{
  "tool": "built-in image_gen",
  "date": "2026-09-06",
  "purpose": "Additional world asset concepts; vehicle collection companion sheets",
  "images": [
    {
      "style": "futuristic",
      "id": "collectible-drops",
      "title": "COLLECTIBLE DROPS",
      "prompt": "Use case: stylized-concept.\nAsset type: production concept sheet for the Fractal Gas laboratory, accompanying an existing rocket, kart, drone and six-wheel harvester vehicle collection.\nPrimary request: Small collectible resources swept up by a six-wheel harvester. Design a coherent set of six pickups: raw crystal cluster, cut resource nugget, compact salvage bundle, sealed energy capsule, rare core, and scattered ore pile. Each has a distinct silhouette and a low ground footprint. Hero is a raw mineral cluster with a few fractured pieces; supporting views show all six isolated, an exact top view and cross-section of the capsule. No coins or floating UI icons.\nStyle/medium: polished original hard-surface game-art painting with physically convincing PBR-like materials and crisp modelable forms; high-end art-direction sheet, visually rich without visual clutter.\nColor palette and design language: FUTURISTIC collection: faceted graphite ceramic and pale brushed aerospace alloy, cyan instrument glass and thin cyan light strips, violet mineral/energy interiors, restrained pale-gold optical fittings. Hard-surface bevels, panel seams, sparse fasteners, precise engineered assemblies. Natural rocks charcoal slate with violet crystalline seams. Cool neutral studio light.\nComposition: landscape 3:2 sheet; one large three-quarter hero occupies the left half, smaller clearly separated orthographic references, variants and mechanical detail studies on the right and bottom. Consistent object design and proportions across views. Whole silhouettes fully framed with generous margins. Warm light-gray drafting-paper backdrop, delicate technical rules and understated annotations. Small material swatches along bottom. For translucent effects use a few dark inset panels.\nText: only the heading \"COLLECTIBLE DROPS\" and subheading \"FUTURISTIC / FRACTAL GAS LAB\", plus short clear view labels when helpful. No lengthy text paragraphs.\nConstraints: original designs, no logos or watermarks, no people, no vehicles unless explicitly required, no excessive bloom obscuring structure. These are visual references for 3D game assets; preserve plausible construction, legibility from above and a coherent collection.",
      "file": "futuristic/world/collectible-drops.png",
      "sha256": "dfa6b067aec8c60728d26a2b57bccbb46f1b709b7cc0682101836b029c10d46d"
    },
    {
      "style": "futuristic",
      "id": "ore-rocks",
      "title": "TOWABLE ORE",
      "prompt": "Use case: stylized-concept.\nAsset type: production concept sheet for the Fractal Gas laboratory, accompanying an existing rocket, kart, drone and six-wheel harvester vehicle collection.\nPrimary request: Heavy irregular ore rocks caught and towed by compact twin-engine rockets. Hero: one asymmetric weathered boulder with exposed mineral veins and a recessed graspable anchor point. Include small, medium, large variants, an unencumbered natural rock, a captured rock with a removable mechanical clamp, side and top views, and an exploded clamp detail. Rock stays mostly natural stone; technology is restrained. Stable readable silhouette from above.\nStyle/medium: polished original hard-surface game-art painting with physically convincing PBR-like materials and crisp modelable forms; high-end art-direction sheet, visually rich without visual clutter.\nColor palette and design language: FUTURISTIC collection: faceted graphite ceramic and pale brushed aerospace alloy, cyan instrument glass and thin cyan light strips, violet mineral/energy interiors, restrained pale-gold optical fittings. Hard-surface bevels, panel seams, sparse fasteners, precise engineered assemblies. Natural rocks charcoal slate with violet crystalline seams. Cool neutral studio light.\nComposition: landscape 3:2 sheet; one large three-quarter hero occupies the left half, smaller clearly separated orthographic references, variants and mechanical detail studies on the right and bottom. Consistent object design and proportions across views. Whole silhouettes fully framed with generous margins. Warm light-gray drafting-paper backdrop, delicate technical rules and understated annotations. Small material swatches along bottom. For translucent effects use a few dark inset panels.\nText: only the heading \"TOWABLE ORE\" and subheading \"FUTURISTIC / FRACTAL GAS LAB\", plus short clear view labels when helpful. No lengthy text paragraphs.\nConstraints: original designs, no logos or watermarks, no people, no vehicles unless explicitly required, no excessive bloom obscuring structure. These are visual references for 3D game assets; preserve plausible construction, legibility from above and a coherent collection.",
      "file": "futuristic/world/ore-rocks.png",
