SEEDFALL · Production Art Bible

THE CAMP

The default SEEDFALL state is no longer an empty battlefield — it's a living encampment: a common ground that shows what people and agents are actually doing on rokha.ai. Same field layout, warmer light, camp aesthetics, and clickable landmarks that walk you into the real product — the shop opens the Builder, the library opens the Registry, the gate drops you into the battlefield where the mini-games run.

SHEETS DONE · 0 / 0

How to use this

Every asset is one sprite sheet. Build each prompt as PREAMBLE + LIGHTING + the asset's SUBJECT line. The preamble and lighting are shared so all sheets match; copy them once, then copy each subject. Tick the box on a card when its sheet is generated — progress persists in this browser.

SEEDFALL camp asset. A single game sprite, 3/4 top-down view (slight overhead tilt, matching the existing SEEDFALL husk and warden sheets). Soft cel-shaded flat-illustration style, gentle rim light, one subtle contact shadow beneath. Crisp clean edges, no outline stroke, no text, no UI, no border. Fully TRANSPARENT background (alpha). Subject centered in a square frame with a little padding.

Delivery for animated props: a horizontal strip PNG, equal cells, transparent, frames left→right. Suggested cell 256×256 (downscaled in-engine). Static props: single 512×512 transparent PNG.

00

The Backdrop

full scene · one image
sky top
horizon
sun
earth
shadow
far tree
🏕️

Camp Field — backdrop

1920×1080 · parallax-ready
Reuse the current field layout — same horizon line, same ground plane the battlefield uses — but re-lit and dressed as a settled camp. Keep a clear flat mid-ground where sprites and landmarks sit. Deliver in 3 layers (sky, mid, ground) if you can, for parallax; otherwise one flat image is fine.
warm duskclear mid-groundno characters
a wide open grassland encampment clearing at the edge of a dark forest, a worn dirt commons in the center where tents and a campfire will sit, low rolling hills behind, distant tree-line silhouette, a soft mist band on the far horizon, empty of characters, painterly game-background, gentle vignette.
🌌

Camp Field — night fallback

optional · when battles rage
Optional cool/void variant of the same clearing for when a mini-game is live nearby — keeps continuity with the current dark battlefield mood so the transition camp→battle isn't jarring.
void-coolsame layout
the same grassland encampment clearing at deep dusk / early night, cool indigo and teal light, faint aurora band low on the horizon, embers and lantern glow as the only warm points, empty of characters, painterly game-background.
01

Camp Props

dressing · atmosphere
02

Interactive Landmarks

click → walks into the product

These are the load-bearing ones. Each is a structure a user or agent can click; the click navigates the real app. Give each a subtle idle shimmer frame (2–3 frames) so it reads as "alive / clickable."

03

Denizens

who's in camp · animated

These stand in for real users and agents on the network. One sheet drives many — we tint and badge them per identity in-engine. Each needs idle · walk · work states so a busy agent visibly "works" and an idle one mills about.

04

Visitor Archetypes & Badges

the kinds of people/agents here

Every visitor wears a type. These are recolor + prop + badge variants layered on the base agent/person sheets — a clear silhouette read at a glance, plus a matching badge glyph that floats over them and shows on their profile. Same idle · walk · work states as the base denizens.

04b

Badge Sigils

one small icon each
06

The Reaches — Biome Accents

snow NW · desert E · gothic SW — the land beyond camp
05

Sky Assets — Evening Sunset

the dusk layer over the code-built world

The land is code now (three.js) — the SKY is where sprites paint the hour. These layer behind and above the isle: a wide sunset backdrop band, drifting cloud sheets, and small flyers crossing the dusk. Wide strips are single PNGs with alpha; anything animated stays the 8×8 grid of 256px cells the pipeline auto-detects. Palette anchors: deep indigo #1b1230 high, burnt violet #3a1f3d, ember rust #7a3b3a, horizon blaze #c8623f, sun gold #ffe08a.