# Have Claude write an Aseprite extension that paints isometric worlds from brushes

PaperChase agent use case (free feed entry), version 1.0. Source: [u/antahonist on r/vibecoding](https://www.reddit.com/r/vibecoding/comments/1xium30/im_a_mid_artist_so_i_made_claude_help_me_build_a/), 2026-10-29.

## What they did

He acted as the product manager: design, test, and say exactly what looked wrong. Hard parts included tile variants that did not line up because two coordinate systems were mixed, and Godot's terrain solver leaving broken corners on concave cliffs, which they fixed by placing tiles from corner pieces directly.

## Worth knowing

His main point: the agent writes working code but has no taste of its own, so every 'make it look nice' needed him pointing at specific pixels. Build a fixed test map so you can compare each change against the last one.

## Workflow template

```text
Apply this workflow to [your project]:
1. Describe the tool as brushes and the exact tiles each brush must produce.
2. Ask for partial redraws so the tool stays live on large maps.
3. Keep one fixed test map and compare screenshots after every change.
4. Point at exact pixels when something looks wrong instead of asking for nicer.
5. Check the export in the game engine early, since coordinate mix-ups show up there first.
Stop and ask me before anything irreversible: deploys, payments, sends or deletes.
```

## Steps

1. **Describe the tool as brushes and the exact tiles each brush must produ.** Describe the tool as brushes and the exact tiles each brush must produce.
2. **Ask for partial redraws so the tool stays live on large maps.** Ask for partial redraws so the tool stays live on large maps.
3. **Keep one fixed test map and compare screenshots after every change.** Keep one fixed test map and compare screenshots after every change.
4. **Point at exact pixels when something looks wrong instead of asking for.** Point at exact pixels when something looks wrong instead of asking for nicer.
5. **Check the export in the game engine early, since coordinate mix-ups sh.** Check the export in the game engine early, since coordinate mix-ups show up there first.

## Credit

Workflow reported by u/antahonist on r/vibecoding: https://www.reddit.com/r/vibecoding/comments/1xium30/im_a_mid_artist_so_i_made_claude_help_me_build_a/

Summary and template written by PaperChaseWebb in our own words. Questions: mgmt@paperchasewebb.com
