{
  "ps1-waterside": "Use case: stylized-concept.\nAsset type: environment direction sheet for a game, one landscape sheet, approximately 3:2.\nLayout: the upper 74 percent is one large complete environment view. The bottom 26 percent is a separate neatly spaced lineup of SIX isolated matching props on plain warm off-white, with a thin quiet horizontal divider above the lineup. The scene and lineup must have no labels, captions, letters, numbers, logos or decorative layout. All six props are fully visible with generous gaps, same art style as the environment. Show static empty places, no people, no creatures, no anthropomorphic features, no animation. Intentional economical design, modest everyday objects; not a sprawling fantasy illustration. No floating island, no exploded terrain base, no surrounding UI. Main scene fills its rectangular area.\n\nScene: a small waterside supply shop at the edge of a pond. Fixed elevated three-quarter view showing the front and right side, with a little distant land visible. A squat rectangular cream plaster shop occupies the back-left, dark red shallow gable roof, thick weathered timber door, a small green shuttered window, short square chimney, one simple hanging wooden sign marked ONLY with a white fish silhouette. The paved entrance court is center-left, with a short wooden bench, two stacked wooden crates and two clay pots, pleasantly open at the center. Three broad stone steps descend in the center foreground to a short timber landing over the pond at the right/front. One crooked broad-canopy tree behind the right corner of the shop, large rounded rocks and a few reeds define the bank on the right. Far bank is simple and quiet. No boats or elaborate additions.\nLighting: calm neutral afternoon daylight from upper-left, clear readable cast shadows, mild cool shade. Colors: cream plaster, faded brick red roof, dull pine green foliage and shutters, warm brown timber, gray stone, muted blue-green pond. Keep this scene plan and these color relationships; let the requested rendering style do the work.\nBottom six props, left-to-right: the short bench, one wooden crate, a pair of clay pots treated as one grouped item, the fish silhouette sign on its short post, a rounded bank rock, a clump of reeds.\n\nStyle: convincingly low-budget late-1990s PS1 real-time 3D game environment. Very simple low polygon meshes, angular silhouettes, low-resolution nearest-filtered painted textures approximately 32-64 texels across an ordinary prop, restrained baked vertex lighting, broad dark painted occlusion, hard simple shadows. Textures carry coarse wood grain, blotchy plaster, simple stone seams and patchy leaves. Faceted tree canopy built from few chunky low-poly masses, simple crossed planes for reeds. The image should read as an actual economical 3D game screenshot with visibly coarse texture pixels, not a modern illustration or high-detail rendering. No cinematic depth of field, bloom, glossy PBR, ray-traced reflections, film grain, scanlines, CRT overlay, excessive warping or fake blur. Water is a flat muted surface with a handful of simple reflective patches.",
  "ps1-workshop": "Use case: stylized-concept.\nAsset type: environment direction sheet for a game, one landscape sheet, approximately 3:2.\nLayout: the upper 74 percent is one large complete environment view. The bottom 26 percent is a separate neatly spaced lineup of SIX isolated matching props on plain warm off-white, with a thin quiet horizontal divider above the lineup. The scene and lineup must have no labels, captions, letters, numbers, logos or decorative layout. All six props are fully visible with generous gaps, same art style as the environment. Show static empty places, no people, no creatures, no anthropomorphic features, no animation. Intentional economical design, modest everyday objects; not a sprawling fantasy illustration. No floating island, no exploded terrain base, no surrounding UI. Main scene fills its rectangular area.\n\nScene: an ordinary small repair workshop, viewed through its open front and missing right wall at a fixed elevated three-quarter angle. Two adjoining walls and a complete rectangular floor, no roof visible, no outer framing. Rear wall has muted cream plaster with dusty green lower panels and a small rectangular window toward the left. A broad warm timber workbench across the rear wall, three drawers at the left and knee space at the right, squat blue-green bench vise mounted near its right end, a red anglepoise lamp on the left end. Above: one short shelf holding oil cans and little parts boxes, simple hanging silhouettes of hammer and spanners. On the left wall a low four-drawer cabinet, plain bent gray utility pipes climbing the corner. Right floor has a dark wooden shelf of stacked boxes and two simple cylindrical metal canisters. A worn three-legged stool sits near the bench. A small disassembled pump with its detached circular cover sits on the right half of the bench. Uneven broad gray floor slabs with a small red cloth near one stool leg. Open clear central floor, a purposeful believable amount of clutter, no overwhelming junk.