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How to make 2D game backgrounds and parallax layers with AI

To make a 2D game background with AI, choose the background type that matches how your camera moves (fixed, side-scrolling, vertical-scrolling, or a parallax layer), describe the scene without characters, and generate it in your game's art style. For parallax, generate the far, middle and near layers as separate images from the same style reference, then stack them in your engine and scroll each layer at its own speed. In Ludo.ai's Image Generator, parallax layers are generated without a background so the layers behind them show through, and scrolling types can be previewed repeating before you download them.

Last updated September 2026

What you need

  • A description of the scene (place, time of day, mood)
  • Your game's art style, or an existing piece of your art to use as a style reference
  • The camera movement: static, horizontal scrolling, or vertical scrolling
  • Your target screen orientation (landscape or portrait)
  1. 1Plan the layers

    Decide whether the scene is static or scrolls, and in which direction. For a parallax effect, split the scene into depth bands: a far layer (sky, distant mountains), one or more middle layers, and a near layer (foreground foliage or rubble).

  2. 2Choose the background type

    Open the Image Generator and pick the image type that matches each layer: a fixed background for a single static scene, a side-scrolling or vertical-scrolling background for the farthest scrolling layer, and a parallax layer for every layer in front of it. Parallax layers come out without a background; the fixed and scrolling types keep a full scene behind them.

  3. 3Set the art style and aspect ratio

    Pick the art style your game uses (32 styles plus Any style, including 8-Bit, 16-Bit and Hand-Painted) and an aspect ratio that fits your screen, such as Landscape 16:9 or Portrait 9:16. Leave the aspect ratio on Auto if you are unsure.

  4. 4Describe the scene and generate

    Describe only the environment for that layer, for example "distant snowy mountain range under a pink dusk sky". Keep characters, enemies and UI out of the prompt so the background stays reusable, and compare a few variations before you pick one.

  5. 5Generate the other layers from the same style reference

    Switch the Generation Mode to Generate with Style, add the layer you picked as the reference, and describe the next layer ("pine trees and rocks, midground"). Using one reference for every layer keeps colors, lighting and brushwork consistent across the stack.

  6. 6Preview the loop before you download

    Open a side-scrolling, vertical-scrolling or parallax image in the fullscreen viewer and use Scroll endlessly or Repeat side by side (Repeat stacked for vertical backgrounds) to see how the edges meet. If a seam shows, generate another variation or fix the area with Edit with Mask.

  7. 7Stack and scroll the layers in your engine

    Download the images, place them from far to near, and give farther layers slower scroll speeds. See the Godot 2D parallax guide, Unity sprites manual, or GameMaker layer properties for the engine side.

Specs

Background image typesFixed background, side-scrolling background, vertical-scrolling background, parallax layer
Transparent outputParallax layers are generated without a background; fixed, side-scrolling and vertical-scrolling backgrounds keep theirs
Repeat preview axisHorizontal for side-scrolling backgrounds and parallax layers, vertical for vertical-scrolling backgrounds, none for fixed backgrounds
Art styles32 plus Any style, including 8-Bit, 16-Bit, 32-Bit, Hi-Bit, Hand-Painted and Watercolor
Aspect ratiosAuto, 1:1, 4:3, 16:9, 19:9, 3:4, 9:16, 9:19
Variations per API request1 to 8 from a prompt (createImage), 1 to 4 with a style reference (generateWithStyle)
AnimationParallax layers are one of the 12 image types the Sprite Generator can animate

Tips

  • Use a side-scrolling background for the farthest layer, since it keeps a full sky or backdrop, and parallax layers for everything in front of it.
  • Generate every layer of one scene from the same style reference; switching references between layers is the fastest way to get mismatched lighting.
  • Leave empty space at the bottom of near layers where the ground or platforms will sit, and say so in the prompt.
  • For portrait mobile games, pair a vertical-scrolling background with a portrait aspect ratio such as 9:16.
  • To add motion such as drifting clouds or swaying grass, animate a parallax layer in the Sprite Generator and play it as a looping sprite sheet.

FAQ

Can AI backgrounds scroll seamlessly?

Side-scrolling backgrounds, vertical-scrolling backgrounds and parallax layers are meant to repeat along their scroll axis. Check the loop point with the viewer's Scroll endlessly preview before importing, and generate another variation if the edges do not line up.

What order do parallax layers go in?

Farthest first: sky or distant scenery at the back with the slowest scroll speed, then midground layers, then the foreground at the front with the fastest speed. Layers in front need transparent areas, which is why Ludo.ai generates parallax layers without a background.

Can the background match my character art?

Yes. Use Generate with Style with one of your character sprites as the style reference and describe the environment. The Art Style picker is hidden in this mode because the reference sets the style, so keep the same reference for every layer.

Can I make backgrounds for a vertical or mobile game?

Yes. Choose the vertical-scrolling background type for levels that scroll up or down, and a portrait aspect ratio (3:4, 9:16 or 9:19) for the screen shape.

How do I set up parallax scrolling in Godot, Unity or GameMaker?

Import the layers as images, order them far to near, and give each layer its own scroll speed. The Godot 2D parallax guide, Unity sprites manual and GameMaker layer properties cover each engine.

Can I generate backgrounds through the API?

Yes. Pass fixed_background, side_scrolling_background, vertical_scrolling_background or parallax_layer as the image_type in createImage, or in generateWithStyle to match a reference image.

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