraits.
Worlds, biomes and levels: mood exploration, lighting passes, and how an environment concept becomes the background your players actually scroll past.
Every asset type a game needs, what AI does well today and what still belongs to an artist or an animator, with a production checklist for small teams.
Game developers FAQ
What game developers ask before putting AI renders into their art pipeline.