\nLighting: neutral afternoon window light from upper-left, warm light from the small red desk lamp, gently cool shade; all objects legible. Colors: cream/gray walls, dusty green panels, brown timber, muted red lamp and cloth, blue-green vise, dark gray tools. Keep this scene plan and these color relationships; let the requested rendering style do the work.\nBottom six props, left-to-right: a three-legged workshop stool, the blue-green bench vise, red anglepoise desk lamp, a squat metal oil can, hammer and two spanners grouped as one item, small disassembled pump with detached cover.\n\nStyle: convincingly low-budget late-1990s PS1 real-time 3D game environment. Very simple low polygon meshes, angular silhouettes, low-resolution nearest-filtered painted textures approximately 32-64 texels across an ordinary prop, restrained baked vertex lighting, broad dark painted occlusion, hard simple shadows. Textures carry coarse wood grain, blotchy plaster, simple stone seams and patchy leaves. Faceted tree canopy built from few chunky low-poly masses, simple crossed planes for reeds. The image should read as an actual economical 3D game screenshot with visibly coarse texture pixels, not a modern illustration or high-detail rendering. No cinematic depth of field, bloom, glossy PBR, ray-traced reflections, film grain, scanlines, CRT overlay, excessive warping or fake blur. Water is a flat muted surface with a handful of simple reflective patches.",
  "sculptural-waterside": "Use case: stylized-concept.\nAsset type: environment direction sheet for a game, one landscape sheet, approximately 3:2.\nLayout: the upper 74 percent is one large complete environment view. The bottom 26 percent is a separate neatly spaced lineup of SIX isolated matching props on plain warm off-white, with a thin quiet horizontal divider above the lineup. The scene and lineup must have no labels, captions, letters, numbers, logos or decorative layout. All six props are fully visible with generous gaps, same art style as the environment. Show static empty places, no people, no creatures, no anthropomorphic features, no animation. Intentional economical design, modest everyday objects; not a sprawling fantasy illustration. No floating island, no exploded terrain base, no surrounding UI. Main scene fills its rectangular area.\n\nScene: a small waterside supply shop at the edge of a pond. Fixed elevated three-quarter view showing the front and right side, with a little distant land visible. A squat rectangular cream plaster shop occupies the back-left, dark red shallow gable roof, thick weathered timber door, a small green shuttered window, short square chimney, one simple hanging wooden sign marked ONLY with a white fish silhouette. The paved entrance court is center-left, with a short wooden bench, two stacked wooden crates and two clay pots, pleasantly open at the center. Three broad stone steps descend in the center foreground to a short timber landing over the pond at the right/front. One crooked broad-canopy tree behind the right corner of the shop, large rounded rocks and a few reeds define the bank on the right. Far bank is simple and quiet. No boats or elaborate additions.\nLighting: calm neutral afternoon daylight from upper-left, clear readable cast shadows, mild cool shade. Colors: cream plaster, faded brick red roof, dull pine green foliage and shutters, warm brown timber, gray stone, muted blue-green pond. Keep this scene plan and these color relationships; let the requested rendering style do the work.\nBottom six props, left-to-right: the short bench, one wooden crate, a pair of clay pots treated as one grouped item, the fish silhouette sign on its short post, a rounded bank rock, a clump of reeds.\n\nStyle: clean sculptural low-poly 3D. NO surface image textures, painted grain, scratches, noise, pixelation or grunge. Bold clear geometry and large unbroken matte color areas, a few visible facets on rounded forms, restrained bevels on furniture and architecture, strong beautifully composed hard cast shadows. Uneven shapes and proportions carry character. Foliage as a few angular masses with individual faces using neighboring green shades, reeds as clean tapering polygon blades. Simple matte materials; not shiny plastic, not an isometric mobile-game icon. Crisp smooth high-resolution raster edges with ordinary antialiasing. Retain modest scale and somewhat squat original forms. Water has broad flat graphic reflection shapes.",
  "sculptural-workshop": "Use case: stylized-concept.\nAsset type: environment direction sheet for a game, one landscape sheet, approximately 3:2.\nLayout: the upper 74 percent is one large complete environment view. The bottom 26 percent is a separate neatly spaced lineup of SIX isolated matching props on plain warm off-white, with a thin quiet horizontal divider above the lineup. The scene and lineup must have no labels, captions, letters, numbers, logos or decorative layout. All six props are fully visible with generous gaps, same art style as the environment. Show static empty places, no people, no creatures, no anthropomorphic features, no animation. Intentional economical design, modest everyday objects; not a sprawling fantasy illustration. No floating island, no exploded terrain base, no surrounding UI. Main scene fills its rectangular area.