Pixel Path: A Claude Code Skill That Turns Any Two Real Places Into a Pixel-Art Fly-Through
Every so often a project comes along that isn’t trying to change the world — it’s just delightful. Pixel Path, a Claude Code skill by Jon Wheatley, is one of those. You tell Claude “make me a pixel path from Paris to Versailles,” and it hands back a playable, retro-arcade fly-through of the actual road — real buildings, real hills, real landmarks, drawn in pixel art.
But look a little closer and it’s also a quietly impressive piece of agent engineering.
What It Does
Ask for a pixel path between any two places and the skill:
- Routes the trip (OSRM car profile).
- Bakes the real world along it — every building on its real footprint, land cover (fields, forest, water, parking), landmarks at their true positions, and the actual hills and horizon, marched over a 61×61 km elevation grid with the Earth’s curvature.
- Generates scenery art for each region with RetroDiffusion.
- Checks its own work with screenshots.
- Hands you an HTML page you scroll through — scroll to speed up to a blur, scroll back to slow down and reverse,
Mfor a minimap,Ifor your location.
The result is the classic pseudo-3D arcade-racer look (think OutRun), except the road is a real one pulled from OpenStreetMap. Signs are drawn by code, so town names, distances, and street names are exact.
The Clever Part: It Verifies Itself
This is what makes Pixel Path worth writing about beyond the novelty. The skill doesn’t call a route done when the code runs — it calls it done when the pictures pass. The self-check pipeline:
- Cleanup. Each generated image has its backdrop flood-filled away; images that still carry a painted sky, a cut-off edge, or a sliver are dropped. A contact sheet is written for Claude to actually look at.
- Layout check. The whole route is laid out exactly as the page will render it, hunting for gaps in street walls and adjacent buildings that accidentally share the same picture.
- The sweep. Every 75 m of built-up road, the camera looks straight ahead and 30° to each side, paints the sky magenta, masks every building, and counts sky bleeding through or between buildings. The 20 worst frames are written out with the problem marked.
- Review. Claude is told to look at the worst frames and keep fixing and re-rolling until the sweep is clean.
That’s a generate → render → screenshot → critique → regenerate loop — the same self-correcting pattern we admired in Kiln’s text-to-3D work and exactly the kind of agent-native skill design that separates a toy from a tool. The author even reports the honest numbers: 10% (Bath) to 34% (Manhattan) of pictures came back flawed, and the self-check re-rolled them within budget.
Honest About Its Limits
The README is refreshingly candid, which is a good sign. OpenStreetMap coverage decides the street (missing buildings get plausibly filled by land use); open plazas read as wide paving because that’s what’s there; landmarks are flat facing-pictures, not models; and Overpass — the public data step — is the slow, flaky bottleneck that can stretch a long route to an hour on a bad day. Driving routes only, one afternoon’s light, no traffic or weather.
Why It Matters
Two reasons. First, it’s a beautiful demonstration of agent self-verification — vision-in-the-loop quality control, not just “run the code and hope.” Second, it’s a reminder that Claude Code skills aren’t only for serious engineering; this is a creative pipeline (maps + routing + a diffusion model + a pseudo-3D renderer + a screenshot critic) wired together into a single conversational command.
Real use cases exist too — real roads as game levels, journey recaps, stream backgrounds, travel content, or just a commented pseudo-3D renderer to learn from. But honestly? The best reason is that scrolling down a pixel-art version of a road you’ve actually driven is a small, genuine joy.
It’s MIT-licensed, free to try with placeholder art, and installs in one command.