studioigor / ref2game
git clone https://github.com/studioigor/ref2game.git
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Star history (as recorded here)
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,