art → parallax

Split a background into parallax planes for your 2D game

Concept art comes flat; engines want planes. Split a background into sky / far / mid / near layers and feed them straight to Unity, Godot, or GameMaker as transparent PNGs.

Split a background

The flat-art problem

Every parallax tutorial starts with "take your background layers…" — assuming you have them. If your background exists as one flat painting (commissioned art, asset-store find, or your own work you flattened years ago), you first have to cut it into depth planes, complete the art hidden behind each nearer plane, and export the stack. That is exactly what this pipeline does.

A real scene, split

This stylized scene went through Split by color once: sun, far hills, mid hills, and ground each landed on their own layer over the sky. Painted scenes work too via AI grab — click each depth band and lift it. Where a nearer plane hides part of a farther one, Fill behind reconstructs the missing art so planes can scroll independently without gaps.

A stylized game background split into parallax plane layers
One click: sun, far, mid, and ground planes — real editor output.

Engine-ready export

Export the Layer stack .zip: transparent, full-resolution PNGs numbered back-to-front — drag them into Unity sorting layers, Godot Parallax2D nodes, or GameMaker depth-ordered assets as-is. Or take the layered PSD/ORA into your paint tool for cleanup first.

Split a background

Frequently asked

Does it work on painted (non-flat) backgrounds?

Yes — use AI grab to select each depth band. Flat/cel-styled art gets the one-click Split by color path shown above.

What about the art hidden behind nearer planes?

Fill behind reconstructs it (2 credits per fill), so each plane is complete and can scroll independently.

What resolution do I get?

Full native resolution of your source art. No downscaling on export.

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