Isometric Asset Sheet Generation
Generate consistent sprite sheets for the isometric city game using the GenerateImage tool with existing sheets as style references.
Standard Format
All asset sheets follow this format:
| Property | Value |
|---|---|
| Size | 2048x2048 square |
| Background | Solid red (#FF0000) -- used for transparency keying |
| Grid | 6 rows x 5 columns (30 cells) |
| Style | Hyper-realistic, consistent lighting |
| Shadows | None |
The red background is critical -- the game engine filters #FF0000 pixels to transparent at load time (color threshold: 155 Euclidean distance). Never use gradients or off-red tones.
Grid Layout
Each row = ONE complete asset. Columns are directional views:
| Column | View |
|---|---|
| 1 | Isometric facing North West |
| 2 | Isometric facing North East |
| 3 | Isometric facing South East |
| 4 | Isometric facing South West |
| 5 | Special view (see table below) |
Column 5 Special Views
| Asset Type | Column 5 View |
|---|---|
| Buildings | Front-facing isometric detail view |
| Airplanes | Gears down, head-first isometric (landing approach) |
| Helicopters | Top-down rotor view |
| Vehicles/Cars | 3/4 front isometric |
| Boats/Ships | Docked/stationary overhead isometric |
| Trains | Front cab view |
| Trees/Nature | Top-down canopy view |
| Infrastructure | Front elevation or cutaway |
Generation Workflow
Step 1: Select a Reference Image
Always pass an existing sprite sheet as a reference image to maintain visual consistency.
Pick the closest match from /public/assets/:
| For This Asset Type | Use This Reference |
|---|---|
| Buildings (default) | sprites_red_water_new.png |
| Dense/urban buildings | sprites_red_water_new_dense.png |
| Parks/recreation | sprites_red_water_new_parks.png |
| Farms/agriculture | sprites_red_water_new_farm.png |
| Shops/commercial | sprites_red_water_new_shops.png |
| Services/utilities | sprites_red_water_new_services.png |
| Stations/transit | sprites_red_water_new_stations.png |
| Airplanes | sprites_red_water_new_planes.png |
| Vehicles/boats/trains | sprites_red_water_new.png (or closest match) |
Step 2: Generate the Sheet
Call GenerateImage with:
description: The full prompt (see template below)reference_image_paths: Array containing the reference sheet pathfilename: Descriptive name matching naming convention
Step 3: Save and Compress
- Save to
/public/assets/with naming convention:sprites_red_water_new_[variant].png - Run
npm run compress-imagesto generate WebP versions
Step 4: Integrate
Follow the adding-asset-sheets guide to wire the new sheet into the game. That guide covers:
- Defining building types in
game.ts - Configuring the sprite pack in
renderConfig.ts - Updating rendering logic in
Game.tsx - Adding UI entries and enabling placement
Prompt Template
Using the same format as the reference image - red background (#FF0000), 6 rows, 5 columns, 2048x2048 square - generate a new asset sheet with [ASSET TYPE] for my isometric city game.
Each row is ONE [ASSET]. Columns 1-4: the [ASSET] isometrically projected facing north west, north east, south east, south west. Column 5: [SPECIAL VIEW].
ALL [ASSETS] HYPER REALISTIC. [ROW DESCRIPTIONS].
NO SHADOWS. [ASSET-SPECIFIC CONSTRAINTS]. Every asset centered in its cell.
Example Prompts
Buildings
Using the same format as the reference image - red background (#FF0000), 6 rows, 5 columns, 2048x2048 square - generate a new asset sheet with BUILDINGS for my isometric city game.
Each row is ONE BUILDING. Columns 1-4: the building isometrically projected facing north west, north east, south east, south west. Column 5: front-facing isometric detail view.
ALL BUILDINGS HYPER REALISTIC. Row 1-2: low-rise residential. Row 3-4: mid-rise commercial. Row 5-6: high-rise office towers.
NO SHADOWS. Consistent lighting angle across all buildings. Every building centered in its cell.
Airplanes
Using the same format as the reference image - red background (#FF0000), 6 rows, 5 columns, 2048x2048 square - generate a new asset sheet with AIRPLANES for my isometric city game.
Each row is ONE PLANE. Columns 1-4: the airplane isometrically projected flying north west, north east, south east, south west. Column 5: gears down head-first isometric view (landing approach).
