StevenGlick

AI Raster Scene — AI skill for Claude Code

AI community

90s game pictures from a text file: a Claude skill and Python CLI that renders small JSON scenes as Doom/Build-style stills - fog, reflections, glass, layered city streets and jungle, pixel-art charac.

How to install AI Raster Scene

This entry records only its repository, not the path inside it, so there is no exact command to give. Open StevenGlick/ai-raster-scene and copy the folder into ~/.claude/skills/, or the file into ~/.claude/agents/.

What AI Raster Scene does

90s game pictures from a text file: a Claude skill and Python CLI that renders small JSON scenes as Doom/Build-style stills - fog, reflections, glass, layered city streets and jungle, pixel-art characters, a retro GUI and CRT/VHS effects. No image assets: everything is drawn in code.

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README

ai-raster-scene

[![smoke](https://github.com/StevenGlick/ai-raster-scene/actions/workflows/smoke.yml/badge.svg)](https://github.com/StevenGlick/ai-raster-scene/actions/workflows/smoke.yml)

**90s game pictures from a text file.** A tiny software raycaster in Python with a Doom/Wolfenstein/Build-engine look, plus everything that makes a frame read as a real game screen: rain-soaked streets whose windows have depth behind glass, layered jungle, fog and sunbeams, reflections in wet stone and water, pixel-art characters and translucent ghosts, a full retro GUI toolkit (dialog, choice menus, HUDs, inventories, title cards) and post-processing (CRT, VHS, Game Boy, night vision, rain, film looks).

It ships as a Claude skill and works as Claude's retro imagination: ask for a picture of a place, a moment or a game screen, and Claude builds the scene, renders it, looks at the result, iterates, then hands you the image. It also works as a plain command-line tool.

![Sunset down the sacred way, between broken columns, to the temple on the headland](docs/gallery/ruins_way.png)

*Every image on this page is rendered straight from a scene file in [`examples/`](examples/) - no hand-painted assets anywhere.*

City streets

Give a block of buildings a `facade` and its fronts become a row of separate buildings, each drawn in layers - brick with its openings, frames and glass, curtains and blinds, lit or dark rooms - so the windows have depth, and the wall has its thickness: from the pavement every window and door shows its sides and sill. The glass shows what is behind it, tinted and softly blurred.

A rain-soaked city street at night, running up to a T-junction, every building different An officer walking away up the street under the lamps
Windows set back in their walls, curtains and rooms behind glass, a shop window blurred and tinted ![Lightning over