# Lantern-Lit Pixel Diorama

Pixel art sprites in a 3D diorama, photographed with tilt-shift focus and dramatic lantern lighting.

| | |
|---|---|
| Style | Lantern-Lit Pixel Diorama |
| Category | Game art |
| Tags | pixel art, diorama, diorama photography, tilt-shift, diorama lighting, diorama focus, diorama miniatures, diorama atmosphere, diorama depth of field, diorama composition |
| Author | @styleref (https://styleref.io/u/styleref) |
| Palette | #10243b #17132b #e59a32 #ffd46b #537898 #c95a42 |
| Published | 2026-09-04 |
| Canonical URL | https://styleref.io/share/i0udobni-5bd054cfeaec |

## Specification

Paste this into any AI tool. Keep the attribution line and the canonical URL.

STYLE REFERENCE — HARD CONSTRAINT (HIGHEST PRIORITY)

This style must be applied to ALL generated content (text, image, video).
If any part of the request conflicts with this style, the style OVERRIDES the request.
STYLE DEFINITION (to be operationally enforced):

Lantern-Lit Pixel Diorama

 • Output Format: Creative discipline: Game art; Digital; Delivery mode: Still; 16:9 (Landscape) ratio; Pixel Perfect resolution; Canvas Behavior: Soft frame (visual tension allowed).
 • Container / Boundary: Container: Explicit (shape mask); Container shape: Card; Sharp Corners; Container Dominance: Neutral frame; Padding: Moderate.
 • Mood & Personality: Nostalgic, Mysterious, Dramatic, Whimsical; Energy: Gentle; Emotional bias: Tense; Real-world accuracy: Stylized; Full scene narrative; Characters: Allowed (detailed).
 • Colors: Palette: Solid Colors: [ #10243B 38% (Ambient darkness),  #17132B 22% (Shadow areas),  #E59A32 15% (Lantern and window light),  #FFD46B 8% (Warm highlights),  #537898 10% (Cool fog),  #C95A42 4% (Sprite mid-tones),  #2A1B2B 3% (Sprite outlines)]; 6–8 colors; Mixed temperature; Saturation: High saturation in lit pools; low saturation at frame edges; High contrast; Hue relationships: Complementary; No gradients; Color dominance: Background-dominant; Shadow Color: Hue-shifted; Black/White point: Crushed blacks + Pure white.
 • Typography: Bitmap face for dialogue and UI; high-contrast serif or ornamented display face for titles; Text presence: Optional; Text visual role: Secondary visual element; Text integration: Embedded in shapes; Letter spacing: Pixel-grid aligned; no half-pixel placement; Font pairing: Display + Body; Hierarchy: Strong contrast.
 • Light & Shadow: Lighting mood style: Situational; Key light style: Mixed; Artificial, Natural; Lighting direction: Side-lit, Top-lit; Light source count: Multiple; Shadow type: Hard; Shadow density: Deep; Fill-light ratio: Subtle fill; Color grading style: Warm amber point-light pools against blue-teal or violet ambient darkness; Atmospheric density: Foggy; Atmospheric effects: Volumetric Lighting (God Rays), Dust Motes, Smoke, Snow, Sparks / Embers; Bloom / Glow usage: Subtle; Lighting presence: Explicit.
 • Spatial Structure & Hierarchy: Atmospheric perspective; Primary + secondary focal structure; Hierarchy: Strong; Symmetry: Asymmetrical balance; Balance: Tension-based; Layout axis: Diagonal; Framing devices: Internal Frame (Window/Door), Natural Framing (Trees/Arches), Foreground Silhouette; Plane separation: Overlap, Scale, Color/value shift, Shadow; Scale relationship: Miniature; Grid system: Free-form; Visual density: Dense.
 • Surface, Material & Detail: Material simulation: Stone, Wood, Glass; Surface treatment: Matte; Texture: Nearest-neighbour pixel maps enlarged until individual texels read as square cobbles, plaster, and roof tiles; Texture usage: Photographic; Transparency: Opaque; Imperfection level: Clean; Stylized realism; Micro-detail allowance: Minimal; Pattern usage: Geometric pattern.
 • Camera and Motion: Extreme wide shot; High angle; DOF: Tilt-shift; Lens type: Standard; Focal length feel: Normal; Point of view: Objective; Camera movement: Static; Motion implication: Flowing; Time capture: Implied motion.