      "sha256": "d2ac8cf8f27291fab88b487765d48c4ee673cf165304b4de4efca19dfda5280f"
    },
    {
      "style": "futuristic",
      "id": "gravity-well",
      "title": "GRAVITY WELL",
      "prompt": "Use case: stylized-concept.\nAsset type: production concept sheet for the Fractal Gas laboratory, accompanying an existing rocket, kart, drone and six-wheel harvester vehicle collection.\nPrimary request: A spectacular but compact gravity-well reactor: central suspended dense spherical core, concentric articulated containment rings and a low circular service plinth. Show hero active state, dormant state, top view, side view and exploded ring-bearing assembly. A restrained curved translucent field conveys attraction; physical machinery remains clear and modelable. Keep all elements within a readable circular footprint. It is a science-fiction attractor, not a literal astronomy illustration.\nStyle/medium: polished original hard-surface game-art painting with physically convincing PBR-like materials and crisp modelable forms; high-end art-direction sheet, visually rich without visual clutter.\nColor palette and design language: FUTURISTIC collection: faceted graphite ceramic and pale brushed aerospace alloy, cyan instrument glass and thin cyan light strips, violet mineral/energy interiors, restrained pale-gold optical fittings. Hard-surface bevels, panel seams, sparse fasteners, precise engineered assemblies. Natural rocks charcoal slate with violet crystalline seams. Cool neutral studio light.\nComposition: landscape 3:2 sheet; one large three-quarter hero occupies the left half, smaller clearly separated orthographic references, variants and mechanical detail studies on the right and bottom. Consistent object design and proportions across views. Whole silhouettes fully framed with generous margins. Warm light-gray drafting-paper backdrop, delicate technical rules and understated annotations. Small material swatches along bottom. For translucent effects use a few dark inset panels.\nText: only the heading \"GRAVITY WELL\" and subheading \"FUTURISTIC / FRACTAL GAS LAB\", plus short clear view labels when helpful. No lengthy text paragraphs.\nConstraints: original designs, no logos or watermarks, no people, no vehicles unless explicitly required, no excessive bloom obscuring structure. These are visual references for 3D game assets; preserve plausible construction, legibility from above and a coherent collection.",
      "file": "futuristic/world/gravity-well.png",
      "sha256": "a1ee7f3655523f35e28a9a800111f6ee540648a8c08c23997b0b85af3f783880"
    },
    {
      "style": "futuristic",
      "id": "recovery-dock",
      "title": "RECOVERY DOCK",
      "prompt": "Use case: stylized-concept.\nAsset type: production concept sheet for the Fractal Gas laboratory, accompanying an existing rocket, kart, drone and six-wheel harvester vehicle collection.\nPrimary request: Circular recovery platform where vehicles deliver captured ore. Broad flat unobstructed landing/intake disk, segmented perimeter machinery, four low guide beacons, recessed conveyor or intake mouth, and attached compact service machinery. Hero three-quarter view; exact top and side views; open intake detail; three beacon variants. Center remains open for a rocket and boulder. The dock cannot look like a solid building blocking passage.\nStyle/medium: polished original hard-surface game-art painting with physically convincing PBR-like materials and crisp modelable forms; high-end art-direction sheet, visually rich without visual clutter.\nColor palette and design language: FUTURISTIC collection: faceted graphite ceramic and pale brushed aerospace alloy, cyan instrument glass and thin cyan light strips, violet mineral/energy interiors, restrained pale-gold optical fittings. Hard-surface bevels, panel seams, sparse fasteners, precise engineered assemblies. Natural rocks charcoal slate with violet crystalline seams. Cool neutral studio light.\nComposition: landscape 3:2 sheet; one large three-quarter hero occupies the left half, smaller clearly separated orthographic references, variants and mechanical detail studies on the right and bottom. Consistent object design and proportions across views. Whole silhouettes fully framed with generous margins. Warm light-gray drafting-paper backdrop, delicate technical rules and understated annotations. Small material swatches along bottom. For translucent effects use a few dark inset panels.\nText: only the heading \"RECOVERY DOCK\" and subheading \"FUTURISTIC / FRACTAL GAS LAB\", plus short clear view labels when helpful. No lengthy text paragraphs.\nConstraints: original designs, no logos or watermarks, no people, no vehicles unless explicitly required, no excessive bloom obscuring structure. These are visual references for 3D game assets; preserve plausible construction, legibility from above and a coherent collection.",
      "file": "futuristic/world/recovery-dock.png",
      "sha256": "3c804444c8e47354d159353af6f2b11a30d4e931d26a194afabe3bc7c0077516"
