IMAGE

Modular Game Environment and Tile Kit Designer

Turn an environment concept into a modular kit sheet with repeatable joins, corners, openings, transitions, landmarks, and gameplay readability.

PROMPT
Create one {{visual_style}} production sheet for a {{module_family}} viewed in {{camera_projection}}.

Environment brief
{{environment_brief}}

Priority: {{readability_goal}}

Design a minimum viable kit, not a finished beauty scene:
- base repeatable module; inner/outer corner; end cap; entrance/opening; height or biome transition; damage/wear variant; one landmark hero piece; a small clutter set.
- Keep grid scale, camera angle, horizon, lighting, texel/pixel density, material response, edge thickness, and connector positions consistent.
- Show connection faces unobstructed. Tileable edges must match in silhouette, color value, pattern phase, and surface height without obvious seams.
- Separate walkable, blocked, climbable, cover, hazard, and interactable surfaces through shape, value, icon-independent cues, and sufficient contrast.
- Provide controlled variation through a shared base and a small set of decals, trims, colors, or attachments; avoid unique geometry for every tile.
- Present pieces on a neutral background with no characters, UI, labels, logo, watermark, cinematic fog, or decorative perspective scene.

After the image, output an asset manifest and assembly QA table covering module role, connection rule, reuse count, pivot/origin, collision intent, material set, LOD or sprite rule, alpha/tile seam test, navigation test, and values still requiring engine measurement.

Shared execution rules
- Use selectors as production constraints that change structure, limits, and acceptance tests.
- When current information matters and search is available, prioritize official engine documentation, platform policy, original sources, and primary evidence. State the as-of date and separate fact, inference, and invention.
- Do not copy protected characters, worlds, dialogue, UI, or a distinctive game/studio style. Translate intent into observable shape, material, color, camera, and rhythm.
- Treat generated output as concept or production reference. Before engine use, require human review of rights, resolution, alpha, seams, pivots, collision, rigging, performance, and accessibility.
- Work through analysis → draft → gameplay-readability and continuity check → minimal revision. Label assumptions or open questions instead of inventing missing values.

Negative prompt

Avoid beauty-scene-only output, mismatched seams, changing projection, scale, or lighting, blocked joins, color-only gameplay cues, excessive unique pieces, and illegible labels.

Use

Generate only the base, corner, and opening first, then validate a graybox assembly in-engine. Add variants and landmarks only after seams and traversal width work.