I’m super excited to see more LLM-driven procedural graphics stuff in the future!
It works okay but you'd probably have to do a little bit of coaxing to get it to come out exactly right.
>As a result you end up sidestepping a lot of the problems with larger generative models, which can have issues with grid alignment, palette choices, and high-frequency noise.
All of these can be avoided with simple prompts and don’t require all this ceremony.
Convo then the artifact from the convo (sorry, apparently no way to share the pics but they are just captured from the artifact).
Convo: https://claude.ai/share/78cd63c8-ffdd-4569-8de2-ac8ab5c5cfe0
The difference i see is the shading. Could easily tell it to do flat fills instead.
Regardless it has none of the supposed problems of AI generated pixel art.
I actually experimented with creating a set of skills around rendering early AGI style EGA graphical scenes, and it worked surprisingly well.
So rather than storing full bitmaps, you instead store sequences of simple drawing instructions designed to recreate some specific scene - like you would an SVG.
As a result you end up sidestepping a lot of the problems with larger generative models, which can have issues with grid alignment, palette choices, and high-frequency noise.
https://github.com/scpedicini/agi-stylist
https://kq-styles.specr.net