\n\nScene: an ordinary small repair workshop, viewed through its open front and missing right wall at a fixed elevated three-quarter angle. Two adjoining walls and a complete rectangular floor, no roof visible, no outer framing. Rear wall has muted cream plaster with dusty green lower panels and a small rectangular window toward the left. A broad warm timber workbench across the rear wall, three drawers at the left and knee space at the right, squat blue-green bench vise mounted near its right end, a red anglepoise lamp on the left end. Above: one short shelf holding oil cans and little parts boxes, simple hanging silhouettes of hammer and spanners. On the left wall a low four-drawer cabinet, plain bent gray utility pipes climbing the corner. Right floor has a dark wooden shelf of stacked boxes and two simple cylindrical metal canisters. A worn three-legged stool sits near the bench. A small disassembled pump with its detached circular cover sits on the right half of the bench. Uneven broad gray floor slabs with a small red cloth near one stool leg. Open clear central floor, a purposeful believable amount of clutter, no overwhelming junk.\nLighting: neutral afternoon window light from upper-left, warm light from the small red desk lamp, gently cool shade; all objects legible. Colors: cream/gray walls, dusty green panels, brown timber, muted red lamp and cloth, blue-green vise, dark gray tools. Keep this scene plan and these color relationships; let the requested rendering style do the work.\nBottom six props, left-to-right: a three-legged workshop stool, the blue-green bench vise, red anglepoise desk lamp, a squat metal oil can, hammer and two spanners grouped as one item, small disassembled pump with detached cover.\n\nStyle: clean sculptural low-poly 3D. NO surface image textures, painted grain, scratches, noise, pixelation or grunge. Bold clear geometry and large unbroken matte color areas, a few visible facets on rounded forms, restrained bevels on furniture and architecture, strong beautifully composed hard cast shadows. Uneven shapes and proportions carry character. Foliage as a few angular masses with individual faces using neighboring green shades, reeds as clean tapering polygon blades. Simple matte materials; not shiny plastic, not an isometric mobile-game icon. Crisp smooth high-resolution raster edges with ordinary antialiasing. Retain modest scale and somewhat squat original forms. Water has broad flat graphic reflection shapes.",
  "painted-waterside": "Use case: stylized-concept.\nAsset type: environment direction sheet for a game, one landscape sheet, approximately 3:2.\nLayout: the upper 74 percent is one large complete environment view. The bottom 26 percent is a separate neatly spaced lineup of SIX isolated matching props on plain warm off-white, with a thin quiet horizontal divider above the lineup. The scene and lineup must have no labels, captions, letters, numbers, logos or decorative layout. All six props are fully visible with generous gaps, same art style as the environment. Show static empty places, no people, no creatures, no anthropomorphic features, no animation. Intentional economical design, modest everyday objects; not a sprawling fantasy illustration. No floating island, no exploded terrain base, no surrounding UI. Main scene fills its rectangular area.\n\nScene: a small waterside supply shop at the edge of a pond. Fixed elevated three-quarter view showing the front and right side, with a little distant land visible. A squat rectangular cream plaster shop occupies the back-left, dark red shallow gable roof, thick weathered timber door, a small green shuttered window, short square chimney, one simple hanging wooden sign marked ONLY with a white fish silhouette. The paved entrance court is center-left, with a short wooden bench, two stacked wooden crates and two clay pots, pleasantly open at the center. Three broad stone steps descend in the center foreground to a short timber landing over the pond at the right/front. One crooked broad-canopy tree behind the right corner of the shop, large rounded rocks and a few reeds define the bank on the right. Far bank is simple and quiet. No boats or elaborate additions.\nLighting: calm neutral afternoon daylight from upper-left, clear readable cast shadows, mild cool shade. Colors: cream plaster, faded brick red roof, dull pine green foliage and shutters, warm brown timber, gray stone, muted blue-green pond. Keep this scene plan and these color relationships; let the requested rendering style do the work.\nBottom six props, left-to-right: the short bench, one wooden crate, a pair of clay pots treated as one grouped item, the fish silhouette sign on its short post, a rounded bank rock, a clump of reeds.\n\nStyle: painted storybook 3D environment, as if modest low-poly game meshes had thoughtfully hand-painted diffuse textures. Clearly dimensional forms with coherent geometry and perspective, but the surfaces show broad visible gouache-like brush marks, gently uneven edge colors, softly painted contact shadows, subtly warm/cool hue variation. A few large graphic marks express wood grain and stone; do not add piles of tiny detail. Foliage organized into broad leafy silhouettes with painted value groups. Soft transitions within surfaces, irregular painted highlights, tactile chalky matte finish. No pixelation, no faceted polygon lighting, no photorealistic materials, no tiny stippling everywhere, no shiny toy rendering. Water uses several confident painted reflection strokes. Must stay plausible as a painted texture treatment on simple 3D objects, not a perspective-breaking flat illustration.",