    },
    {
      "style": "futuristic",
      "id": "checkpoints",
      "title": "CHECKPOINTS",
      "prompt": "Use case: stylized-concept.\nAsset type: production concept sheet for the Fractal Gas laboratory, accompanying an existing rocket, kart, drone and six-wheel harvester vehicle collection.\nPrimary request: Pass-through race and navigation checkpoint kit. Primary large upright ring with open center, anchored on two modest feet; secondary paired gate pylons, low ground checkpoint marker, finish-line arch and direction beacon. Hero ring, side and top diagrams, construction detail and isolated variants. The openings must remain clearly traversable and there must be no solid panel across a gate.\nStyle/medium: polished original hard-surface game-art painting with physically convincing PBR-like materials and crisp modelable forms; high-end art-direction sheet, visually rich without visual clutter.\nColor palette and design language: FUTURISTIC collection: faceted graphite ceramic and pale brushed aerospace alloy, cyan instrument glass and thin cyan light strips, violet mineral/energy interiors, restrained pale-gold optical fittings. Hard-surface bevels, panel seams, sparse fasteners, precise engineered assemblies. Natural rocks charcoal slate with violet crystalline seams. Cool neutral studio light.\nComposition: landscape 3:2 sheet; one large three-quarter hero occupies the left half, smaller clearly separated orthographic references, variants and mechanical detail studies on the right and bottom. Consistent object design and proportions across views. Whole silhouettes fully framed with generous margins. Warm light-gray drafting-paper backdrop, delicate technical rules and understated annotations. Small material swatches along bottom. For translucent effects use a few dark inset panels.\nText: only the heading \"CHECKPOINTS\" and subheading \"FUTURISTIC / FRACTAL GAS LAB\", plus short clear view labels when helpful. No lengthy text paragraphs.\nConstraints: original designs, no logos or watermarks, no people, no vehicles unless explicitly required, no excessive bloom obscuring structure. These are visual references for 3D game assets; preserve plausible construction, legibility from above and a coherent collection.",
      "file": "futuristic/world/checkpoints.png",
      "sha256": "a28200882f53b33205d217964dea7080b2e7d931dcffc3a97990fd24459cef95"
    },
    {
      "style": "futuristic",
      "id": "arena-scenery",
      "title": "ARENA SCENERY",
      "prompt": "Use case: stylized-concept.\nAsset type: production concept sheet for the Fractal Gas laboratory, accompanying an existing rocket, kart, drone and six-wheel harvester vehicle collection.\nPrimary request: Modular beautiful laboratory arena and asteroid-mining environment kit. A readable open arena diorama plus isolated reusable straight boundary rail, inside/outside corner, low bollard, faceted rock obstacle, floor tile, lamp, utility column, resource deposit and small service gantry. Include tile top view and rail side view. Scenery edges are low and do not hide small vehicles. Show snapping modular ends, quiet playable ground and rich perimeter detail. No vehicles.\nStyle/medium: polished original hard-surface game-art painting with physically convincing PBR-like materials and crisp modelable forms; high-end art-direction sheet, visually rich without visual clutter.\nColor palette and design language: FUTURISTIC collection: faceted graphite ceramic and pale brushed aerospace alloy, cyan instrument glass and thin cyan light strips, violet mineral/energy interiors, restrained pale-gold optical fittings. Hard-surface bevels, panel seams, sparse fasteners, precise engineered assemblies. Natural rocks charcoal slate with violet crystalline seams. Cool neutral studio light.\nComposition: landscape 3:2 sheet; one large three-quarter hero occupies the left half, smaller clearly separated orthographic references, variants and mechanical detail studies on the right and bottom. Consistent object design and proportions across views. Whole silhouettes fully framed with generous margins. Warm light-gray drafting-paper backdrop, delicate technical rules and understated annotations. Small material swatches along bottom. For translucent effects use a few dark inset panels.\nText: only the heading \"ARENA SCENERY\" and subheading \"FUTURISTIC / FRACTAL GAS LAB\", plus short clear view labels when helpful. No lengthy text paragraphs.\nConstraints: original designs, no logos or watermarks, no people, no vehicles unless explicitly required, no excessive bloom obscuring structure. These are visual references for 3D game assets; preserve plausible construction, legibility from above and a coherent collection.",
      "file": "futuristic/world/arena-scenery.png",
      "sha256": "98bc098977530d0b654a50524951852ced99d646986e39f8ce03599b9a7e2438"
    },
    {
      "style": "futuristic",
      "id": "racing-scenery",
      "title": "RACING SCENERY",
