Use when editing Tiny World Builder prompts, model-generated worlds, Auto suggestions, or any model behavior that should create coherent low-poly 3D board scenes.
Scanned 5/27/2026
Install via CLI
openskills install jasonkneen/tiny-world-builder---
name: tinyworld-lowpoly-world-prompt
description: Use when editing Tiny World Builder prompts, model-generated worlds, Auto suggestions, or any model behavior that should create coherent low-poly 3D board scenes.
---
# Tiny World Low-Poly World Prompting
The built-in model should act like a compact low-poly diorama designer, not a random tile filler.
Prompt principles:
- Generate should be text-only by default: use OpenAI `gpt-5.5` for validated
world JSON and do not add an image-generation topology prepass unless the
user explicitly asks for images again.
- Honour the selected generation board size. The Generate dialog can request
any `HOME_GRID_OPTIONS` size, so prompts must include the requested
`gridSize` and coordinate bounds instead of assuming 8x8.
- Floating chat prompts are additive patches by default. Unless the prompt
explicitly asks to replace/reset/rebuild or starts with `/clear`, preserve the
existing board and return only complete final-state cells that should be
added or changed.
- Start from a readable scene concept: village, farm, canal, ridge, market, castle, garden, or mixed landmark.
- Use strong silhouettes: tall/short contrast, clustered houses, towers, hills, trees, walls, and clear negative space.
- Make terrain do composition work: paths lead the eye, water creates crossings, dirt groups crops, grass gives breathing room.
- Treat hills and mountains as elevation/height through `terrainFloors`, not
as a field of rock objects. Rocks are sparse landmarks or boulders only.
- Use adjacency intentionally: house clusters merge, fences connect, bridges belong on water crossings, crops form fields.
- Avoid noise: do not fill every board cell; leave open cells and visible paths.
- Use `floors` as variation/intensity, including terrain stacking and object detail.
- Use forced `buildingType` only when a distinct one-cell variant is wanted; otherwise leave houses as `buildingType: null` so cluster logic can work.
- Keep output strictly machine-parseable JSON matching the schema.
Primitive assembly prompting:
- Tell models they cannot invent new object kinds, meshes, labels, or custom geometry in JSON.
- Ask them to translate requested objects into available primitives: terrain, raised terrainFloors, houses/building variants, fences/fenceSide, rocks, bridges, crops, tufts, and trees.
- Include concrete decompositions for non-native requests:
- skate park = path/dirt plaza + raised terrain ramps + rocks as obstacles + fences as rails/edges + tufts/trees as landscaping.
- market = path plaza + cottage/manor stalls + fences as queue rails + crops/pumpkins as goods.
- playground = path/dirt base + rocks as play forms + fences as boundary + trees/tufts for park context.
- quarry = raised dirt/grass terraces + rocks of varied floors + path access road + sparse tufts.
- Emphasize legibility from the default isometric camera: 3–5 clear assembled features beats many scattered cells.
Voxel stamp prompting:
- For new text/image-to-voxel stamps, prefer semantic `customParts` first instead
of raw voxel clouds. This preserves editable object structure and avoids
low-quality broad blocks.
- Include the allowed material list, selected/source object intent, source
parts when available, image reference when present, `allowedBounds`, and a
quality target that calls out connected layered detail.
- Use raw `{x,y,z,color}` voxels after a seed exists and the user asks to
reinterpret/upscale/refine density; keep returned voxels bounded and omit
hidden interior fill.
- Do not let a reference image or prior Japanese stamp bias unrelated objects
into pagodas, gardens, torii, sakura, or shrine motifs unless explicitly
requested.
For Auto suggestions:
- Return candidate actions, not coordinates.
- Suggestions should be reusable across several placements.
- Include a varied ranked batch: one structural option, one terrain/path option, one nature/detail option, and one intensify/repeat option when useful.
No comments yet. Be the first to comment!