Amir Mushich publishes code repositories for 10 creative projects
Amir Mushich shared public code repositories for 10 creative projects. Examples include a JavaScript game engine, photo-to-3D spaces, video-driven interfaces and a reference-based brand skill.

TL;DR
- Ten creative projects have public source code in Amir Mushich's collection, linked from his closing post.
- Generated video powers interactive motion in a car configurator and a click-driven website.
- The collection also covers isometric JavaScript games, walkable Unreal spaces and reference-based branding through Lovart.
The garment rack is the gem: even its hanger wire stays outside the generated animation. Video States arrives as an asset-and-prompt pack that needs an agent-built application, while the car project supplies a finished React experience.
Video-driven product pages
Three projects give prepared footage interactive behavior:
- Clothing rack: Hover turns garments from profile to front in the clothing demo. The starter repository includes two animated garments and prompts.
- VEYRA car configurator: Four hover films come bundled with the car experience. Running the included site requires no API key or generation account.
- Video States: Paired forward and reverse clips connect the base scene to each branch in the website demo. Its four controls are:
The garment case study documents the production pipeline:
- Generate matched front and profile images from product photographs.
- Use LTX to animate the quarter-turn between them.
- Remove the background and pack transparent frames into a WebP atlas.
- Let the hover controller move through those frames, reversing from its current position when the pointer leaves.
Most garments used 30 frames. The finished controller takes 360 milliseconds to turn forward and 280 milliseconds to return, compressing motion originally generated as six-second footage.
Video States generates its footage during production. Its repository licenses prompts, documentation and validation code under MIT, with project-owned media under CC BY 4.0; third-party marks are excluded.
Pixel Plays
Each game in Pixel Plays is a single page of plain JavaScript, with a software rasteriser drawing the visuals without sprites or image assets.
Its visual system uses:
- A 360 × 280 canvas with nearest-neighbor upscaling.
- A fixed 30-degree orthographic camera.
- A depth buffer, four shade levels and Bayer dithering.
The games run with node serve.mjs, without a build step. The code is MIT-licensed; music has separate licensing.
Unreal Home Wizard
Unreal Home Wizard guides Codex through turning room photographs into walkable Unreal Engine projects.
- Automation: Checks the local setup, organizes references and runs authorized Unreal Editor Python scripts.
- User approvals: Epic sign-in and terms, the engine installation, asset purchases and layout approval remain explicit steps.
- Platform status: The README reports a completed Windows smoke test; the macOS Unreal launch path remains beta.
The workflow makes no promise of a measured digital twin from photographs alone. Unreal Engine also retains its separate Epic license.
Scroll, physics and parallax
- Tea Leaf Scroll World: The source repository follows a tea leaf from mountain mist to cup through scrolling. Mushich credits @youraipulse in the project post.
- Letter Flags: Players' names form national flags, with glyphs hanging on individually simulated threads in the implementation. Pointer or touch input disturbs the strands; Mushich credits @marina_uiux for the original concept in the demo post.
- Three parallax cards: Interactive cards open into animated 3D scenes in the parallax demo, giving each card its own small world.
Machine Vision
Machine Vision layers procedural HUD-style graphics over footage. The browser tool accepts a user's own video and exposes controls for:
- Graphic density and connections.
- Overlay color, line weight and label size.
- Refresh rate and tracking-box hold duration.
Brand System Skill
The Brand System Skill is a workflow pasted into Lovart Agent chat. Its README specifies Thinking Mode and four approval checkpoints:
- Project Brief
- Reference Direction
- Anchor Brand Kit
- Brand Lock
Every credit-consuming generation requires a written plan and explicit approval. Brand Lock keeps the approved identity consistent while allowing scene references to guide composition.
Packaging outputs stop at the concept stage. The skill is an independent community project, licensed under CC BY 4.0 with attribution required.
Ten companion code and skill repositories
Mushich also collected ten repositories for an agent-driven design studio in an earlier post:
- Hallmark: web-design rules and quality checks.
- emilkowalski/skills: animation review and UI choreography.
- GSAP skills: official guidance for timelines and ScrollTrigger.
- Remotion skills: React-based video creation and rendering.
- Pixel Plays: a shared
engine.jsrenderer for its games. - Stageshow: faux product UI stills, cursor demos and bento grids.
- threejs-skills: three.js r186 and React Three Fiber guidance.
- LottieFiles motion-design-skill: timing, easing and choreography.
- awesome-gamedev-agent-skills: 77 game-development skills with engine-aware routing.
- claude-motion: numerical motion rules and contact-sheet frame audits.
Agent-edited project reels
Mushich said Grok Bot assembled a reel of his GitHub projects after he supplied four instructions:
- Find his top posts containing GitHub repositories.
- Download the videos from those posts.
- Choose music stored locally on his PC.
- Assemble the edit using two-to-three-second rough cuts.
He also shared an After Effects and LTX starter kit for Codex, Claude or Hermes.