It has three different modes:
• You can simply describe a picture, and it'll automatically generate an image using procedural code.
https://kq-styles.specr.net/#/scene/custom/elk-valley
• You can ask it to paint over an existing image. That's what those examples show, like me creating EGA-style equivalents of various scenes from the original Myst.
https://kq-styles.specr.net/#/scene/myst/r01-c00
• The last way is to give it a rough pencil sketch. It's the mode I use the most since it's very valuable when building an adventure game to position objects in a room.
So instead for each room that needed to be rendered they just saved a series of vector instructions that would re-render it in real time. On slower machines, you could actually see the rooms pop in piece by piece. I wanted to kind of approximate that same aesthetic because it's just super cool!
https://github.com/scpedicini/agi-stylist
I just wanted something relatively human readable so after an LLM did a first pass on an image, I could easily make changes to it.
https://bbcmicro.co.uk/game.php?id=89
I think the approach of using simple procedural vector graphics was relatively common back in the days when you had to optimize for either disk space or speed. Sierra's creators talked about how they opted for procedural graphics to fit their earliest games on the old 80 KB floppies.
Then I just guided it to produce a procedural variant specialized in creating new EGA-style scenes for use in creating old-school point-and-click adventure game.
https://people.eecs.berkeley.edu/~bh/usermanual
It's all open source.