      "prompt": "Use case: stylized-concept.\nAsset type: production concept sheet for the Fractal Gas laboratory, accompanying an existing rocket, kart, drone and six-wheel harvester vehicle collection.\nPrimary request: Modular racing circuit scenery kit for miniature autonomous karts. An open curved track segment diorama plus isolated straights, bend, kerb, low guardrail, trackside light, start light stack, pit-service station and direction board. Include consistent top and side construction views. The road is broad, flat and empty, turn edges unambiguous; detail concentrated outside the driveable surface. No vehicles or crowds.\nStyle/medium: polished original hard-surface game-art painting with physically convincing PBR-like materials and crisp modelable forms; high-end art-direction sheet, visually rich without visual clutter.\nColor palette and design language: FUTURISTIC collection: faceted graphite ceramic and pale brushed aerospace alloy, cyan instrument glass and thin cyan light strips, violet mineral/energy interiors, restrained pale-gold optical fittings. Hard-surface bevels, panel seams, sparse fasteners, precise engineered assemblies. Natural rocks charcoal slate with violet crystalline seams. Cool neutral studio light.\nComposition: landscape 3:2 sheet; one large three-quarter hero occupies the left half, smaller clearly separated orthographic references, variants and mechanical detail studies on the right and bottom. Consistent object design and proportions across views. Whole silhouettes fully framed with generous margins. Warm light-gray drafting-paper backdrop, delicate technical rules and understated annotations. Small material swatches along bottom. For translucent effects use a few dark inset panels.\nText: only the heading \"RACING SCENERY\" and subheading \"FUTURISTIC / FRACTAL GAS LAB\", plus short clear view labels when helpful. No lengthy text paragraphs.\nConstraints: original designs, no logos or watermarks, no people, no vehicles unless explicitly required, no excessive bloom obscuring structure. These are visual references for 3D game assets; preserve plausible construction, legibility from above and a coherent collection.",
      "file": "futuristic/world/racing-scenery.png",
      "sha256": "7ded5324ede7526a9b207df5865196dedc6a62ea5781ca80bd9b32270da508df"
    },
    {
      "style": "futuristic",
      "id": "capture-effects",
      "title": "CAPTURE AND MOTION",
      "prompt": "Use case: stylized-concept.\nAsset type: production concept sheet for the Fractal Gas laboratory, accompanying an existing rocket, kart, drone and six-wheel harvester vehicle collection.\nPrimary request: A practical visual-effects and small hardware concept sheet for scientific vehicle simulations: rocket-to-ore tether cable with clamp at each end, capture latch, three deterministic thrust-plume stages, intake collection swirl, pickup disappearance burst, drone rotor airflow, and subtle vehicle path trail. The hero shows the cable under gentle tension anchored between two isolated fittings, no vehicle required. Include cable slack/taut states, isolated fittings with top and side views, and separate three-frame effect strips. Effects should remain readable and restrained, with dark backdrop behind translucent elements.\nStyle/medium: polished original hard-surface game-art painting with physically convincing PBR-like materials and crisp modelable forms; high-end art-direction sheet, visually rich without visual clutter.\nColor palette and design language: FUTURISTIC collection: faceted graphite ceramic and pale brushed aerospace alloy, cyan instrument glass and thin cyan light strips, violet mineral/energy interiors, restrained pale-gold optical fittings. Hard-surface bevels, panel seams, sparse fasteners, precise engineered assemblies. Natural rocks charcoal slate with violet crystalline seams. Cool neutral studio light.\nComposition: landscape 3:2 sheet; one large three-quarter hero occupies the left half, smaller clearly separated orthographic references, variants and mechanical detail studies on the right and bottom. Consistent object design and proportions across views. Whole silhouettes fully framed with generous margins. Warm light-gray drafting-paper backdrop, delicate technical rules and understated annotations. Small material swatches along bottom. For translucent effects use a few dark inset panels.\nText: only the heading \"CAPTURE AND MOTION\" and subheading \"FUTURISTIC / FRACTAL GAS LAB\", plus short clear view labels when helpful. No lengthy text paragraphs.\nConstraints: original designs, no logos or watermarks, no people, no vehicles unless explicitly required, no excessive bloom obscuring structure. These are visual references for 3D game assets; preserve plausible construction, legibility from above and a coherent collection.",
      "file": "futuristic/world/capture-effects.png",
      "sha256": "c0f47899dd84bbfe3ff38ae69ca5fbc01bb0aa9f2d0bcbc506883e791e046121"
    },
    {
