Animated 16-bit
The public framework: crisp isometric pixel homes, sprite-sheet loops, content packs, and adaptive borders.
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Living Rooms prototype
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
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
Rooms are for adults. Seeds are stored remotely. Personalization can get deep, and personal information is not guaranteed secure.
Art direction
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.

cute / surreal
dark / occult
tech / chaotic
nature / weird
surreal / desert
retro / weird
Lot grid draft
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.

Map chunk
Canonical spatial unit for every room, renderer, and future 3D model.
Grid cube
Each cell represents 5 world units for finer modeling scale than a 10-unit cube.
World span
The full chunk area after applying the 5-unit cell scale.
Ground plane
Uniform square yard footprint for home, paths, props, and borders.
Owner core
Central build zone fully controlled by the room owner.
Board rhythm
Grid steps stay diamond-aligned across districts.
Buffer zone
Shared visual edge where ownership can blend without changing grid math.
Blend language
Grass, vines, cables, stones, shadows, lights, and objects can cross the border.
Same owner
Adjacent owned cells render as one continuous yard with no visible boundary.
Lateral growth
Allowed only when the neighborhood grants open neighboring chunks.
Vertical growth
If lateral growth is blocked, expand upward or subterranean.
Levels
Reserve tall vertical space for floors, basements, towers, roots, and tunnels.
Yard framework
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
The center cell belongs to the owner and holds the home, primary yard, trophy slot, and private growth markers.
The outer edge is visual negotiation space: foliage, paths, cables, fog, petals, light spill, and small props can overlap.
Different owners keep their coordinates, but styles can handshake in the buffer so the board feels alive instead of boxed.
Adjacent cells owned by the same room render as one larger estate, removing the internal buffer line entirely.
When no adjacent cell is available, unlock upper floors, basements, tunnels, roots, towers, or sky rooms instead.
Paper Diorama mode
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
soft fibers, warmer whites, visible grain
slightly raised outlines, not flat vector borders
thin shadows under roofs, walls, yards, props
small set glow, macro falloff, tabletop depth
the original pack palettes, muted into craft material
small highlights on glass, chrome, wax, plastic

Reference standard
Paper Unicorn Cottage, single-lot format.

Remaining packs
Same style, now normalize each pack onto the same lot size.
Format placeholders
folded roof, scalloped fence, paper horn, glitter flower yard
clustered chapel pieces, wax lanterns, thorn paper fence
stacked scrap walls, antenna mast, cable coils, tool bench
transparent paper panes, vine strips, leaning glass roof
long trailer shell, foil panels, halo sign, desert paper grit
cabinet shrine stack, marquee paper, tokens, light strips
Keep the 16-bit home bones, then rebuild them from cut paper layers instead of filtering a flat source image.
Keep the 16-bit home bones, then rebuild them from cut paper layers instead of filtering a flat source image.
Keep the 16-bit home bones, then rebuild them from cut paper layers instead of filtering a flat source image.
Keep the 16-bit home bones, then rebuild them from cut paper layers instead of filtering a flat source image.
Keep the 16-bit home bones, then rebuild them from cut paper layers instead of filtering a flat source image.
Keep the 16-bit home bones, then rebuild them from cut paper layers instead of filtering a flat source image.
Theme expansion
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
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
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
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
}
}