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Domain8

Living Rooms prototype

Create Room

Build the first seed bundle for a multiplayer micro-AI home: consent, exterior, mood, labels, goals, notifications, and the deeper inspector state.

Live seed preview

Neighbor 4821

paper unicorn cottage next to a stormy little tool shed

Animated 16-bit mode

Visible as

Anonymous generic exterior

Mode

Animated 16-bit

Placement

Mixed

Social

normal

Consent gate

Rooms are for adults. Seeds are stored remotely. Personalization can get deep, and personal information is not guaranteed secure.

Art direction

HD 16-bit content packs

Rooms should become animated isometric sprite packs: crisp pixel homes, tiny looping effects, adaptive borders, avatar bodies, pets, props, and rewards. Alternate renderers reuse that same seed as physical miniature, paper craft, or cel-shaded animation while preserving the exact lot grid.

Animated 16-bit

The public framework: crisp isometric pixel homes, sprite-sheet loops, content packs, and adaptive borders.

Paper Diorama

The same 16-bit art paperified: lifted cutout layers, warm stock, richer shadows, and miniature set lighting.

Real-Life Miniature

A photo-style physical model theme: macro lens, real materials, handmade props, dust, glass, fabric, and studio light.

Cel-Shaded

A clean animated look with bold planes, inked edges, simple shadows, and the same isometric lot geometry.

Living Rooms 16-bit neighborhood art direction concept

Paper Unicorn Cottage

cute / surreal

Blood-Moon Vampire Commune

dark / occult

Neon Junkyard Lab

tech / chaotic

Haunted Greenhouse

nature / weird

Chrome Angel Trailer

surreal / desert

Abandoned Arcade Shrine

retro / weird

Lot grid draft

Shared footprint lock

Resetting the lock: every room starts as one uniform `50x50x150` map chunk. Each grid cube now represents `5` world units instead of a looser `10`-unit cube. Neighborhoods can permit horizontal expansion into adjacent chunks; otherwise rooms grow upward or subterranean without breaking the public grid.

50 by 50 by 150 filled grid reference

Map chunk

50x50x150

Canonical spatial unit for every room, renderer, and future 3D model.

Grid cube

5 units

Each cell represents 5 world units for finer modeling scale than a 10-unit cube.

World span

250x250x750

The full chunk area after applying the 5-unit cell scale.

Ground plane

50x50

Uniform square yard footprint for home, paths, props, and borders.

Owner core

40x40

Central build zone fully controlled by the room owner.

Board rhythm

2:1 isometric

Grid steps stay diamond-aligned across districts.

Buffer zone

5-cell edge

Shared visual edge where ownership can blend without changing grid math.

Blend language

foliage/paths/props

Grass, vines, cables, stones, shadows, lights, and objects can cross the border.

Same owner

merge estate

Adjacent owned cells render as one continuous yard with no visible boundary.

Lateral growth

+50 chunks

Allowed only when the neighborhood grants open neighboring chunks.

Vertical growth

z chunks

If lateral growth is blocked, expand upward or subterranean.

Levels

150-high column

Reserve tall vertical space for floors, basements, towers, roots, and tunnels.

Yard framework

Soft ownership edges

The chunk stays uniform for placement, but the visible yard can breathe. Ownership is mathematically square; the outer five cells are where the art direction blends across edges when allowed.

owner core

shared buffer

neighbor bleed

Core ownership

The center cell belongs to the owner and holds the home, primary yard, trophy slot, and private growth markers.

Blend buffer

The outer edge is visual negotiation space: foliage, paths, cables, fog, petals, light spill, and small props can overlap.

Neighbor mix

Different owners keep their coordinates, but styles can handshake in the buffer so the board feels alive instead of boxed.

Same-owner merge

Adjacent cells owned by the same room render as one larger estate, removing the internal buffer line entirely.

Blocked expansion

When no adjacent cell is available, unlock upper floors, basements, tunnels, roots, towers, or sky rooms instead.

Paper Diorama mode

Asset-led paper dioramas

This is the new quality bar: each pack should become a real art asset first, with the home and yard built from physical paper, careful joinery, macro lighting, and true cast shadows. The generated Paper Unicorn Cottage sets the standard for the rest.

Canvas

square lot cell

Camera

3/4 isometric

Base

uniform expandable tile

Scale

home, yard, border, props

Swap

16-bit, paper, future styles

Paper stock

soft fibers, warmer whites, visible grain

Ink edges

slightly raised outlines, not flat vector borders

Lifted layers

thin shadows under roofs, walls, yards, props

Diorama light

small set glow, macro falloff, tabletop depth

Colored paper

the original pack palettes, muted into craft material

Tiny gloss

small highlights on glass, chrome, wax, plastic

Paper Unicorn Cottage paper diorama reference

Reference standard

Paper Unicorn Cottage, single-lot format.