      "style": "steampunk",
      "id": "collectible-drops",
      "title": "COLLECTIBLE DROPS",
      "prompt": "Use case: stylized-concept.\nAsset type: production concept sheet for the Fractal Gas laboratory, accompanying an existing rocket, kart, drone and six-wheel harvester vehicle collection.\nPrimary request: Small collectible resources swept up by a six-wheel harvester. Design a coherent set of six pickups: raw crystal cluster, cut resource nugget, compact salvage bundle, sealed energy capsule, rare core, and scattered ore pile. Each has a distinct silhouette and a low ground footprint. Hero is a raw mineral cluster with a few fractured pieces; supporting views show all six isolated, an exact top view and cross-section of the capsule. No coins or floating UI icons.\nStyle/medium: polished original hard-surface game-art painting with physically convincing PBR-like materials and crisp modelable forms; high-end art-direction sheet, visually rich without visual clutter.\nColor palette and design language: STEAMPUNK collection: riveted blackened iron, warm brushed brass, copper pressure pipes, burgundy enamel, amber glass, leather where useful, ceramic gauges, gears, valves and mechanically credible exposed linkages. Natural rocks dark brown slate with warm amber mineral seams. Warm neutral studio light. No cyan neon, no futuristic holograms. Effects amber vapor, fine sparks and restrained steam.\nComposition: landscape 3:2 sheet; one large three-quarter hero occupies the left half, smaller clearly separated orthographic references, variants and mechanical detail studies on the right and bottom. Consistent object design and proportions across views. Whole silhouettes fully framed with generous margins. Warm light-gray drafting-paper backdrop, delicate technical rules and understated annotations. Small material swatches along bottom. For translucent effects use a few dark inset panels.\nText: only the heading \"COLLECTIBLE DROPS\" and subheading \"STEAMPUNK / FRACTAL GAS LAB\", plus short clear view labels when helpful. No lengthy text paragraphs.\nConstraints: original designs, no logos or watermarks, no people, no vehicles unless explicitly required, no excessive bloom obscuring structure. These are visual references for 3D game assets; preserve plausible construction, legibility from above and a coherent collection.",
      "file": "steampunk/world/collectible-drops.png",
      "sha256": "31bd409825bdb780327b9cdb9bac8ba6b175228f5f2e9c4653de976256c4bea0"
    },
    {
      "style": "steampunk",
      "id": "ore-rocks",
      "title": "TOWABLE ORE",
      "prompt": "Use case: stylized-concept.\nAsset type: production concept sheet for the Fractal Gas laboratory, accompanying an existing rocket, kart, drone and six-wheel harvester vehicle collection.\nPrimary request: Heavy irregular ore rocks caught and towed by compact twin-engine rockets. Hero: one asymmetric weathered boulder with exposed mineral veins and a recessed graspable anchor point. Include small, medium, large variants, an unencumbered natural rock, a captured rock with a removable mechanical clamp, side and top views, and an exploded clamp detail. Rock stays mostly natural stone; technology is restrained. Stable readable silhouette from above.\nStyle/medium: polished original hard-surface game-art painting with physically convincing PBR-like materials and crisp modelable forms; high-end art-direction sheet, visually rich without visual clutter.\nColor palette and design language: STEAMPUNK collection: riveted blackened iron, warm brushed brass, copper pressure pipes, burgundy enamel, amber glass, leather where useful, ceramic gauges, gears, valves and mechanically credible exposed linkages. Natural rocks dark brown slate with warm amber mineral seams. Warm neutral studio light. No cyan neon, no futuristic holograms. Effects amber vapor, fine sparks and restrained steam.\nComposition: landscape 3:2 sheet; one large three-quarter hero occupies the left half, smaller clearly separated orthographic references, variants and mechanical detail studies on the right and bottom. Consistent object design and proportions across views. Whole silhouettes fully framed with generous margins. Warm light-gray drafting-paper backdrop, delicate technical rules and understated annotations. Small material swatches along bottom. For translucent effects use a few dark inset panels.\nText: only the heading \"TOWABLE ORE\" and subheading \"STEAMPUNK / FRACTAL GAS LAB\", plus short clear view labels when helpful. No lengthy text paragraphs.\nConstraints: original designs, no logos or watermarks, no people, no vehicles unless explicitly required, no excessive bloom obscuring structure. These are visual references for 3D game assets; preserve plausible construction, legibility from above and a coherent collection.",
      "file": "steampunk/world/ore-rocks.png",
      "sha256": "3ff11dd01cb76940a7c01bc39d1be5b29d34ddc3b8417d1f1be6af69e99d8e29"
    },
    {
      "style": "steampunk",
