Your wireframe.In your game’s art style.

Upload a grey-box wireframe and one piece of key art. You get the finished screen in your art style, then the next screen in the same UI.

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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
The finished inventory screen in the key art’s painted style: wooden frames, parchment slots, painted items, the fox-eared adventurer in the portrait
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.

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How it works

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

  1. Bring the wireframe and the art.

    A grey-box layout of the screen and one piece of key art for the style.

  2. Name every box.

    Say what each box is, which image gives the style, and what goes in the slots.

  3. Get the screen.

    One Pro render per screen. Send the next wireframe with the finished screen to keep one UI kit.

Recorded walkthrough

Game UI screens from a wireframe

Two wireframes and one key art in a chat, two Pro renders, every prompt shown, the clock on screen. Watch the recording or read the same steps below.

  1. Upload

    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. Main 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.

    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. Pro render, 59 s

    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. Main 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. Pro render, 63 s

    The shop

    The shop screen in the same UI: the same frames, buttons, fonts and painted icons. Two screens, about 3 minutes from the first upload to the second result.

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

Timings are from send to result on Pro quality at 1K, read from the recording. Fast quality is quicker and cheaper per render. Nothing in the recording was retouched.

Examples

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 cardsScreen and wireframe
The shop screen in the same UI: the same wooden frames, parchment cards and buttons, a badger shopkeeper and six items with pricesVisualizee render
With 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.

Try 5 free renders

Copy it, sign in free, paste it to Vizzy. No credit card.

Plans from $15 a month.

Start with 5 free renders. Pick a plan when you need more. Cancel anytime.

  • Hobby

    $15/mo

    15 Pro renders a month

    For drafts and personal projects.

  • Pro

    Recommended

    $35/mo

    About 120 Pro renders a month

    The best quality without a separate cap. 4K images.

  • Max

    $80/mo

    About 300 Pro renders a month

    More variants at once, and the cheapest per render.

Billed monthly. Yearly saves 25%.

Game UI screens questions.

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

All questions
How do I turn a game UI wireframe into a finished screen?
Add the wireframe and one image in your art style to a chat, name every box of the layout in the prompt so none of them moves, say which image the style comes from, and name what goes in the slots. The recording gets the finished inventory screen in 59 seconds.
How do I keep every screen in the same UI style?
Use the first finished screen as the style reference for the next one, as the second step does with the shop. The frames, buttons, fonts and icons carry over because the render copies them from the reference, not from a description.
Is the text on the buttons readable?
Short labels (INVENTORY, EQUIP, SELL, BACK, prices) come out readable, as in the recording. For final builds most teams replace text with the engine’s own font rendering anyway; the asset sheet walkthrough shows how to get the empty frames and buttons without labels.
Can I run this from Claude Code or Codex?
Yes. Connect the Visualizee MCP connector (visualizee.ai/mcp) and the agent can call the same render with the wireframe and the style image as references, in the same project and chat you see in the app. The prompts on this page work unchanged.
How much does it cost?
The recorded pair took two Pro renders. On the $35 Pro plan a Pro render costs about 27 cents, so that is about 55 cents. Fast quality is cheaper per render. The free start includes 5 renders with no card.
Does it work for mobile, PC and console layouts?
Yes. Set the aspect ratio to the screen: 16:9 for PC and console, 9:16 or 9:19.5 for portrait mobile. The layout follows the wireframe, so HUDs, menus, shops, inventories and result screens all work the same way.

Try it on your own picture.

Sign in, add a photo, a sketch or a model screenshot and say what to change. Your first render takes under a minute.

5 free renders. Sign in with Google, Apple or email. No credit card.