ALL PLANES HYPER REALISTIC. Rows 1-3: commercial airliners. Rows 4-6: private jets.
NO SHADOWS. For columns 1-4, NO LANDING GEAR. No contrails. Every plane centered in its cell.
Vehicles
Using the same format as the reference image - red background (#FF0000), 6 rows, 5 columns, 2048x2048 square - generate a new asset sheet with VEHICLES for my isometric city game.
Each row is ONE VEHICLE. Columns 1-4: the vehicle isometrically projected facing north west, north east, south east, south west. Column 5: 3/4 front isometric view.
ALL VEHICLES HYPER REALISTIC. Row 1-2: sedans. Row 3-4: SUVs. Row 5-6: trucks.
NO SHADOWS. Wheels visible. No reflections. Every vehicle centered in its cell.
Boats/Ships
Using the same format as the reference image - red background (#FF0000), 6 rows, 5 columns, 2048x2048 square - generate a new asset sheet with BOATS for my isometric city game.
Each row is ONE BOAT. Columns 1-4: the boat isometrically projected facing north west, north east, south east, south west. Column 5: docked/stationary overhead isometric view.
ALL BOATS HYPER REALISTIC. Row 1-3: small boats (fishing, sailboat, speedboat). Row 4-6: larger vessels (yacht, cargo, ferry).
NO SHADOWS. NO WATER. NO WAKE EFFECTS. Every boat centered in its cell.
Trains
Using the same format as the reference image - red background (#FF0000), 6 rows, 5 columns, 2048x2048 square - generate a new asset sheet with TRAINS for my isometric city game.
Each row is ONE TRAIN. Columns 1-4: the train isometrically projected facing north west, north east, south east, south west. Column 5: front cab view.
ALL TRAINS HYPER REALISTIC. Row 1-2: passenger trains. Row 3-4: freight trains. Row 5-6: metro/light rail.
NO SHADOWS. No tracks. Every train centered in its cell.
Nature/Trees
Using the same format as the reference image - red background (#FF0000), 6 rows, 5 columns, 2048x2048 square - generate a new asset sheet with TREES for my isometric city game.
Each row is ONE TREE. Columns 1-4: the tree isometrically projected facing north west, north east, south east, south west. Column 5: top-down canopy view.
ALL TREES HYPER REALISTIC. Row 1-2: deciduous (oak, maple). Row 3-4: coniferous (pine, spruce). Row 5-6: tropical (palm, banyan).
NO SHADOWS. No ground/grass beneath. Every tree centered in its cell.
Asset-Specific Constraints
| Asset Type | Constraints |
|---|---|
| Airplanes | No landing gear (flying views), no contrails |
| Helicopters | Rotors visible, no motion blur |
| Vehicles | Wheels visible, no reflections |
| Boats | No water, no wake effects |
| Trains | No tracks, no platform |
| Buildings | Consistent lighting angle, no ground plane |
| Nature | No ground/grass, no soil visible |
| Infrastructure | No surrounding terrain |
Row Organization
Organize rows by size or category:
- Buildings: Low-rise (rows 1-2), mid-rise (3-4), high-rise (5-6)
- Vehicles: Small (sedans) to large (trucks)
- Airplanes: Commercial (1-3), private (4-6)
- Nature: By species or season grouping
- Infrastructure: By utility type
Naming Convention
sprites_red_water_new_[variant].png
Examples:
sprites_red_water_new_trains.pngsprites_red_water_new_boats.pngsprites_red_water_new_nature.pngsprites_red_water_new_shops_construction.png(construction variant)sprites_red_water_new_shops_abandoned.png(abandoned variant)
Variant sheets (construction, abandoned) must share the same grid layout as the main sheet.
Common Issues
| Problem | Solution |
|---|---|
| Inconsistent sizing | Add "same size for all assets" and "centered in each cell" |
| Shadows appearing | Explicitly state "NO SHADOWS" in caps |
| Wrong projections | Reference compass directions (NW, NE, SE, SW) |
| Cut-off assets | Add "centered in each cell, no cropping" |
| Background not pure red | Specify "#FF0000" hex code explicitly |
| Inconsistent style | Always pass a reference image from /public/assets/ |