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studioigor / ref2game

git clone https://github.com/studioigor/ref2game.git

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Star history (as recorded here)

2026-10-20 · 214 ★ 2026-10-22 · 219 ★
LanguagePython
LicenseMIT
Created2026-10-06 (15d ago)
Last push6d ago
Watchers7
OwnerUser

Links

README excerpt
**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.
**English** · العربية · Русский
## Install in one prompt
Send this prompt to your agent (Claude Code or Codex):
 [code] 
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
 [code] 
## 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,