  "painted-workshop": "Use case: stylized-concept.\nAsset type: environment direction sheet for a game, one landscape sheet, approximately 3:2.\nLayout: the upper 74 percent is one large complete environment view. The bottom 26 percent is a separate neatly spaced lineup of SIX isolated matching props on plain warm off-white, with a thin quiet horizontal divider above the lineup. The scene and lineup must have no labels, captions, letters, numbers, logos or decorative layout. All six props are fully visible with generous gaps, same art style as the environment. Show static empty places, no people, no creatures, no anthropomorphic features, no animation. Intentional economical design, modest everyday objects; not a sprawling fantasy illustration. No floating island, no exploded terrain base, no surrounding UI. Main scene fills its rectangular area.\n\nScene: an ordinary small repair workshop, viewed through its open front and missing right wall at a fixed elevated three-quarter angle. Two adjoining walls and a complete rectangular floor, no roof visible, no outer framing. Rear wall has muted cream plaster with dusty green lower panels and a small rectangular window toward the left. A broad warm timber workbench across the rear wall, three drawers at the left and knee space at the right, squat blue-green bench vise mounted near its right end, a red anglepoise lamp on the left end. Above: one short shelf holding oil cans and little parts boxes, simple hanging silhouettes of hammer and spanners. On the left wall a low four-drawer cabinet, plain bent gray utility pipes climbing the corner. Right floor has a dark wooden shelf of stacked boxes and two simple cylindrical metal canisters. A worn three-legged stool sits near the bench. A small disassembled pump with its detached circular cover sits on the right half of the bench. Uneven broad gray floor slabs with a small red cloth near one stool leg. Open clear central floor, a purposeful believable amount of clutter, no overwhelming junk.\nLighting: neutral afternoon window light from upper-left, warm light from the small red desk lamp, gently cool shade; all objects legible. Colors: cream/gray walls, dusty green panels, brown timber, muted red lamp and cloth, blue-green vise, dark gray tools. Keep this scene plan and these color relationships; let the requested rendering style do the work.\nBottom six props, left-to-right: a three-legged workshop stool, the blue-green bench vise, red anglepoise desk lamp, a squat metal oil can, hammer and two spanners grouped as one item, small disassembled pump with detached cover.\n\nStyle: painted storybook 3D environment, as if modest low-poly game meshes had thoughtfully hand-painted diffuse textures. Clearly dimensional forms with coherent geometry and perspective, but the surfaces show broad visible gouache-like brush marks, gently uneven edge colors, softly painted contact shadows, subtly warm/cool hue variation. A few large graphic marks express wood grain and stone; do not add piles of tiny detail. Foliage organized into broad leafy silhouettes with painted value groups. Soft transitions within surfaces, irregular painted highlights, tactile chalky matte finish. No pixelation, no faceted polygon lighting, no photorealistic materials, no tiny stippling everywhere, no shiny toy rendering. Water uses several confident painted reflection strokes. Must stay plausible as a painted texture treatment on simple 3D objects, not a perspective-breaking flat illustration.",
  "pixel-waterside": "Use case: stylized-concept.\nAsset type: environment direction sheet for a game, one landscape sheet, approximately 3:2.\nLayout: the upper 74 percent is one large complete environment view. The bottom 26 percent is a separate neatly spaced lineup of SIX isolated matching props on plain warm off-white, with a thin quiet horizontal divider above the lineup. The scene and lineup must have no labels, captions, letters, numbers, logos or decorative layout. All six props are fully visible with generous gaps, same art style as the environment. Show static empty places, no people, no creatures, no anthropomorphic features, no animation. Intentional economical design, modest everyday objects; not a sprawling fantasy illustration. No floating island, no exploded terrain base, no surrounding UI. Main scene fills its rectangular area.\n\nScene: a small waterside supply shop at the edge of a pond. Fixed elevated three-quarter view showing the front and right side, with a little distant land visible. A squat rectangular cream plaster shop occupies the back-left, dark red shallow gable roof, thick weathered timber door, a small green shuttered window, short square chimney, one simple hanging wooden sign marked ONLY with a white fish silhouette. The paved entrance court is center-left, with a short wooden bench, two stacked wooden crates and two clay pots, pleasantly open at the center. Three broad stone steps descend in the center foreground to a short timber landing over the pond at the right/front. One crooked broad-canopy tree behind the right corner of the shop, large rounded rocks and a few reeds define the bank on the right. Far bank is simple and quiet. No boats or elaborate additions.