      "id": "gravity-well",
      "title": "GRAVITY WELL",
      "prompt": "Use case: stylized-concept.\nAsset type: production concept sheet for the Fractal Gas laboratory, accompanying an existing rocket, kart, drone and six-wheel harvester vehicle collection.\nPrimary request: A spectacular but compact gravity-well reactor: central suspended dense spherical core, concentric articulated containment rings and a low circular service plinth. Show hero active state, dormant state, top view, side view and exploded ring-bearing assembly. A restrained curved translucent field conveys attraction; physical machinery remains clear and modelable. Keep all elements within a readable circular footprint. It is a science-fiction attractor, not a literal astronomy illustration.\nStyle/medium: polished original hard-surface game-art painting with physically convincing PBR-like materials and crisp modelable forms; high-end art-direction sheet, visually rich without visual clutter.\nColor palette and design language: STEAMPUNK collection: riveted blackened iron, warm brushed brass, copper pressure pipes, burgundy enamel, amber glass, leather where useful, ceramic gauges, gears, valves and mechanically credible exposed linkages. Natural rocks dark brown slate with warm amber mineral seams. Warm neutral studio light. No cyan neon, no futuristic holograms. Effects amber vapor, fine sparks and restrained steam.\nComposition: landscape 3:2 sheet; one large three-quarter hero occupies the left half, smaller clearly separated orthographic references, variants and mechanical detail studies on the right and bottom. Consistent object design and proportions across views. Whole silhouettes fully framed with generous margins. Warm light-gray drafting-paper backdrop, delicate technical rules and understated annotations. Small material swatches along bottom. For translucent effects use a few dark inset panels.\nText: only the heading \"GRAVITY WELL\" and subheading \"STEAMPUNK / FRACTAL GAS LAB\", plus short clear view labels when helpful. No lengthy text paragraphs.\nConstraints: original designs, no logos or watermarks, no people, no vehicles unless explicitly required, no excessive bloom obscuring structure. These are visual references for 3D game assets; preserve plausible construction, legibility from above and a coherent collection.",
      "file": "steampunk/world/gravity-well.png",
      "sha256": "1abbb1dfe44cb988d79586e6430486742633882e47458d5f50d24a318a6bfc7c"
    },
    {
      "style": "steampunk",
      "id": "recovery-dock",
      "title": "RECOVERY DOCK",
      "prompt": "Use case: stylized-concept.\nAsset type: production concept sheet for the Fractal Gas laboratory, accompanying an existing rocket, kart, drone and six-wheel harvester vehicle collection.\nPrimary request: Circular recovery platform where vehicles deliver captured ore. Broad flat unobstructed landing/intake disk, segmented perimeter machinery, four low guide beacons, recessed conveyor or intake mouth, and attached compact service machinery. Hero three-quarter view; exact top and side views; open intake detail; three beacon variants. Center remains open for a rocket and boulder. The dock cannot look like a solid building blocking passage.\nStyle/medium: polished original hard-surface game-art painting with physically convincing PBR-like materials and crisp modelable forms; high-end art-direction sheet, visually rich without visual clutter.\nColor palette and design language: STEAMPUNK collection: riveted blackened iron, warm brushed brass, copper pressure pipes, burgundy enamel, amber glass, leather where useful, ceramic gauges, gears, valves and mechanically credible exposed linkages. Natural rocks dark brown slate with warm amber mineral seams. Warm neutral studio light. No cyan neon, no futuristic holograms. Effects amber vapor, fine sparks and restrained steam.\nComposition: landscape 3:2 sheet; one large three-quarter hero occupies the left half, smaller clearly separated orthographic references, variants and mechanical detail studies on the right and bottom. Consistent object design and proportions across views. Whole silhouettes fully framed with generous margins. Warm light-gray drafting-paper backdrop, delicate technical rules and understated annotations. Small material swatches along bottom. For translucent effects use a few dark inset panels.\nText: only the heading \"RECOVERY DOCK\" and subheading \"STEAMPUNK / FRACTAL GAS LAB\", plus short clear view labels when helpful. No lengthy text paragraphs.\nConstraints: original designs, no logos or watermarks, no people, no vehicles unless explicitly required, no excessive bloom obscuring structure. These are visual references for 3D game assets; preserve plausible construction, legibility from above and a coherent collection.",
      "file": "steampunk/world/recovery-dock.png",
      "sha256": "165a92bcbc6c68c8197fed3475283d58f4874b6ff3a8f6a8d9fa9672f27ed93d"
    },
    {
      "style": "steampunk",
