
Modelo de Atlas de Recursos de Jogos Pixel
Um modelo profissional completo para gerar folhas de recursos de pixel art de alta densidade em 16 bits para desenvolvimento de jogos, incluindo personagens, animações e ambientes.
Este é um exemplo de prompt GPT Image 2 para Anime e Jogo . Use o prompt pronto para copiar abaixo para gerar visuais semelhantes e revise a atribuição Awesome GPT Image 2 Prompts e os direitos de uso comercial antes de reutilizá-los.
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Please create a high-completion, high-information-density "Pixel World Asset Atlas" suitable for serialized release based on [Game Theme: {argument name="game theme" default="Demon Slayer/Tanjiro"}].
This is not a regular pixel illustration or a single game scene, but a "2D pixel game asset overview map" for game development, art setting, level design, and visual proposals. The visual should look like a complete game material board, systematically organizing core characters, enemies, items, terrain, scenes, mechanisms, Bosses, and decorative elements required for a [Game Type: {argument name="game type" default="Side-scrolling action"}] into a single clear, professional, and reusable game asset atlas.
[Basic Settings]
Theme Worldview: [Game Theme]
Game Type: [Game Type]
Era Background: [Era Background]
Protagonist Identity: [Protagonist Identity]
Enemy Types: [Enemy Types]
Main Scenes: [Main Scene Environment]
Overall Style: [Style Direction, e.g., {argument name="style" default="16-bit retro arcade pixel style"}]
Main Color: [Main Color]
Secondary Color: [Secondary Color]
Accent Color: [Accent Color]
Aspect Ratio: [Aspect Ratio, Landscape 4:3]
If not filled, automatically match according to the optimal plan for the game theme.
[Overall Visual Requirements]
The visual uses a large landscape canvas with a light or low-interference background, looking like a game development asset sheet or an instruction-style resource catalog. All elements should be 2D pixel art sprites with uniform pixel density, clear black/dark outlines, limited color scales, and retro game textures. Do not generate realistic photography, 3D rendering, painterly illustration, or movie poster styles. Focus on being "systematically complete, clearly categorized, resource-rich, and high in developability."
[Layout Structure]
The map uses a modular grid layout with fine lines dividing different resource areas. Each area needs a numbered title and short category labels, with a reading path from left to right, top to bottom. The layout should have the orderliness of an instruction manual or game dev document. Information density must be high but not chaotic; elements within each module should be equidistantly arranged.
[Modules to Include]
1. Player Character Module: Show complete action frames including standing, walking/running, jumping, etc. frames arranged horizontally like a sprite sheet.
2. Enemy Unit Module: Design multiple enemies including common, ranged, heavy, and elite units.
3. Weapons & Items Module: Show melee, ranged, projectiles, effects, and pickups.
4. Basic Terrain Tile Module: Show ground, walls, platforms, corners, and different material blocks.
5. Natural/External Scene Resource Module: Show trees, grass, rocks, and obstacles.
6. Building/Base/Camp Resource Module: Show doors, windows, walls, ladders, and camp facilities.
7. Special Terrain Module: Show bridges, water bodies, cliffs, and cave openings.
8. Indoor/Underground/Facility Resource Module: Show pipes, consoles, metal doors, and equipment.
9. Boss / Encounter Resource Module: Show large Bosses, special vehicles, and giant mechanisms.
10. General Decoration & Interaction Elements Module: Show ladders, ropes, signs, switches, and mechanisms.
[Visual Detail Requirements]
All resources must maintain consistent pixel size logic and worldview consistency. Clear scale relationships. Action frames must show continuity; terrain tiles must be tileable; items and mechanisms must have functional recognizability; Boss elements should feel oppressive.Variáveis de prompt
Marcadores de posição editáveis para argumentos encontrados no prompt, com seus valores padrão.
Variável
game theme
Padrão
Demon Slayer/Tanjiro
Variável
game type
Padrão
Side-scrolling action
Variável
style
Padrão
16-bit retro arcade pixel style
Best for
- - Anime e Jogo visual exploration
- - Image generation and reference-image edits
- - Reusable briefs that keep source attribution visible
Change these parts
- - Subject, product, character, or scene
- - Aspect ratio, camera, lighting, and background
- - Brand, text, color, and output constraints
Recommended model and settings
- - Model: gpt-image-2
- - Input mode: Texto para Imagem
- - Aspect ratio: source
- - Commercial status: review original source
How to use this prompt
- 1. Copy the prompt and preserve its structure for the first test.
- 2. Replace the subject, context, and publishing channel.
- 3. Change one camera, lighting, or style variable per iteration.
- 4. Inspect the output, source, text, and rights before reuse.
Limitations, source, and reuse cautions
- - Generated output is an editable draft, not factual, legal, or rights evidence.
- - Review the linked source, people, brands, logos, text, and third-party media before commercial use.
Importado de Awesome GPT Image 2 Prompts . É necessário dar crédito. O uso comercial é permitido allowed ; revise os direitos da fonte antes de utilizá-lo mediante pagamento.
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Reutilização e notas de origem
Utilize esta instrução com segurança após visualizar o caso.
- 1.Copie o prompt ou abra-o diretamente no Dovoo com o botão de geração.
- 2.Ajuste as variáveis, a proporção e as imagens de referência de acordo com o seu caso específico.
- 3.Antes de publicar ou utilizar o conteúdo mediante pagamento, verifique os direitos da fonte, os requisitos de atribuição e os riscos relacionados à marca ou à imagem.