 • Shape Language: Hybrid; Primitive dominance: Rectangles, Polygons; Edge sharpness: Razor-sharp; Silhouette clarity: Iconic; Negative space usage: Balanced.
 • Post-processing & Render Style: Tone curve: Film-emulation; Grain character: None; Sharpening: Crisp nearest-neighbour sprite edges; sharp focus restricted to the mid-ground band; Halation: Subtle; Render engine: Unreal Engine; Image treatment: Full-color.
 • Background & Environment: Background type: Scene; Environment mood: Exterior; Background–Subject: Integrated; Background complexity: Complex; Prop styling: Curated.
 • Inspiration Images: https://piteahvrjstrlirkpoid.supabase.co/storage/v1/object/public/images/public/a4e7a4c4-f13d-41fa-9753-d13f311f1013.webp.
 • References: 1990s console RPGs, Octopath Traveler, Triangle Strategy, Live A Live remake, Dragon Quest III remake, Wandering Sword, Eiyuden Chronicle: Hundred Heroes; Temporal reference: 1990s; Reference Brands: Square Enix, Acquire, Unreal Engine 4, Unity billboard-shader recreations.
 • Guardrails: Avoid: AI Gloss / Plastic Smoothing, Heavy Bokeh / Blur, Lens Flare, Film Grain / Noise, HDR over-processing, Over-saturation, AI symmetry artifacts; Avoid Visuals: bilinear sprite smoothing; anti-aliased pixel edges; non-integer sprite scaling; true isometric camera; axonometric camera; photoreal foliage; scanned textures; physically based micro-detail; full-frame blur; evenly lit scenes; shadowless scenes; recognisable game characters; logos; game locations; Allowed Visuals: upright billboard sprites; low-polygon terrain; foliage cards; visible square texels; matte geometry; local point-light halos; real cast shadows; narrow mid-ground focus band; fog; volumetric shafts; drifting embers, dust, snow, fireflies; Legal: Use descriptive terminology only; no trademarked style label, publisher affiliation, endorsement, recognisable characters, logos, or locations..
 •  Sprite-Geometry Relationship: Flat two-sided pixel-sprite quads face the camera and cast real shadows onto 3D geometry., Focus Band: One narrow sharp horizontal mid-ground band; blur ramps quickly toward foreground and distance., Resolution Contrast: Chunky unfiltered sprite pixels and enlarged pixel textures contrast with smooth modern fog, blur, and light shafts., Lighting Rule: Visible lanterns, windows, fires, and candles use real local point lights with falloff; preserve large areas of cool darkness., Environment Construction: Cheap chamfered blocks, simple lofted terrain, and foliage cards; detail comes from props and particles, not realism..


ENFORCEMENT RULE: Before finalizing the output, internally verify that ALL elements comply with the style definition above. If compliance is uncertain, simplify or soften the output until it fully matches the style. Generated by StyleRef.io

## Other formats and live access

The specification above is the portable default. Tool-specific builds and a
ready-to-commit STYLE.md are available without a login:

**REST** (anonymous, read-only)

```
https://styleref.io/api/v1/styles/i0udobni-5bd054cfeaec?format=flux        # also: midjourney, diffusion, json
https://styleref.io/api/v1/styles/i0udobni-5bd054cfeaec/style.md           # a ready-to-commit STYLE.md
```

**MCP** (Streamable HTTP at `https://styleref.io/api/mcp`)

```
styleref://gallery/i0udobni-5bd054cfeaec
styleref://gallery/i0udobni-5bd054cfeaec/style.md
```

Or call the `get_style` tool with `ref` set to the slug above, and
`apply_style_to_prompt` to wrap a request for a specific tool.

Attribution: this style was created by @styleref. Keep the `Generated by StyleRef.io`
line and the canonical URL when you use a compiled spec, and credit the author.

Source: https://styleref.io/share/i0udobni-5bd054cfeaec
