Your wireframe. In your game’s art style.

Upload the grey-box layout and one piece of key art, and get the finished screen: your boxes, your buttons, your art. Then the next screen in the same UI. Recorded in the app: 2 Pro renders, 300 credits, 3 minutes 9 seconds.

Free: watermarked images · personal use only · No credit card required

A grey-box inventory wireframe with a title bar, a portrait panel, three equipment slots, a 4 by 3 item grid and three buttons, next to a hand-painted fantasy key art
Your input
The finished inventory screen in the key art’s painted style: wooden frames, parchment slots, painted items, the fox-eared adventurer in the portrait
Visualizee render

Message 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.

Recorded walkthrough

Game UI screens from a wireframe

Two wireframes and one key art 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.

  1. 1Upload

    Start a chat, add the wireframe, add the key art

    Two references: the grey-box layout from your design file or a quick mockup, and one image that carries the art style, key art, a concept painting or a screen you already like. One file per Add media click.

    The chat composer with the inventory wireframe and the key art attached as references
  2. 2Main prompt

    Sixteen by nine, keep the layout, take the style from the key art

    Pick the screen’s aspect ratio. The prompt names every box of the wireframe so none of them moves, says which image the style comes from, and names what goes in the slots. Pro quality, 150 credits.

    Message 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.

    The screen prompt typed into the chat with 16:9 and Pro selected
  3. 3Result59 s150 credits

    59 seconds later: the inventory screen

    The wireframe’s layout box for box, in the key art’s paint: wooden frames, parchment slots, painted items, the adventurer in the portrait, readable labels. Click the thumbnail to see it full size.

    The finished inventory screen opened full size in the viewer
  4. 4Main prompt

    The next screen: the finished screen as the style, the shop wireframe as the layout

    Remove the two inputs, add the finished screen to the chat so it becomes the style reference, add the shop wireframe, and ask for the next screen in exactly the same UI. This is how the kit stays one kit across twenty screens.

    Message to Vizzy

    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.

    The shop prompt typed with the finished screen and the shop wireframe attached
  5. 5Result63 s150 credits

    63 seconds later: the shop, and the bill

    The shop screen in the same UI: the same frames, buttons, fonts and painted icons. Two screens, 300 credits, 3 minutes 9 seconds from the first upload to the second result: about $0.55 on the $35 Pro plan.

    The shop screen opened full size in the viewer
2
renders
300
credits
3:09
from the first upload to the second screen

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. 300 credits is about $0.55 on the Pro plan (19,250 credits for $35).

Real before and after

The layout is yours, the style comes from a reference, the UI stays one kit

The finished screen plus the next wireframe to the shop screen

The finished inventory screen next to a grey-box shop wireframe with a merchant portrait, a speech bubble and six product cards
Your input
The shop screen in the same UI: the same wooden frames, parchment cards and buttons, a badger shopkeeper and six items with prices
Visualizee render

Message 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.

Why game teams mock screens up this way

The layout is the design decision. The paint should not cost a week.

Game UI starts as boxes: a designer decides where the inventory grid, the currency counters and the buttons go, and then the screen waits for an artist to paint it in the game’s style. Every new screen waits again, and every layout change repaints it. In the 60 days to Sep 29, 84 paying Visualizee accounts made game renders, and UI screens were the heaviest single job among them: 22 accounts and 862 renders, almost all of them starting from a layout or a style reference rather than from text.

Because the wireframe is a reference, the layout is yours: the render places the boxes where you drew them. Because the style is a reference too, the screens match your key art instead of a generic fantasy UI, and the first finished screen becomes the style reference for the next one, so a whole flow (title, inventory, shop, settings, results) stays one kit. Teams use it for pitch decks, vertical slices, store screenshots and to hand the UI artist a finished target instead of a paragraph. The next step, splitting the finished screen into assets on green screen, has its own walkthrough.

The two screens of the recording, and another take of the inventory

The finished inventory screen in the hand-painted fantasy style
The shop screen in the same UI with a badger shopkeeper
Another take of the inventory screen from the same wireframe and key art

FAQ

Game UI screens FAQ

What the recording shows, what it cost, and what to expect from your own wireframes.

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