One scene in.
Separate scrolling layers out.
The AnnoMotion AI Parallax Generator takes a single scene and splits it into separate depth layers — sky, midground, foreground — so each one can scroll at its own speed. The front layers come back cut out on transparency, ready to stack straight into a side-scroller or platformer background that moves with real depth. Powered by AnnoMotion AI.
What's inside
Depth you can actually scroll.
A flat background painting can't parallax — you need the layers separated. Describe the scene once and the generator hands back the sky, midground and foreground as distinct layers, with the front ones cut out on transparency, so you can offset their scroll speeds and get real depth for free.
Separated depth layers
The scene comes back split into sky, midground and foreground planes — not one flat image — so each layer is yours to move independently.
Built for scrolling parallax
Offset the layers' scroll speeds and the far sky drifts while the foreground races past — the classic parallax effect, straight out of the box.
Transparent front layers
The midground and foreground arrive cut out on transparency, so the layers behind them show through cleanly with no boxed edges or seams.
Side-scroller & platformer ready
Purpose-built for the horizontally scrolling backgrounds a platformer, runner or metroidvania lives on — layered scenery that reads with depth.
Engine-ready layering
Drop the layers onto separate parallax planes in Unity, Godot or Unreal, set each one's scroll factor, and the depth just works.
Any setting
Forest, city skyline, cave, alien world, painted mountains — describe the scene and the generator layers it in the mood and style you want.
How it works
Describe the scene, get it split into layers.
Set the scene
Say where it is: "misty pine forest at dawn", "neon city skyline at night", "glowing crystal cave". One line describes the world you want layered.
Get separate depth layers
The generator renders the scene and separates it into sky, midground and foreground planes, cutting the front layers out on transparency so they stack cleanly.
Stack & parallax
Drop the layers onto parallax planes in your engine, give each a scroll speed, and the scene moves with real depth as the camera travels.
Built for
Side-scrollers, runners and living backdrops.
Whenever a flat background isn't enough and you need scenery that moves with depth — fast, layered and engine-ready.
Platformer backdrops
Layered scenery that drifts behind the action, giving your levels a sense of distance without hand-cutting every plane.
Endless runners
Foreground, midground and sky that loop at different speeds for a convincing sense of motion as the player sprints on.
Metroidvania worlds
Deep, atmospheric backgrounds for caves, forests and ruins, with front layers that pass in front of the player as they explore.
Menu & title scenes
A gently parallaxing backdrop behind your main menu or level-select, so even the front screen feels alive.
Cutscenes & transitions
Pan a camera across layered scenery to open a level or set a mood, with depth that sells the movement.
Prototype levels fast
Block out a layered, moving backdrop in minutes so your greybox level already feels like a place, long before final art.
FAQ
Parallax layers, answered.
How many layers do I get?
You choose: two, three or four. They are generated together from one prompt in a single pass, which is what keeps them looking like one scene rather than separate paintings. The prompt asks the model for matching layers running from distant background to near foreground, but nothing on our side sorts the result by depth — you get them in the order the provider returned them, so check the stack reads correctly and reorder it in your engine if it does not.
Which layers arrive on transparency?
The first layer in the set keeps its full background — that is the one the tool treats as the backdrop everything else sits on. Every layer after it is put through background removal so the layers behind show through. Ask for four layers and you get one solid plate and three cut-out planes. Removal is a second model call rather than a guarantee: if it fails, that layer is kept as it came back, opaque, rather than the whole run failing.
What shape are the layers?
Wide — every layer is rendered at 16:9. That is the shape a scrolling backdrop wants, so you can offset the layers horizontally and let them run past the camera without stretching or letterboxing them first.
Can I generate the same scene again later?
Yes. Every run records the seed it used and shows it on the result, and you can pin that seed for a new generation. A seed on its own reproduces nothing, so the tool restores the prompt, the style and the layer count alongside it — re-pin a past scene to get it back, or change one word to test a variation against the same roll.
Can I use the layers in a commercial game?
Yes. Anything you generate is yours to ship — in commercial games, client work and marketing — subject to applicable law and our AI provider's policies. We don't claim ownership of your outputs and we don't watermark exports.
Generate your first parallax scene.
Describe a scene and get it split into separate depth layers — sky, midground and foreground — with the front layers cut out on transparency, ready to stack and scroll for an engine-ready parallax background.