AI Raster Scene — AI skill for Claude Code
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
[](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.

*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.
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