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ref2game: one reference becomes an alive, playable 2D game

Turn one picture into a live, playable 2D game — from the author of the YouTube channel @studioigor.

A screenshot, key art or concept image goes in, and a ready game prototype comes out. AI paints the art; code moves it.

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Claude Code skill Codex skill YouTube @studioigor License: MIT Python 3.9+ Node 18+

Install in one prompt

Send this prompt to your agent (Claude Code or Codex):

Install the skill ref2game https://github.com/studioigor/ref2game

The repository has two editions of the same skill. Claude Code takes the claude/ folder, Codex takes the codex/ folder. Then send /ref2game in Claude Code or $ref2game in Codex with your reference attached.


ref2game turns a reference into a ready game prototype you can play in the browser. The art is generated piece by piece, in the reference's style. Everything that moves is code in a tiny WebGL2 engine: rigs, walk cycles, wind, light, particles, camera, HUD and game feel. You watch the page change while the agent works.

AI paints. Code brings it to life.

Two editions

claude/ for Claude Code codex/ for Codex
Image generation your choice: Codex built-in image_gen, any image API (researched and plugged in on the spot, with a budget you set), a local tool, or manual drops the session's built-in imagegen
Questions multiple choice with a recommended answer the Codex input tool, or briefly in chat
Critics background subagents; scores arrive in the next message subagents; results are folded in before the turn ends

The engine, the rigs, the checks and the references are the same in both.

How it feels

You      /ref2game  [a screenshot of a top-down zombie shooter]
Agent    One question round: which image generator, what the player does, how big the slice is.
Agent    Live page is up: the level runs on placeholders.
Agent    Art lands piece by piece: backdrop, ground, props, hero, the crowd.
Agent    Gate A: the reference next to our frame, with measured gaps.
Agent    Rigs, wind, light, juice. "Try WASD + mouse, dash with Space, blow up a gas can."
You      The zombies glide, their feet slide.
Agent    Foot paths planted, knees by IK. A foot-slide check now runs on every change.

The pipeline

# Phase You The agent
0 Look and ask answer one round of questions studies the reference, asks only what the picture can't settle
1 Setup and study open the live link project skeleton, style bible, layout of the reference, the plan; the page runs on placeholders
2 First real frame look at the frame next to the reference parallel generation, slicing, alpha, hero approval, effects; automatic checks + critics
3 Make it alive play rigs for every actor, wind, reactive world, camera, juice, an attract demo
4 Feedback say what's off fixes in code or regenerates, then adds the check that would have caught it
5 Deliver take the zip a static playable build, textures, manifest and sources

What makes it different

  • 🎨 AI paints, code rules. One piece per generation, always with the reference and the style bible. Glow, shadows, particles, text and water are never baked into an image: the engine owns them, so nothing freezes and nothing doubles.
  • 🦴 Real rigs, not wobbling sprites. Every actor, from the player to a horse at the campfire, gets a cut-out rig: two-bone limbs, round joints, near and far sides. A painted animal bends with soft bones in the shader. Moving a whole sprite never counts as animation.
  • 📏 Motion is measured. Every rig reports its joints. A QA script checks foot slide, limp, stride, knee bends, stretching, arm phase, pops between states and whether the blade hits the target at the impact frame, for targets all round.
  • 🌬️ Alive means systems. One wind field with travelling gusts drives grass, trees, capes and lamps. The world reacts to the player, and every event gets layered juice.
  • 🔍 Independent critics. Asset, module, motion, frame, fidelity and game critics run in the background. The fidelity critic compares your frame with the reference by numbers: layout, values, palette, light pools, character sizes.
  • ⚡ Visible progress in minutes. The page reloads itself within a second of every change and keeps the play state. Generation runs in parallel while effects are being coded.
  • 🧷 Every defect becomes a check. Whatever you report is fixed, and then a new automatic check makes sure the whole class of defect can't come back.
  • 🕹️ Any 2D genre, any style. Platformer, top-down, isometric, shmup, puzzle, card games; pixel, painterly, cel and ink, flat vector, watercolour, neon.

Examples

A top-down pixel farm at night

Reference Result
reference result

gameplay: the flashlight burns the corruption away

Gameplay clips: the flashlight · sanity runs out

A top-down horde shooter: one reference, both editions

Reference Claude Code Codex
reference Claude Code result Codex result

gameplay, Claude Code edition: the horde and the explosions

Gameplay clips, Claude Code edition: the horde · explosions

Try saying

  • "Make a game like this" with a screenshot attached
  • "Bring this concept art to life as a platformer"
  • "Make a playable slice in the style of this video"
  • "The legs slide when he walks" — inside a running project
  • "Pack it up" — a static build and the asset pack

Requirements

Claude Code or Codex, Python 3.9+ with Pillow, NumPy and SciPy, Node.js 18+, macOS or Linux. Playwright with Chromium is installed into the skill on first run. ffmpeg is needed only for video references and video renders.

License

MIT — see LICENSE.

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