Image - 2026-09-10 08:34
Flat vector 2D game background, same art style as the attached character reference. Use the reference for line style, shading logic and colour language, and as the scale reference described below. Do not draw any person, character, figure or silhouette of a human anywhere in this image. LINE Clean ink #241B33 outlines, but noticeably thinner than the outlines on the character — roughly half that weight. Outlines only on mid-ground objects. Distant background shapes have no outline at all. FILL AND SHADING Flat fills only. Two tones per object at most: the base colour plus one darker flat shade on the side away from the light. No gradients, no blur, no texture, no noise, no visible brush strokes. Even soft daylight, no harsh shadows, no cast shadows apart from one simple flat shape under each object where it meets the ground. SCALE — critical, the whole image must obey this The attached character, standing on the ground line of this scene, would be exactly 30% of the image height. Call that height H. Every object in the scene is sized against H: - a doorway is 1.2 H tall - one building storey, floor to floor, is 1.7 H - a passenger car is 0.85 H tall and 2.6 H long - a park bench is 0.28 H high at the seat - a mature tree is 4 to 6 H - a ground-floor window is 0.9 H tall Buildings taller than roughly 3 H will not fit in the frame — crop them at the top edge of the image rather than shrinking them. It is correct and expected for a tall building or a tall tree to run off the top of the frame. The ground line, where a character would stand, sits at 88% of the image height. DEPTH — exactly three flat layers Far layer: pale, desaturated, no outlines, low contrast. Mid layer: the main subject of the scene, full colour, full outlines, the sharpest element in the image. Near layer: the ground surface along the bottom, one step darker than the mid layer. PALETTE sky #CDE9F7 and #A8D7F0, cloud #FFFFFF, grass #7CC46B and #5DA352, foliage #4E9B57, wood #A87B4F, dark wood #7A5836, light wood #C79A68, concrete #C9C6BE and #A5A19A, dirt path #C9A97B, brick red #C4574A, cream #FFF6E3, ink #241B33, accents from the game palette: violet #6B4FE0, teal #35C2AE, gold #F5C24A. COMPOSITION — this is a game background, the gameplay sits on top of it The main building or structure is placed off-centre, in the left third or the right third. The central area of the frame stays visually calm and uncluttered — no busy detail, no tall objects, no high-contrast shapes in the middle of the image, because a large coin and a counter will be drawn over it. The upper-left and upper-right corners stay plain, a wallet counter and a shop button sit there. Straight-on side view, flat orthographic, no perspective vanishing lines, no tilted camera, no fisheye. Fully opaque background, filled edge to edge. NOT No people, no characters, no animals. No text, letters, numbers, signs, house numbers, brand names, badges or logos anywhere in the image, and no recognisable real-world car models. Not photorealistic, not a 3D render, not sketchy, no pencil or marker strokes, no watercolour, no pixel art, no isometric view, no anime style, no lens flare, no vignette. SCENE: A small crooked self-built village house of rough timber planks, one storey with a pitched roof, about 2.4 H tall overall, standing in the right third and fully visible in the frame. Uneven mismatched planks in #A87B4F, #7A5836 and #C79A68, a few boards missing so gaps show, one wall visibly leaning. A sagging patched roof with one bent corner and a short crooked stovepipe. A door 1.2 H tall hanging slightly crooked in its frame, and two small windows, one boarded over with two nailed planks. Beside the house, a leaning picket fence about 0.6 H high with several missing and broken slats. Overgrown grass #7CC46B and #5DA352 with weeds around the base. Two bare trees 4 H tall at the edges, cropped by the top of the frame. Clear #CDE9F7 sky with two flat white clouds.
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