      "id": "checkpoints",
      "title": "CHECKPOINTS",
      "prompt": "Use case: stylized-concept.\nAsset type: production concept sheet for the Fractal Gas laboratory, accompanying an existing rocket, kart, drone and six-wheel harvester vehicle collection.\nPrimary request: Pass-through race and navigation checkpoint kit. Primary large upright ring with open center, anchored on two modest feet; secondary paired gate pylons, low ground checkpoint marker, finish-line arch and direction beacon. Hero ring, side and top diagrams, construction detail and isolated variants. The openings must remain clearly traversable and there must be no solid panel across a gate.\nStyle/medium: polished original hard-surface game-art painting with physically convincing PBR-like materials and crisp modelable forms; high-end art-direction sheet, visually rich without visual clutter.\nColor palette and design language: STEAMPUNK collection: riveted blackened iron, warm brushed brass, copper pressure pipes, burgundy enamel, amber glass, leather where useful, ceramic gauges, gears, valves and mechanically credible exposed linkages. Natural rocks dark brown slate with warm amber mineral seams. Warm neutral studio light. No cyan neon, no futuristic holograms. Effects amber vapor, fine sparks and restrained steam.\nComposition: landscape 3:2 sheet; one large three-quarter hero occupies the left half, smaller clearly separated orthographic references, variants and mechanical detail studies on the right and bottom. Consistent object design and proportions across views. Whole silhouettes fully framed with generous margins. Warm light-gray drafting-paper backdrop, delicate technical rules and understated annotations. Small material swatches along bottom. For translucent effects use a few dark inset panels.\nText: only the heading \"CHECKPOINTS\" and subheading \"STEAMPUNK / FRACTAL GAS LAB\", plus short clear view labels when helpful. No lengthy text paragraphs.\nConstraints: original designs, no logos or watermarks, no people, no vehicles unless explicitly required, no excessive bloom obscuring structure. These are visual references for 3D game assets; preserve plausible construction, legibility from above and a coherent collection.",
      "file": "steampunk/world/checkpoints.png",
      "sha256": "a141500e4cce7babf90fb3f08157c000ddd5f20af6274f1688d4762f57d7829a"
    },
    {
      "style": "steampunk",
      "id": "arena-scenery",
      "title": "ARENA SCENERY",
      "prompt": "Use case: stylized-concept.\nAsset type: production concept sheet for the Fractal Gas laboratory, accompanying an existing rocket, kart, drone and six-wheel harvester vehicle collection.\nPrimary request: Modular beautiful laboratory arena and asteroid-mining environment kit. A readable open arena diorama plus isolated reusable straight boundary rail, inside/outside corner, low bollard, faceted rock obstacle, floor tile, lamp, utility column, resource deposit and small service gantry. Include tile top view and rail side view. Scenery edges are low and do not hide small vehicles. Show snapping modular ends, quiet playable ground and rich perimeter detail. No vehicles.\nStyle/medium: polished original hard-surface game-art painting with physically convincing PBR-like materials and crisp modelable forms; high-end art-direction sheet, visually rich without visual clutter.\nColor palette and design language: STEAMPUNK collection: riveted blackened iron, warm brushed brass, copper pressure pipes, burgundy enamel, amber glass, leather where useful, ceramic gauges, gears, valves and mechanically credible exposed linkages. Natural rocks dark brown slate with warm amber mineral seams. Warm neutral studio light. No cyan neon, no futuristic holograms. Effects amber vapor, fine sparks and restrained steam.\nComposition: landscape 3:2 sheet; one large three-quarter hero occupies the left half, smaller clearly separated orthographic references, variants and mechanical detail studies on the right and bottom. Consistent object design and proportions across views. Whole silhouettes fully framed with generous margins. Warm light-gray drafting-paper backdrop, delicate technical rules and understated annotations. Small material swatches along bottom. For translucent effects use a few dark inset panels.\nText: only the heading \"ARENA SCENERY\" and subheading \"STEAMPUNK / FRACTAL GAS LAB\", plus short clear view labels when helpful. No lengthy text paragraphs.\nConstraints: original designs, no logos or watermarks, no people, no vehicles unless explicitly required, no excessive bloom obscuring structure. These are visual references for 3D game assets; preserve plausible construction, legibility from above and a coherent collection.",
      "file": "steampunk/world/arena-scenery.png",
      "sha256": "f3a56c31a4a96b85acb3e018e79e36bac1b5384ffc6c60c6a6112f1ff77123bd"
    },
    {
      "style": "steampunk",
      "id": "racing-scenery",
      "title": "RACING SCENERY",
