
Art stylesGeometricHigh contrast
Miniature dioramas
Model-like scale, concentrated composition and controlled focus make a world feel like a small scene you can handle. This presentation need not be physically filmed.
Traits
- Establish scale with doors and props
- Prioritize silhouette and layers over tiny detail
- Keep the active play area in focus
Play that fits
Useful for building, arrangement and local puzzles; divide large maps into readable neighborhoods.
Reference games
Make a coherent game art set
Suggested asset specification
- Character: consistent tiny figures or markers
- Scene: modular buildings
- UI: tile, rotation and placement feedback
Motion and feedback
Show the destination before placement/rotation; subtle bounce must not imply changing footprints.
Main production effort
Module seams, consistent scale and occlusion across views drive effort; focus needs camera-specific tuning.
Start with this small scene
One island base, bridge, three workshops and a courier marker with a fixed overhead camera.
Simplify for a smaller budget
Limit building height and rotation, reuse doors/windows and postpone a free camera.
What to check
Are entrances and valid tiles readable when zoomed out, and do tall buildings hide parcels or couriers?
Take the art specification
Includes localized visual rules, asset suggestions, scope and sources. This is a specification; assets still need production for your project.
Art specification v1 · Original editorial and examples · Reference-game assets not included
Prompt examples
Miniature dioramas. Establish scale with doors and props. Prioritize silhouette and layers over tiny detail. Keep the active play area in focus. One island base, bridge, three workshops and a courier marker with a fixed overhead camera.
Miniature dioramas. Character: consistent tiny figures or markers|Scene: modular buildings|UI: tile, rotation and placement feedback. Show the destination before placement/rotation; subtle bounce must not imply changing footprints.. Are entrances and valid tiles readable when zoomed out, and do tall buildings hide parcels or couriers?
Common pitfall
Excessively shallow focus can blur the very place the player needs to use.
Observations and sources
Cases refer to public documentation. Developers and community wikis are credited separately; document review is not a claim of hands-on testing.
- Tiny Glade
Observe building masses, soft lighting and the scene's close, manipulable scale.
- Townscaper
Observe modular assembly at a consistent scale and silhouettes at a distance.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Make a single-screen delivery game: click destinations, deliver three parcels, then finish or restart. Use Miniature dioramas. One island base, bridge, three workshops and a courier marker with a fixed overhead camera.
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.


