Build 09 · Walk into the picture

A layered pixel art painting you can walk into

A forest path at golden hour opening onto a valley: a river and mill, a village, patchwork fields, a castle and alpenglow mountains. It looks flat until the camera walks into it.

AI agent
Claude
Built with
SpriteRelay CLI
Files
1
Frames
64
A golden-hour valley: a forest path, a river and mill, a village, fields, a castle and mountains.

Real exports

Look closer

Move over the picture to zoom into the pixels.

A golden-hour valley seen from a forest path: river, mill, village, fields, a castle on a hill and mountains.
A golden-hour valley seen from a forest path: river, mill, village, fields, a castle on a hill and mountains. Real export, 640×360.

What makes it work

Inside the file

  • 19 layers, each one depth plane, with its distance in the name (Castle · z=40).
  • Pixel and tilemap layers: the mill wheel turns, banners stream, smoke drifts.
  • 640×360, so it scales by exactly 3× to 1080p and 6× to 4K.

How it was built

Step by step

  1. Paint in planesSky, mountains, haze, hills, castle, fields, village, river, meadow and forest edge.
  2. BuildStep by step through SpriteRelay CLI, compared with the design after every step.
  3. CameraThe video places each real layer export at its distance and moves the camera.

The files

What was built

Files in this build
FileCanvasFramesLayersTagsSlicesSize
Walk into the picture
vale.aseprite
640×360 rgb6419 (12 tilemap)2—1.2 MB

Read from each file's own record (SpriteRelay's file summary of the final .aseprite where one was taken).

How it was checked

  • Every build step matches the design exactly.
  • Every plane on screen is a real export of one layer.

Labels and honesty notes

  • The camera move is done by the video, reading each layer's depth from the file.

Watch

The videos

Every frame on screen is cut from the file's real exports.

Do this with your own sprites

Every build here was made through SpriteRelay CLI.

Your assistant inspects, patches, previews and exports real .aseprite files, and nothing reaches your project until you commit.