      "prompt": "Use case: stylized-concept.\nAsset type: production concept sheet for the Fractal Gas laboratory, accompanying an existing rocket, kart, drone and six-wheel harvester vehicle collection.\nPrimary request: Modular racing circuit scenery kit for miniature autonomous karts. An open curved track segment diorama plus isolated straights, bend, kerb, low guardrail, trackside light, start light stack, pit-service station and direction board. Include consistent top and side construction views. The road is broad, flat and empty, turn edges unambiguous; detail concentrated outside the driveable surface. No vehicles or crowds.\nStyle/medium: polished original hard-surface game-art painting with physically convincing PBR-like materials and crisp modelable forms; high-end art-direction sheet, visually rich without visual clutter.\nColor palette and design language: STEAMPUNK collection: riveted blackened iron, warm brushed brass, copper pressure pipes, burgundy enamel, amber glass, leather where useful, ceramic gauges, gears, valves and mechanically credible exposed linkages. Natural rocks dark brown slate with warm amber mineral seams. Warm neutral studio light. No cyan neon, no futuristic holograms. Effects amber vapor, fine sparks and restrained steam.\nComposition: landscape 3:2 sheet; one large three-quarter hero occupies the left half, smaller clearly separated orthographic references, variants and mechanical detail studies on the right and bottom. Consistent object design and proportions across views. Whole silhouettes fully framed with generous margins. Warm light-gray drafting-paper backdrop, delicate technical rules and understated annotations. Small material swatches along bottom. For translucent effects use a few dark inset panels.\nText: only the heading \"RACING SCENERY\" and subheading \"STEAMPUNK / FRACTAL GAS LAB\", plus short clear view labels when helpful. No lengthy text paragraphs.\nConstraints: original designs, no logos or watermarks, no people, no vehicles unless explicitly required, no excessive bloom obscuring structure. These are visual references for 3D game assets; preserve plausible construction, legibility from above and a coherent collection.",
      "file": "steampunk/world/racing-scenery.png",
      "sha256": "46b5599e879d5f6e2530bf61e7683378217f4c7e2d7df67999350d02c34b5b91"
    },
    {
      "style": "steampunk",
      "id": "capture-effects",
      "title": "CAPTURE AND MOTION",
      "prompt": "Use case: stylized-concept.\nAsset type: production concept sheet for the Fractal Gas laboratory, accompanying an existing rocket, kart, drone and six-wheel harvester vehicle collection.\nPrimary request: A practical visual-effects and small hardware concept sheet for scientific vehicle simulations: rocket-to-ore tether cable with clamp at each end, capture latch, three deterministic thrust-plume stages, intake collection swirl, pickup disappearance burst, drone rotor airflow, and subtle vehicle path trail. The hero shows the cable under gentle tension anchored between two isolated fittings, no vehicle required. Include cable slack/taut states, isolated fittings with top and side views, and separate three-frame effect strips. Effects should remain readable and restrained, with dark backdrop behind translucent elements.\nStyle/medium: polished original hard-surface game-art painting with physically convincing PBR-like materials and crisp modelable forms; high-end art-direction sheet, visually rich without visual clutter.\nColor palette and design language: STEAMPUNK collection: riveted blackened iron, warm brushed brass, copper pressure pipes, burgundy enamel, amber glass, leather where useful, ceramic gauges, gears, valves and mechanically credible exposed linkages. Natural rocks dark brown slate with warm amber mineral seams. Warm neutral studio light. No cyan neon, no futuristic holograms. Effects amber vapor, fine sparks and restrained steam.\nComposition: landscape 3:2 sheet; one large three-quarter hero occupies the left half, smaller clearly separated orthographic references, variants and mechanical detail studies on the right and bottom. Consistent object design and proportions across views. Whole silhouettes fully framed with generous margins. Warm light-gray drafting-paper backdrop, delicate technical rules and understated annotations. Small material swatches along bottom. For translucent effects use a few dark inset panels.\nText: only the heading \"CAPTURE AND MOTION\" and subheading \"STEAMPUNK / FRACTAL GAS LAB\", plus short clear view labels when helpful. No lengthy text paragraphs.\nConstraints: original designs, no logos or watermarks, no people, no vehicles unless explicitly required, no excessive bloom obscuring structure. These are visual references for 3D game assets; preserve plausible construction, legibility from above and a coherent collection.",
      "file": "steampunk/world/capture-effects.png",
      "sha256": "90ce658afd487de97736873bb9f61640555e4e286db63e48ad3b55afa02ef0bb"
    }
  ]
}