\nLighting: calm neutral afternoon daylight from upper-left, clear readable cast shadows, mild cool shade. Colors: cream plaster, faded brick red roof, dull pine green foliage and shutters, warm brown timber, gray stone, muted blue-green pond. Keep this scene plan and these color relationships; let the requested rendering style do the work.\nBottom six props, left-to-right: the short bench, one wooden crate, a pair of clay pots treated as one grouped item, the fish silhouette sign on its short post, a rounded bank rock, a clump of reeds.\n\nStyle: deliberate pixel-art textures on simple 3D geometry, with clean chunky texels and an artist-controlled limited palette. Surfaces carry carefully grouped square pixel clusters; wood grain is a few readable stepped lines, metal highlights are crisp 2-3 tone clusters, stone uses restrained block-shaped patches. Approximately 32 texels across a small prop and 64 across a building face, nearest-neighbor filtering, consistent texel density. Attractive crisp pixel contours in rendering, stepped shadows, no smoothing, no blur, no noisy dithering sprayed over everything. Strong graphic light/shadow regions with warm lit colors and blue-violet shadow colors. Foliage uses deliberate pixel-cluster silhouettes. Keep the objects volumetric 3D, not voxel cube construction, not an orthographic 2D sprite illustration. This should be distinct from smeared or mottled PS1 texture art: sparse placed pixels and a clear palette, while still dimensional.",
  "pixel-workshop": "Use case: stylized-concept.\nAsset type: environment direction sheet for a game, one landscape sheet, approximately 3:2.\nLayout: the upper 74 percent is one large complete environment view. The bottom 26 percent is a separate neatly spaced lineup of SIX isolated matching props on plain warm off-white, with a thin quiet horizontal divider above the lineup. The scene and lineup must have no labels, captions, letters, numbers, logos or decorative layout. All six props are fully visible with generous gaps, same art style as the environment. Show static empty places, no people, no creatures, no anthropomorphic features, no animation. Intentional economical design, modest everyday objects; not a sprawling fantasy illustration. No floating island, no exploded terrain base, no surrounding UI. Main scene fills its rectangular area.\n\nScene: an ordinary small repair workshop, viewed through its open front and missing right wall at a fixed elevated three-quarter angle. Two adjoining walls and a complete rectangular floor, no roof visible, no outer framing. Rear wall has muted cream plaster with dusty green lower panels and a small rectangular window toward the left. A broad warm timber workbench across the rear wall, three drawers at the left and knee space at the right, squat blue-green bench vise mounted near its right end, a red anglepoise lamp on the left end. Above: one short shelf holding oil cans and little parts boxes, simple hanging silhouettes of hammer and spanners. On the left wall a low four-drawer cabinet, plain bent gray utility pipes climbing the corner. Right floor has a dark wooden shelf of stacked boxes and two simple cylindrical metal canisters. A worn three-legged stool sits near the bench. A small disassembled pump with its detached circular cover sits on the right half of the bench. Uneven broad gray floor slabs with a small red cloth near one stool leg. Open clear central floor, a purposeful believable amount of clutter, no overwhelming junk.\nLighting: neutral afternoon window light from upper-left, warm light from the small red desk lamp, gently cool shade; all objects legible. Colors: cream/gray walls, dusty green panels, brown timber, muted red lamp and cloth, blue-green vise, dark gray tools. Keep this scene plan and these color relationships; let the requested rendering style do the work.\nBottom six props, left-to-right: a three-legged workshop stool, the blue-green bench vise, red anglepoise desk lamp, a squat metal oil can, hammer and two spanners grouped as one item, small disassembled pump with detached cover.\n\nStyle: deliberate pixel-art textures on simple 3D geometry, with clean chunky texels and an artist-controlled limited palette. Surfaces carry carefully grouped square pixel clusters; wood grain is a few readable stepped lines, metal highlights are crisp 2-3 tone clusters, stone uses restrained block-shaped patches. Approximately 32 texels across a small prop and 64 across a building face, nearest-neighbor filtering, consistent texel density. Attractive crisp pixel contours in rendering, stepped shadows, no smoothing, no blur, no noisy dithering sprayed over everything. Strong graphic light/shadow regions with warm lit colors and blue-violet shadow colors. Foliage uses deliberate pixel-cluster silhouettes. Keep the objects volumetric 3D, not voxel cube construction, not an orthographic 2D sprite illustration. This should be distinct from smeared or mottled PS1 texture art: sparse placed pixels and a clear palette, while still dimensional."
}
