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This little sandbox game generates gigabytes of procedural city, traffic and world around you as you move.
  • Use the in-game editor to define the rules for creating your terrain, grass, rocks, trees, city and traffic
  • Create your own unique look using the wide range of graphical settings from retro-pixelated to film-noir and more
  • Walk and fly around your creation
  • More features (and gameplay) coming soon...
Infinicity
Ben MorrisDeveloper
Ben MorrisPublisher
1970-01-01Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews (0 reviews)
Turning Real Footage into Game Animations (and Why I Open-Sourced the Tool)

One of the challenges Ive been thinking about a lot while working on Infinicity is animation.

I wanted characters that feel hand-animated and expressive but without relying on huge animation budgets or locking myself into a very rigid art style. I also wanted a workflow that lets me iterate quickly i.e. change timing, style, or scale without redoing everything from scratch.

That led me down an interesting rabbit hole:\nCan I turn real video footage into clean, stylised sprites that actually work in-game?

It turns out: yes (but not without a bit of engineering).

The problem

Traditional sprite animation usually means:

  • drawing every frame by hand, or

    [/*]
  • relying on skeletal animation that doesnt always fit a specific style

    [/*]

Both approaches are valid but they can be slow to iterate on, especially when you want to experiment.

What I wanted instead was:

  • to capture simple footage (even just me in front of a wall),

    [/*]
  • extract only the person cleanly,

    [/*]
  • and then turn that into animation-ready sprites that I could stylise and tweak.

    [/*]

The solution (high level)

I ended up building a two-stage pipeline:

Stage A High-quality person extraction

This stage uses a research model called Robust Video Matting to separate a person from the background across an entire video, producing clean RGBA frames with proper edges (hair, limbs, motion blur, etc.).

This step is slow and compute-heavy, but it only needs to run once per video.

Stage B Game-focused post-processing

This stage is fast and highly tweakable. It:

  • crops the animation consistently

    [/*]
  • normalises everything to a fixed sprite size

    [/*]
  • skips redundant frames automatically

    [/*]
  • applies pixel-art style quantisation

    [/*]
  • packs everything into a spritesheet with metadata

    [/*]

The important bit is that Stage B can be rerun endlessly with different parameters, without redoing the expensive extraction step.

That makes experimenting with animation style and timing much more fun.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44960045/a8d3660a676d71698e47462c812ad9b4c54e4a9d.png\"][/img]

Why this matters for the game

This pipeline exists for one reason:\nto make the animations in Infinicity better and more expressive.

It lets me:

  • prototype animations quickly

    [/*]
  • adjust style without re-recording footage

    [/*]
  • keep animations consistent across different characters

    [/*]
  • experiment with pixel-art looks without committing too early

    [/*]

The goal isnt realism its control.

Why I open-sourced it

At some point I realised this tooling might be useful to other developers too, especially indie devs who enjoy building their own pipelines.

So I decided to open-source it.

The repository includes:

  • the full two-stage pipeline

    [/*]
  • documentation on how it works

    [/*]
  • command-line controls to tweak output

    [/*]
  • and clear separation between the heavy ML step and the creative iteration step

    [/*]

If youre curious about the technical side, you can find it here: video2spritesheet github repo

If youre curious to see how it all comes together in-game, wishlisting really helps it tells me people are interested and lets Steam know too.

Thanks for reading, and back to building

[ 2025-12-17 12:29:56 CET ] [Original Post]

Minimum Setup

  • OS: Linux + SteamOS
  • Processor: Requires a 64-bit processor and operating system
  • Graphics: OpenGL 3.3

Recommended Setup

  • OS: Linux + SteamOS
  • Processor: Requires a 64-bit processor and operating system
  • Graphics: OpenGL 3.3
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