The level from the mockup. Then the layers.
Upload a gameplay mockup and get the background alone, with the HUD, the hero, the pickups and the enemies removed and the scenery filled in. Then the foreground as its own parallax layer on flat green. Recorded in the app: 2 Pro renders, 300 credits, 2 minutes 42 seconds.
Free: watermarked images · personal use only · No credit card required


Message 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.
Recorded walkthrough
Backgrounds and parallax layers
One gameplay mockup in a chat, two Pro renders, every prompt shown, the credits and the clock on screen. Watch the recording or read the same steps below.
- 1Upload
Start a chat and add the gameplay mockup
A mockup, a concept screenshot or a paintover of your level with everything on it: the HUD, the hero, the pickups, the enemies. One file, Add media.

- 2Main prompt
Clean plate: name everything that goes, then everything that stays
List what to remove, the hearts, the coin counter, the knight, the coins, the slime, and ask for the scenery behind them to be filled in. Then list what stays exactly as it is, and the camera. Pro quality, 150 credits.
Message 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.

- 3Result57 s150 credits
57 seconds later: the clean plate
The level with nothing on it: no HUD, no hero, no coins, no slime, the forest and the bridge filled in where they were. Click the thumbnail to see it full size.

- 4Main prompt
Parallax: keep only the foreground, everything else flat #00FF00
Remove the mockup, add the plate to the chat, and ask for one layer: the foreground, exactly where it is, with the sky, the mountains and the forest replaced by flat green. One layer per render keeps the edges clean.
Message to Vizzy
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.

- 5Result57 s150 credits
57 seconds later: the foreground layer, and the bill
The foreground on its own, everything behind it green, ready to key and scroll over any sky. Two renders, 300 credits, 2 minutes 42 seconds from the upload to the second result: about $0.55 on the $35 Pro plan.

- 2
- renders
- 300
- credits
- 2:42
- from the upload to the foreground layer
Timings are from send to result on Pro quality at 1K, read from the recording. Fast quality costs 80 credits per render instead of 150. Nothing in the recording was retouched; the keyed example above is a plain chroma key of the recorded layer over a separately rendered night plate. 300 credits is about $0.55 on the Pro plan (19,250 credits for $35).
Real before and after
From a picture of the game to the plates the level needs
The plate to the foreground parallax layer on #00FF00


Message 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.
The layer keyed over a different sky


Message to Vizzy
No render for the key: the green is removed with a plain chroma key and the foreground is laid over a night version of the same level (the night plate is a separate render: "same level background, same camera and composition, now at night, moonlit sky, cool blue mist, fireflies"). This is the layer doing its job as parallax.
Why start from the mockup
The mockup already has the level in it. It just has the game on top.
The fastest way to agree on a level’s look is a mockup with everything in it: the hero, the enemies, the HUD. The level itself then needs the background without any of that, and a 2D game needs it in layers so the far mountains scroll slower than the near ferns. Painting the plate again, or cutting layers out of a flat image by hand, is where the mockup’s look usually gets lost. Backgrounds and environments are the widest game job in the paying base: 71 accounts in the 60 days to Sep 29.
Because the mockup is the reference, the plate is the mockup’s level, filled in where the characters stood, and each layer is the plate’s own layer on flat green, one per render so the edges key cleanly. The keyed foreground on this page sits over a night version of the same level, which is how day and night variants, weather and biome swaps reuse one layer set. The same plate is the base for the UI and the characters; each has its own walkthrough.
The two renders of the recording, and a composite from preparation



FAQ
Game backgrounds and parallax FAQ
What the recording shows, what it cost, and what to expect from your own mockups.
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