Paper diorama pack sheet reference

Remaining packs

Same style, now normalize each pack onto the same lot size.

Format placeholders

cut A

Paper Unicorn Cottage

folded roof, scalloped fence, paper horn, glitter flower yard

cut B

Blood-Moon Vampire Commune

clustered chapel pieces, wax lanterns, thorn paper fence

cut C

Neon Junkyard Lab

stacked scrap walls, antenna mast, cable coils, tool bench

cut D

Haunted Greenhouse

transparent paper panes, vine strips, leaning glass roof

cut E

Chrome Angel Trailer

long trailer shell, foil panels, halo sign, desert paper grit

cut F

Abandoned Arcade Shrine

cabinet shrine stack, marquee paper, tokens, light strips

Paper Unicorn Cottage

Keep the 16-bit home bones, then rebuild them from cut paper layers instead of filtering a flat source image.

Blood-Moon Vampire Commune

Keep the 16-bit home bones, then rebuild them from cut paper layers instead of filtering a flat source image.

Neon Junkyard Lab

Keep the 16-bit home bones, then rebuild them from cut paper layers instead of filtering a flat source image.

Haunted Greenhouse

Keep the 16-bit home bones, then rebuild them from cut paper layers instead of filtering a flat source image.

Chrome Angel Trailer

Keep the 16-bit home bones, then rebuild them from cut paper layers instead of filtering a flat source image.

Abandoned Arcade Shrine

Keep the 16-bit home bones, then rebuild them from cut paper layers instead of filtering a flat source image.

Theme expansion

Photo and cel passes

Both new themes are renderer skins over the same seed. The house, yard, buffer, trophy slots, and future 3D capture angles stay identical to the approved grid.

real_life_photo

Real-Life Miniature

A believable photographed scale model of the same room seed, built like a physical tabletop set.

Camera

macro lens, three-quarter isometric, same 50x50x150 calibration markers

Finish

painted wood, resin, fabric, dust, glass, wire, foam terrain, real cast shadows

Macro lens

shallow depth, real bokeh falloff, lens compression

Scale model build

painted basswood, foam, resin, cloth, tiny glass

Natural wear

dust, scuffs, glue seams, fingerprints, chipped paint

Studio shadow

single believable key light and soft tabletop bounce

cel_shaded

Cel-Shaded

A clean animated-series renderer with crisp ink lines, bold color planes, and readable 3D forms.

Camera

locked isometric game camera, same lot footprint, same vertical expansion column

Finish

flat colors, intentional outlines, hard shadows, simplified highlights, strong silhouettes

Ink outline

confident contour lines, no sketch noise

Flat color

large readable planes tied to pack palettes

Hard shadow

one or two crisp shadow values per object

Animated clarity

expressive motion without texture clutter

Full seed bundle

Generated output

This is the prototype shape the Supabase schema and advanced inspector will use.

{
  "bundleVersion": "0.1-prototype",
  "createdAt": "2026-05-26T07:10:03.299Z",
  "room": {
    "id": "room-moon-yard",
    "creationMode": "online",
    "privateName": "Moon Yard",
    "visibility": "anonymous_generic",
    "publicAlias": "Neighbor 4821",
    "genericPublicStyle": "tiny house",
    "visualMode": "animated_16bit",
    "aestheticPrompt": "paper unicorn cottage next to a stormy little tool shed",
    "moodSliders": {
      "cute": 78,
      "dark": 22,
      "cozy": 68,
      "occult": 12,
      "tech": 34,
      "chaotic": 46
    },
    "contentLabels": [
      "cute",
      "surreal"
    ],
    "adjacencyPreference": "mixed",
    "socialSetting": "normal"
  },
  "aiSeed": {
    "id": "seed-sparkle-saw",
    "privateName": "Sparkle Saw",
    "startingShape": [
      "User-created setup, not an inferred identity profile.",
      "Personalization grows from explicit answers, goals, visits, and consented signals.",
      "File scans must not become personal claims."
    ],
    "personalizationDepth": 0.23,
    "mindAge": {
      "label": "newborn spark",
      "score": 23
    }
  },
  "goals": [
    {
      "title": "Finish the first room board prototype",
      "category": "creative",
      "progress": 0,
      "rewardTrigger": "Starter wall light"
    }
  ],
  "privacy": {
    "remoteStorageAcknowledged": false,
    "browserDeviceInfluence": false,
    "trainingContribution": "not_opted_in"
  },
  "notifications": {
    "emailRelationshipRequests": true,
    "emailGoalCheckins": true,
    "weeklyDigest": false,
    "sensitiveActionsRequireApp": true
  }
}